Fighting game vocabulary mixes general ideas with mechanics that work differently across titles. A reversal can describe input timing without guaranteeing invulnerability, and an overhead must be interpreted through the defensive rules of the game you are playing. Use the glossary as a starting explanation, then test an interaction in training mode or consult the game rules. Tournament terms also need context: a set can contain several games, a pool can use several formats, and a top cut depends on the event qualification policy.
Find a term and share its anchor
Search a term or a word in its definition to narrow the list. Every entry has a stable anchor link, so you can send someone directly to a definition instead of asking them to scan the entire page. Short definitions are designed to answer the immediate question before you move to examples and practice. For move demonstrations, use the fighting game combo finder or Radar. For an event rule, consult the organizer published rules and ask how the relevant term is applied at that competition.
Anti-air
A move or reaction used to stop an airborne opponent. Practice against the jump distance you actually see in matches, because one anti-air option may not cover every angle.
Blockstring
A sequence of attacks intended to keep a defender blocking. A gap can allow a reversal, throw, or other response; whether the sequence is truly continuous depends on the game.
Buffer
Entering an input before the move can execute so it activates at the first permitted moment. Input buffers differ by game and situation, so test the timing in training mode.
Cancel
Ending a move through a permitted transition into another move. Common examples include normal attacks canceled into specials. Cancel routes are game-specific and do not mean every recovery animation can be skipped.
Combo
A sequence of attacks that connect without giving the defender a normal opportunity to escape between hits. Game-specific defensive mechanics can create exceptions, so check the relevant rules and resources.
Counter hit
A hit that catches an opponent during a vulnerable part of their attack. Some games reward counter hits with extra damage, additional advantage, or different combo routes.
Cross-up
An attack that reaches the opposite side of the defender, often during a jump. The defender may need to change their blocking direction as the attacker passes over them.
DP
Community shorthand for a dragon-punch-style move or input. It often describes an anti-air reversal, but invulnerability, startup, and input notation depend on the particular character and game.
Frame
One unit of animation or simulation timing used to discuss move speed and advantage. Frame data describes startup, active frames, recovery, and other timing properties within a specific game.
Frame advantage
The difference between when two players recover after an interaction. Positive advantage means one player can act first, but spacing and move choice still affect what happens next.
Frame trap
A sequence with a deliberate gap designed to catch the defender trying to act. A frame trap is different from a true blockstring because the defender has a limited action window.
Hit confirm
Recognizing that an attack connected before committing to the next part of a sequence. Practice both hit and block outcomes so a successful confirm is a decision rather than a memorized input.
Juggle
A combo in which attacks repeatedly hit an airborne opponent. Juggle limits, height, gravity, and recovery options vary across games, which is why routes may work only in certain situations.
Meaty
An attack timed so its active frames overlap the opponent becoming vulnerable after recovery or wake-up. Correct timing can change advantage and challenge attempts to act immediately.
Mix-up
A situation that presents different defensive requirements, such as a low attack versus an overhead. Not every sequence is unreactable or equally strong; timing, resources, and risk matter.
Neutral
The part of a match where neither player has a clearly established offensive sequence or defensive obligation. Movement, spacing, pokes, and approach options determine how an advantage begins.
Oki
Short for okizeme: pressure or decision-making around an opponent recovering from a knockdown. Strong oki accounts for wake-up timing, defensive options, positioning, and the resources available to both players.
Option select
An input or sequence that produces different outcomes depending on the game state. The game resolves the relevant conditions; this is not the same as reacting to each outcome separately.
Overhead
An attack that generally requires standing guard in games with high and low blocking. The exact defensive rule is game-specific, and overhead attacks are not automatically safe on block.
Punish
A guaranteed or sufficiently fast response to an opponent action that leaves them vulnerable. A block punish uses recovery after guarding, while a whiff punish catches a move that missed.
Reversal
A move performed at the first available moment after recovering from a state such as knockdown or blockstun. A reversal is not necessarily invincible; check the specific move properties.
Safe jump
A jump attack timed to threaten a recovering defender while still allowing the attacker to defend against certain reversals. Which reversals it covers depends on timing and the game.
Whiff
A move that does not connect with the opponent. Missing creates a potential recovery window, but a whiff is punishable only when spacing, timing, and the available response permit it.
Runback
A rematch against an opponent, often after a previous loss. Tournament rules decide whether a runback can happen in the bracket; casual players can arrange another set directly.
Set
The unit of competition used for a bracket matchup, often composed of multiple games. A best-of-three set ends when one player wins two games, regardless of individual round scores.
Seed
An entrant position assigned before the draw, commonly based on previous results or a qualifier. Seeding influences the route through a bracket and should follow a published organizer policy.
Bye
An automatic advance when a bracket position has no opponent. A bye is not a played win and should not create a fictitious loss or count toward time estimates as a game.
DQ
Short for disqualification. An organizer may apply a DQ for a rules violation or missed match. The event rules should distinguish a match loss from removal from the entire tournament.
Losers bracket
The part of a double elimination event entered after a first loss. A further loss normally eliminates an entrant, while the last survivor reaches the grand final.
Grand final reset
A deciding additional final when the losers-bracket finalist gives the previously undefeated finalist a first loss. Reset rules preserve the requirement that elimination takes two losses.
Pools
Preliminary groups used to organize a larger field before a later stage. Pools can use different formats; the event must specify advancement places, tiebreaks, and how qualifiers enter the next draw.
Top cut
A later stage restricted to the highest finishers from a preliminary stage such as Swiss or pools. Cut size, qualifying records, and tiebreak policies should be announced before competition begins.
Swiss
A tournament system that pairs entrants across multiple rounds, generally near similar records, without immediately eliminating them after a loss. A Swiss event needs a pairing policy and explicit tiebreak rules.
Round robin
A format where every entrant meets every other entrant once, or twice for a home-and-away version. It offers equal matchup coverage but grows rapidly in total match count.
Buchholz
A Swiss tiebreak based on the sum of opponents points. It estimates schedule strength rather than a direct head-to-head result, and bye treatment must be specified by the organizer.
Sonneborn-Berger
A tiebreak that adds opponents points weighted by the results earned against them. Wins receive full weight and draws usually half, subject to the published tournament rules.
Frequently asked questions
What does FGC mean?
FGC means fighting game community. It can refer to players, organizers, commentators, creators, and local communities around competitive fighting games. The term does not identify one game publisher, event series, or single universal rulebook.
Are these definitions the same in every game?
The broad concept often carries across games, but timing, inputs, move properties, and defensive options can differ. Check the specific title and version before assuming a technique works exactly as described in another game.
What is the difference between a game and a set?
A set is the bracket matchup unit and can contain several games. A best-of-three set requires two game wins. Individual rounds inside those games are another level of scoring and should not be confused with set results.
Can I link directly to a definition?
Yes. Use the anchor beside a term or its entry in the term navigation. The link opens the page at that definition, which is useful when explaining tournament rules or discussing a specific technique with another player.
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