Fighting Game Glossary
Anti-Air (AA)
A move used to counter or prevent an opponent's aerial attack.
Combo
A series of attacks that cannot be blocked once the first hit connects.
Cross-Up
An ambiguous attack that can hit from either side of the opponent.
Frame Data
Information about the startup, active, and recovery frames of moves.
Footsies
The neutral game of positioning and spacing between players.
Mix-Up
A strategy of using different attacks to confuse the opponent's defense.
Okizeme (Oki)
Pressuring a knocked-down opponent as they get up.
Punish
Attacking an opponent during their recovery frames after a blocked or whiffed move.
Tech
A defensive action to escape from throws or recover from knockdowns.
Zoning
Keeping opponents at bay using projectiles and long-range attacks.
Option Select (OS)
A single input that results in different actions depending on the situation.
Frame Trap
A sequence that baits the opponent into pressing buttons, leading to a counter-hit.
Hit Confirm
The act of confirming if your initial hits connected before committing to a full combo.
Meaty
An attack timed to hit an opponent as they recover from knockdown, maximizing frame advantage.
Reversal
A move performed immediately upon waking up that has invincibility frames.