Command throws are untechable and are more damaging than normal throws. Normal throws can be ‘teched’ which means that you can escape from being grabbed by pressing various button sequences. Attacks are defined as “cancelable” meaning they have the ability to be canceled (and effectively comboed) into a special or super (the act of cancelling a special move into a super move is usually called Super Cancel).Ĭommand Normals: Normal attacks performed with a simple combination of joystick and button action, such as a ‘Forward’ with Punch or Kick.Ĭommand Grab: A command grab (or command throw) differs from normal throws. Usually this is one combo or technique whose use is ubiquitous and highly recommended due to its efficacy, ease of execution, and versatility.Ĭancel: Cancelling is defined as breaking out of a current animation or move by inputting another move that cancels the previous one. Each attack as a whole has start up frames, active frames and recovery frames.īread and Butter/BnB: Refers to a “bread and butter” combo or technique for a character. This is a pretty short duration and mostly lasts for 2 or 3 frames. Alphabetical Glossary:Īctive Frames: This is basically the duration where an attack or throw actually connects. Ever wonder what your friend is talking about when it comes to Fuzzy Guard (no its not an abundant defense to having a frizzy, fluffy, or frayed texture or appearance…), Option Selects or Frame Data? Well were here to be your guide to all the terms you need to know to translate your friends jargon into fighting game info gold (note: this is an ongoing and growing list of terms that will be updated with new terms as soon as we can).