In more recent years, this action is simply referred to as "teching" a knockdown; not to be confused with teching a throw. Both actions have some commonalities, involving a well-timed button press, directional input, or both at once to prevent the character from entering a disadvantageous state. A quick recover is when a character gets back on their feet quickly after being knocked down.
- The first high-profile example of this was the Samurai Shodown series, but the more common modern example is Soul Calibur, as almost all of the fighters are armed with melee weapons .
- They can also use lows against those who simply try to block.
- Wavedashing is accomplished when a character successfully links one crouch dash into another, named so for the bobbing motion this produces in a player character.
- The Electric Wind Godfist also gave better recovery on-hit, so much more effective and devastating combos could be done.
The infinite is a combo that can be continued indefinitely, typically by looping the same sequence of attacks by comboing into the attack that started the sequence. Infinites are generally impossible to break when executed correctly, and require an escape mechanic like Guilty Gear’s "Burst" to break the combo. Infinites are synonymous with Touches of Death, but are explicitly repetitive and possibly the result of developer oversight. Essentially the equal opposite to a hitbox, describing the area on a character that is hit by an opponent’s hitbox. The amount of time, in frames, it takes to recover after being successfully hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link.
This means that for the first 17 frames of a character’s special (about 1/3rd of a second), they are completely invincible. NRS has implemented Roll Escapes in recent games, namely Injustice 2 and Mortal Kombat 11. In Mortal Kombat X, a reversal is a move entered right after blocking an incoming attack. The move will then automatically come out at the first frame possible after the block stun, leaving the opponent no chance to defend against it. A move that generates a certain advantageous situation when done in immediate reaction to an opponent’s attack. Also, a move that can be considered weak may find itself garnering respect if used at an opportune moment, when few other options but itself are optimal within the given situation.
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Cable is especially notorious for this strategy and combining it with his Air Hyper Viper Beam , however all characters are capable of exploiting the phenomenon, if not RPG Games with the same ease or the same extent. Each time a Free Cancel is used, the character flashes white and a small amount of energy from the MAX timer is lost. Any command attack can be canceled into certain special moves (e.g. Benimaru’s Flying Drill into Kuuchuu Raijin Ken). Any normally uncancelable Normal, Command, or CD attack can be canceled intro certain special moves (e.g. Ramon’s standing CD into Tiger Road). Any jumping Normal attack, Command, or CD attack that hits or is blocked can be canceled into certain special moves (e.g. Kensou’s jumping C into Ryuu Sougeki).
This is performed differently from game to game, however it is usually performed by pressing down or the jump button the moment the character hits the floor. The act of moving the joystick from the downward position to the direction that makes the character move forward, forming a 90 degree angle, or quarter circle. Sometimes referred to as a "Fireball Motion", as it is commonly used to perform a character’s projectile attack. A state in which the opponent has been knocked down to the ground. An OTG attack is an attack that hits an opponent who has fallen to the ground. Mix-up can also refer to the strategy of entering poses or stances which have multiple moves with different attack properties available to them, such as Lei Wulong’s animal kung-fu arts or Guy’s Bushinryu ninpo arts. "Meaty" also refers to hitting an opponent on the first frame possible of their wake-up, usually with an attack with many active frames regardless of which portion of the attack’s active frames connect.
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A form of mix-up which allows for the aggressor to force their pressure onto the opponent if they know how to deal with the original mix-up. For example, you might delay your low attack if you know your opponent is fuzzy guarding. (similar to the “X-Ray” visuals in previous Mortal Kombat titles). In recent The King of Fighters games, juggling is supported by another feature called wire. In games where dashing in the air is possible, such as Guilty Gear, it is possible to use an up-forward, neutral, forward motion to air dash very close to the ground, which is called Instant Air Dash . It can usually also be done in reverse, for an instant air back dash. Instant Air Dash is combined with other movement options to maneuver around the screen.
A type of special move that can be comboed by repeating its own motion, to a maximum number of attacks . Named for Fei Long’s Rekkaken move in Street Fighter II. A term for any super move which involves a dash forward followed by a predetermined, auto-executing series of rapid hits, traditionally ending with a powerful uppercut or close equivalent. A variant entitled "rage mode" was also utilized in Mortal Kombat vs. DC Universe, where the rage gauge would fill both when the player received and inflicted damage.