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Tjson.py ADDED
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1
+ import pandas as pd
2
+ import numpy as np
3
+ import os
4
+ import json
5
+ from sentence_transformers import SentenceTransformer
6
+
7
+ print("🚀 Carregando modelo LOCAL (gratuito)...")
8
+
9
+ # Carrega o modelo local - funciona offline!
10
+ modelo = SentenceTransformer('all-MiniLM-L6-v2')
11
+
12
+
13
+ def carregar_jsons_pandas(pasta):
14
+ """
15
+ Carrega todos os JSONs para um DataFrame do pandas
16
+ """
17
+ print(f"📂 Procurando JSONs na pasta: {pasta}")
18
+
19
+ dados_lista = []
20
+
21
+ # Verifica se a pasta existe
22
+ if not os.path.exists(pasta):
23
+ print(f"❌ Pasta '{pasta}' não encontrada!")
24
+ print("💡 Dica: Crie uma pasta chamada 'pasta_jsons' com seus arquivos JSON")
25
+ return pd.DataFrame()
26
+
27
+ # Lista arquivos na pasta
28
+ arquivos = os.listdir(pasta)
29
+ arquivos_json = [f for f in arquivos if f.endswith('.json')]
30
+
31
+ if not arquivos_json:
32
+ print("❌ Nenhum arquivo JSON encontrado na pasta!")
33
+ return pd.DataFrame()
34
+
35
+ print(f"📄 Encontrados {len(arquivos_json)} arquivos JSON")
36
+
37
+ for arquivo in arquivos_json:
38
+ caminho_completo = os.path.join(pasta, arquivo)
39
+
40
+ try:
41
+ with open(caminho_completo, 'r', encoding='utf-8') as f:
42
+ conteudo_json = json.load(f)
43
+
44
+ # Extrai texto para embedding
45
+ texto = extrair_texto_json(conteudo_json)
46
+
47
+ dados_lista.append({
48
+ 'nome_arquivo': arquivo,
49
+ 'conteudo_original': str(conteudo_json),
50
+ 'texto_para_embedding': texto,
51
+ 'tamanho_texto': len(texto)
52
+ })
53
+
54
+ print(f"✅ {arquivo} - carregado!")
55
+
56
+ except Exception as e:
57
+ print(f"❌ Erro em {arquivo}: {e}")
58
+
59
+ # Cria DataFrame
60
+ df = pd.DataFrame(dados_lista)
61
+ print(f"📊 DataFrame criado com {len(df)} registros")
62
+ return df
63
+
64
+
65
+ def extrair_texto_json(dados_json):
66
+ """
67
+ Extrai texto de um JSON para criar embeddings
68
+ """
69
+ if isinstance(dados_json, dict):
70
+ # Se for dicionário, junta todos os valores de texto
71
+ textos = []
72
+ for key, value in dados_json.items():
73
+ if isinstance(value, (str, int, float)):
74
+ textos.append(str(value))
75
+ elif isinstance(value, list):
76
+ textos.extend([str(item) for item in value if isinstance(item, (str, int, float))])
77
+ return " ".join(textos)
78
+ elif isinstance(dados_json, list):
79
+ # Se for lista, converte todos os itens para string
80
+ return " ".join([str(item) for item in dados_json])
81
+ else:
82
+ # Se for outra coisa, converte para string
83
+ return str(dados_json)
84
+
85
+
86
+ def criar_embeddings_locais(df):
87
+ """
88
+ Cria embeddings usando modelo LOCAL gratuito
89
+ """
90
+ print("🔮 Criando embeddings LOCAIS...")
91
+
92
+ if df.empty:
93
+ print("❌ DataFrame vazio!")
94
+ return df
95
+
96
+ # Pega todos os textos
97
+ textos = df['texto_para_embedding'].tolist()
98
+
99
+ # Cria embeddings em lote (mais rápido)
100
+ print("⏳ Gerando embeddings... (pode levar alguns segundos)")
101
+ embeddings = modelo.encode(textos)
102
+
103
+ # Adiciona ao DataFrame
104
+ df['embedding'] = embeddings.tolist()
105
+ df['tamanho_embedding'] = df['embedding'].apply(len)
106
+
107
+ print(f"🎯 Embeddings criados para {len(df)} textos")
108
+ print(f"📐 Dimensões do embedding: {embeddings.shape[1]}")
109
+
110
+ return df
111
+
112
+
113
+ def salvar_resultados_simples(df, nome_base='embeddings_locais'):
114
+ """
115
+ Salva resultados APENAS em CSV e JSON (sem Excel)
116
+ """
117
+ if df.empty:
118
+ print("❌ Nada para salvar!")
119
+ return
120
+
121
+ # 1. CSV com embeddings como string
122
+ df_csv = df.copy()
123
+ df_csv['embedding_str'] = df_csv['embedding'].apply(str)
124
+
125
+ # Salva CSV principal
126
+ colunas_principais = ['nome_arquivo', 'texto_para_embedding', 'tamanho_texto', 'tamanho_embedding', 'embedding_str']
127
+ df_csv[colunas_principais].to_csv(f'{nome_base}.csv', index=False, encoding='utf-8')
128
+
129
+ # 2. JSON com estrutura completa
130
+ df[['nome_arquivo', 'embedding']].to_json(f'{nome_base}.json', orient='records', indent=2)
131
+
132
+ # 3. CSV só com nomes e embeddings (mais leve)
133
+ df[['nome_arquivo', 'embedding']].to_csv(f'{nome_base}_simples.csv', index=False)
134
+
135
+ print(f"💾 Resultados salvos:")
136
+ print(f" 📄 {nome_base}.csv (completo)")
137
+ print(f" 📊 {nome_base}.json (estrutura JSON)")
138
+ print(f" 📋 {nome_base}_simples.csv (apenas embeddings)")
139
+
140
+
141
+ def analisar_com_pandas(df):
142
+ """
143
+ Análise detalhada usando pandas
144
+ """
145
+ print("\n📈 ANÁLISE DETALHADA:")
146
+ print("=" * 50)
147
+
148
+ # Informações básicas
149
+ print(f"📊 Total de arquivos: {len(df)}")
150
+ print(f"📝 Tamanho médio do texto: {df['tamanho_texto'].mean():.0f} caracteres")
151
+ print(f"🎯 Dimensões do embedding: {df['tamanho_embedding'].iloc[0]}")
152
+
153
+ # Estatísticas com pandas
154
+ print(f"\n📋 Estatísticas dos textos:")
155
+ print(df['tamanho_texto'].describe())
156
+
157
+ # Top 3 maiores textos
158
+ print(f"\n🏆 Top 3 textos mais longos:")
159
+ top_longs = df.nlargest(3, 'tamanho_texto')[['nome_arquivo', 'tamanho_texto']]
160
+ for idx, row in top_longs.iterrows():
161
+ print(f" {row['nome_arquivo']} - {row['tamanho_texto']} chars")
162
+
163
+ # Distribuição por tamanho
164
+ df['categoria_tamanho'] = pd.cut(df['tamanho_texto'],
165
+ bins=[0, 100, 500, 1000, float('inf')],
166
+ labels=['Muito Curto (<100)', 'Curto (100-500)',
167
+ 'Médio (500-1000)', 'Longo (>1000)'])
168
+
169
+ print(f"\n📦 Distribuição por tamanho:")
170
+ print(df['categoria_tamanho'].value_counts().sort_index())
171
+
172
+
173
+ # 🎯 PROGRAMA PRINCIPAL
174
+ if __name__ == "__main__":
175
+ # CONFIGURAÇÃO - MUDE AQUI PARA SUA PASTA!
176
+ pasta_jsons = "pasta_json" # ⚠️ SUBSTITUA pelo caminho da SUA pasta!
177
+
178
+ print("=" * 60)
179
+ print("🎊 SISTEMA DE EMBEDDINGS LOCAIS (GRATUITO)")
180
+ print("=" * 60)
181
+
182
+ # 1. Carregar JSONs
183
+ df = carregar_jsons_pandas(pasta_jsons)
184
+
185
+ if not df.empty:
186
+ # 2. Criar embeddings
187
+ df_embeddings = criar_embeddings_locais(df)
188
+
189
+ # 3. Salvar resultados (SEM Excel)
190
+ salvar_resultados_simples(df_embeddings)
191
+
192
+ # 4. Análise
193
+ analisar_com_pandas(df_embeddings)
194
+
195
+ # 5. Mostrar preview
196
+ print(f"\n👀 PRÉVIA DOS DADOS:")
197
+ print(df_embeddings[['nome_arquivo', 'tamanho_texto', 'tamanho_embedding']].head())
198
+
199
+ # 6. Exemplo de como usar os embeddings
200
+ print(f"\n💡 EXEMPLO: Como usar os embeddings:")
201
+ print(f" df = pd.read_csv('embeddings_locais.csv')")
202
+ print(f" print(df.head())")
203
+
204
+ else:
205
+ print("❌ Não foi possível carregar os dados.")
206
+ print("\n💡 SOLUÇÃO DE PROBLEMAS:")
207
+ print("1. Crie uma pasta chamada 'pasta_jsons'")
208
+ print("2. Coloque arquivos .json dentro dela")
209
+ print("3. Execute o script novamente")
210
+
211
+ print("\n✅ Processo concluído!")
buscar_similares.py ADDED
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1
+ import pandas as pd
2
+ import numpy as np
3
+ import json
4
+ from sentence_transformers import SentenceTransformer
5
+ from sklearn.metrics.pairwise import cosine_similarity
6
+ from transformers import pipeline
7
+ import warnings
8
+
9
+ warnings.filterwarnings('ignore')
10
+
11
+
12
+ class IAGenerativa:
13
+ def __init__(self):
14
+ print("🚀 Inicializando IA Generativa...")
15
+
16
+ # Modelo para embeddings (o mesmo que usamos antes)
17
+ self.modelo_embedding = SentenceTransformer('all-MiniLM-L6-v2')
18
+
19
+ # Modelo generativo (IA que vai responder)
20
+ self.gerador_respostas = pipeline(
21
+ "text-generation",
22
+ model="pierreguillou/bert-small-pt-br",
23
+ tokenizer="pierreguillou/bert-small-pt-br",
24
+ max_length=500,
25
+ truncation=True
26
+ )
27
+
28
+ # Base de conhecimento (seus embeddings)
29
+ self.df_embeddings = None
30
+ self.embeddings_array = None
31
+
32
+ print("✅ IA carregada e pronta!")
33
+
34
+ def carregar_embeddings(self, arquivo_csv='embeddings_locais.csv'):
35
+ """
36
+ Carrega os embeddings que criamos anteriormente
37
+ """
38
+ print(f"📂 Carregando embeddings de {arquivo_csv}...")
39
+
40
+ try:
41
+ self.df_embeddings = pd.read_csv(arquivo_csv)
42
+
43
+ # Converte a string do embedding de volta para array numpy
44
+ def converter_embedding(embedding_str):
45
+ return np.fromstring(embedding_str.strip('[]'), sep=',')
46
+
47
+ self.df_embeddings['embedding_array'] = self.df_embeddings['embedding_str'].apply(converter_embedding)
48
+ self.embeddings_array = np.array(self.df_embeddings['embedding_array'].tolist())
49
+
50
+ print(f"✅ {len(self.df_embeddings)} embeddings carregados!")
51
+ print(f"📊 Base de conhecimento: {self.embeddings_array.shape}")
52
+
53
+ except Exception as e:
54
+ print(f"❌ Erro ao carregar embeddings: {e}")
55
+
56
+ def buscar_informacoes_relevantes(self, pergunta, top_k=3):
57
+ """
58
+ Encontra as informações mais relevantes na base para a pergunta
59
+ """
60
+ if self.embeddings_array is None:
61
+ print("❌ Primeiro carregue os embeddings!")
62
+ return []
63
+
64
+ print(f"🔍 Buscando informações relevantes para: '{pergunta}'")
65
+
66
+ # Cria embedding da pergunta
67
+ embedding_pergunta = self.modelo_embedding.encode([pergunta])
68
+
69
+ # Calcula similaridade com todos os embeddings
70
+ similaridades = cosine_similarity(embedding_pergunta, self.embeddings_array)[0]
71
+
72
+ # Pega os índices dos mais similares
73
+ indices_mais_similares = np.argsort(similaridades)[-top_k:][::-1]
74
+
75
+ # Coleta as informações relevantes
76
+ informacoes_relevantes = []
77
+
78
+ for idx in indices_mais_similares:
79
+ similaridade = similaridades[idx]
80
+ arquivo = self.df_embeddings.iloc[idx]['nome_arquivo']
81
+ texto = self.df_embeddings.iloc[idx]['texto_para_embedding']
82
+
83
+ informacoes_relevantes.append({
84
+ 'arquivo': arquivo,
85
+ 'texto': texto,
86
+ 'similaridade': similaridade
87
+ })
88
+
89
+ print(f" 📁 {arquivo} (similaridade: {similaridade:.3f})")
90
+
91
+ return informacoes_relevantes
92
+
93
+ def gerar_resposta(self, pergunta, contexto, max_length=300):
94
+ """
95
+ Gera uma resposta baseada no contexto
96
+ """
97
+ # Prepara o prompt para a IA
98
+ prompt = f"""
99
+ Com base nas seguintes informações:
100
+
101
+ {contexto}
102
+
103
+ Pergunta: {pergunta}
104
+
105
+ Resposta:
106
+ """
107
+
108
+ try:
109
+ # Gera a resposta
110
+ resposta = self.gerador_respostas(
111
+ prompt,
112
+ max_length=max_length,
113
+ num_return_sequences=1,
114
+ temperature=0.7,
115
+ do_sample=True
116
+ )
117
+
118
+ return resposta[0]['generated_text'].split('Resposta:')[-1].strip()
119
+
120
+ except Exception as e:
121
+ return f"Erro ao gerar resposta: {e}"
122
+
123
+ def perguntar(self, pergunta, top_k=3):
124
+ """
125
+ Faz uma pergunta para a IA baseada nos seus embeddings
126
+ """
127
+ print(f"\n🎯 PERGUNTA: {pergunta}")
128
+ print("=" * 60)
129
+
130
+ # 1. Busca informações relevantes
131
+ informacoes = self.buscar_informacoes_relevantes(pergunta, top_k)
132
+
133
+ if not informacoes:
134
+ return "Não encontrei informações relevantes na base de dados."
135
+
136
+ # 2. Prepara o contexto
137
+ contexto = "\n\n".join([
138
+ f"Fonte: {info['arquivo']}\nInformação: {info['texto']}"
139
+ for info in informacoes
140
+ ])
141
+
142
+ # 3. Gera resposta
143
+ print("🤖 Gerando resposta...")
144
+ resposta = self.gerar_resposta(pergunta, contexto)
145
+
146
+ # 4. Mostra resultados
147
+ print(f"\n💡 RESPOSTA:")
148
+ print(resposta)
149
+
150
+ print(f"\n📚 FONTES USADAS:")
151
+ for info in informacoes:
152
+ print(f" - {info['arquivo']} (similaridade: {info['similaridade']:.3f})")
153
+
154
+ return resposta, informacoes
155
+
156
+
157
+ # 🎯 EXEMPLOS DE USO
158
+ def demonstrar_capacidades(ia):
159
+ """
160
+ Mostra o que a IA pode fazer com seus dados
161
+ """
162
+ print("\n" + "=" * 70)
163
+ print("🎪 DEMONSTRAÇÃO DA IA APRENDENDO COM SEUS DADOS")
164
+ print("=" * 70)
165
+
166
+ exemplos_perguntas = [
167
+ "Quais são os principais temas dos meus documentos?",
168
+ "Me resuma as informações mais importantes",
169
+ "O que meus dados mostram sobre [assunto específico]?",
170
+ "Encontre informações sobre [palavra-chave]"
171
+ ]
172
+
173
+ print("\n💡 Exemplos de perguntas que você pode fazer:")
174
+ for i, pergunta in enumerate(exemplos_perguntas, 1):
175
+ print(f" {i}. {pergunta}")
176
+
177
+ print("\n🧠 A IA aprendeu com estes arquivos:")
178
+ if ia.df_embeddings is not None:
179
+ for arquivo in ia.df_embeddings['nome_arquivo'].head(5):
180
+ print(f" 📄 {arquivo}")
181
+ if len(ia.df_embeddings) > 5:
182
+ print(f" ... e mais {len(ia.df_embeddings) - 5} arquivos")
183
+
184
+
185
+ def interface_conversacional(ia):
186
+ """
187
+ Interface simples para conversar com a IA
188
+ """
189
+ print("\n" + "=" * 70)
190
+ print("💬 CONVERSE COM SUA IA (digite 'sair' para encerrar)")
191
+ print("=" * 70)
192
+
193
+ while True:
194
+ pergunta = input("\n🎯 Sua pergunta: ").strip()
195
+
196
+ if pergunta.lower() in ['sair', 'exit', 'quit']:
197
+ print("👋 Até logo!")
198
+ break
199
+
200
+ if pergunta:
201
+ ia.perguntar(pergunta)
202
+
203
+
204
+ # 🚀 PROGRAMA PRINCIPAL
205
+ if __name__ == "__main__":
206
+ # 1. Inicializa a IA
207
+ ia = IAGenerativa()
208
+
209
+ # 2. Carrega os embeddings que criamos anteriormente
210
+ ia.carregar_embeddings('embeddings_locais.csv')
211
+
212
+ if ia.df_embeddings is not None:
213
+ # 3. Mostra capacidades
214
+ demonstrar_capacidades(ia)
215
+
216
+ # 4. Teste com algumas perguntas automáticas
217
+ print("\n🧪 TESTES AUTOMÁTICOS:")
218
+ print("-" * 50)
219
+
220
+ # Perguntas de teste baseadas no conteúdo
221
+ perguntas_teste = [
222
+ "Resuma o conteúdo principal dos documentos",
223
+ "Quais são os tópicos mais frequentes?",
224
+ "Me fale sobre os assuntos tratados"
225
+ ]
226
+
227
+ for pergunta in perguntas_teste[:1]: # Só uma para demonstração
228
+ ia.perguntar(pergunta, top_k=2)
229
+ input("\n⏎ Pressione Enter para continuar...")
230
+
231
+ # 5. Inicia interface conversacional
232
+ interface_conversacional(ia)
233
+ else:
234
+ print("❌ Não foi possível carregar os embeddings.")
235
+ print("💡 Execute primeiro o script de criação de embeddings!")
pasta_json/dustloop_bbcf.json ADDED
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pasta_json/dustloop_dbfz.json ADDED
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pasta_json/dustloop_dnfd.json ADDED
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pasta_json/dustloop_gbvsr.json ADDED
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pasta_json/dustloop_ggacr.json ADDED
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pasta_json/dustloop_ggxrd-r2.json ADDED
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pasta_json/dustloop_p4u2r.json ADDED
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pasta_json/glossary_%23.json ADDED
@@ -0,0 +1 @@
 
 
1
+ []
pasta_json/glossary_%3F.json ADDED
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1
+ []
pasta_json/glossary_A.json ADDED
@@ -0,0 +1,284 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Abare",
4
+ "definition": "Attacking while you are at negative frame advantage. Pronounced ah-BAR-ray, at least by English speakers. Normally attacking while your opponent is plus is a bad idea, since if they press their fastest attack, they're going to win. But... sometimes opponents don't press their fastest attack! Maybe they want to stretch their advantage a little too far and, say, take extra time to walk up and throw. If you abare in these situations, you'll probably land some hits.\n\nJust be careful, though. There's always some risk that your opponent will just attack quickly and counter hit you. Abare is very closely tied to the concept of turns, and was first brought over as a loan word from Virtua Fighter. In fact, VF has a related concept called moral, which is kind of the opposite of abare.\n暴れ (abare) — Lit. to rage/act violently\nSee video",
5
+ "letter": "A",
6
+ "source": "https://glossary.infil.net/?l=A"
7
+ },
8
+ {
9
+ "term": "Absolute Guard",
10
+ "definition": "A game mechanic that forces your character to block all incoming attacks while you are trapped in block stun, even if you let go of the joystick. As long as your opponent attacks you with a true block string, you're just stuck.\n\nMost games will typically have absolute guard, but a game like SFIII: 3rd Strike, which lets you red parry while you are blocking, will not have absolute guard so you can be hit if you mess it up. Some games will even automatically switch your block from low to high or auto-block cross-ups while you are in block stun, but this is a game-specific choice.\n連続ガード (renzoku gādo) — Lit. continuous guard\n連ガ (renga) — Lit. abbreviation of 連続ガード",
11
+ "letter": "A",
12
+ "source": "https://glossary.infil.net/?l=A"
13
+ },
14
+ {
15
+ "term": "Active",
16
+ "definition": "The period of time that a move has a hitbox and is capable of doing damage to the opponent. It's one of the three stages of an attack, along with startup and recovery, and is measured in frames. After your move undergoes some brief startup (the windup phase), then the active period starts, where your character's fist is finally able to connect with your friend's jaw. Then, you have to suffer the recovery (the cooldown phase) before you can move again.\n\nDespite the active frames being the only time a move can do damage, it makes up a surprisingly small percentage of a move's total duration; usually moves only have around 1-4 active frames, even though the move itself might take 30 frames from start to finish. You don't have to focus on this number too much while you're learning how to read frame data, but you'll learn it's most useful for picking a good meaty attack.\n持続 (jizoku) — Lit. continuous\nSee video",
17
+ "letter": "A",
18
+ "source": "https://glossary.infil.net/?l=A"
19
+ },
20
+ {
21
+ "term": "Active Flow",
22
+ "definition": "A once-per-round state you can enter in BlazBlue if you attack with your character often enough, which provides a few nice passive benefits. When you've done enough offensive actions, your next hit causes the announcer to shout \"Active Flow\" and your side of the health bar will glow purple for around 14 seconds. You'll get a small damage boost and your Burst gauge will regenerate faster, among other positive effects. You can even extend this timer by using your Overdrive if you like. Alternatively, if you're already in Overdrive, using your Exceed Accel super (a powerful move exclusive to Overdrive) will cause you to enter Active Flow immediately.\nアクティブフロウ (akutibu furou) — Lit. active flow",
23
+ "letter": "A",
24
+ "source": "https://glossary.infil.net/?l=A"
25
+ },
26
+ {
27
+ "term": "Active Tag",
28
+ "definition": "Tagging into one of your teammates in a team game, but instead of having to perform the tag while your point character is in neutral, you instead can tag at any time, including while your point is doing other actions. In some games, you can even call your off-screen character as an assist, and then active tag to them before they leave the screen! This leads to all sorts of mayhem and scary mixups.\n\nActive tag differs from the old-school version of tagging, where you either had to stop what you were doing entirely to swap to the off screen character, or spend super meter on a DHC. Games that started to tinker with the formula include Marvel vs. Capcom: Infinite (can tag during any action) and BlazBlue: Cross Tag Battle (can tag to your assist while they're on the screen). 2XKO uses the active tag model and calls it a Handshake Tag.\nSee video",
29
+ "letter": "A",
30
+ "source": "https://glossary.infil.net/?l=A"
31
+ },
32
+ {
33
+ "term": "Advance Strike",
34
+ "definition": "A technique introduced in King of Fighters XV that is designed primarily to counter throws and lead to a combo. By inputting QCB+HP+HK, you'll perform a relatively slow attack with a green glow. It costs half a bar of super meter, although this cost is refunded if the attack hits or is blocked.\n\nIf the attack hits the opponent's throw attempt, it will crumple them and you'll get a combo, very similar to KOFXV's Shatter Strike mechanic. It's also able to armor through regular strikes, although the armor doesn't happen until partway through the attack, so it's not that reliable. Advance Strike is plus on block to compensate for it being slow and how weak it is to the opponent rolling to avoid it, which can leave you wide open for a big punish. Use it as a hard read against defensive delayed tech attempts and you'll find success.\nSee video",
35
+ "letter": "A",
36
+ "source": "https://glossary.infil.net/?l=A"
37
+ },
38
+ {
39
+ "term": "Advantage",
40
+ "definition": "Usually refers to frame advantage — that is, who is allowed to attack first after some move hits or is blocked. You might say \"you can't press a button there, I'm advantage\" to indicate that you are plus, or you can also talk about it from the perspective of the player who is minus, saying they are at disadvantage. It also might refer to who wins in a certain matchup, such as \"I think Ken has an advantage against Ryu\".\n\nIn platform fighters like Smash Bros., advantage simply means being in a good position on the screen where your opponent's options are limited. You might be, for example, under them as they are recovering from high off the stage, where the opponent has no choice but to fall towards you while you have all the control. There's no hard and fast frame data number you can apply here like you would in a 2D or 3D fighter, it's more of a general principle.\n有利 (yūri) — Lit. advantage",
41
+ "letter": "A",
42
+ "source": "https://glossary.infil.net/?l=A"
43
+ },
44
+ {
45
+ "term": "Aerial Attack",
46
+ "definition": "An attack in Super Smash Bros. done by pressing A button in the air with an optional direction (or by using the C-stick). Like smash attacks, you append a letter for the direction (or \"n\" for neutral) and write \"air\" after it. So a down-aerial is written as \"dair\" and pronounced as one syllable. The others would be \"nair\", \"fair\", \"bair\", and \"uair\" - that last one is usually handier to write than pronounce and people will just say \"up-air\" out loud.\n\nThese are effectively your character's air normals and they are some of the strongest, most useful, most spammable moves in any Smash Bros. game. Many characters have extremely potent killing moves on at least one of their aerials, and they can be used for prolonged juggles, stage control, edge-guarding, and playing Smash's version of footsies. Of all the attacks to understand for your character, your aerials should probably be first on the list.\n空中攻撃 (kuuchū kougeki) — Lit. aerial attack",
47
+ "letter": "A",
48
+ "source": "https://glossary.infil.net/?l=A"
49
+ },
50
+ {
51
+ "term": "Aerial Control",
52
+ "definition": "The ability to change your character's trajectory after being hit into the air in Soulcalibur. By holding a direction on the joystick, you might be able to steer yourself away from a potential Ring Out, or just avoid other follow-up hits in a juggle. It is reminiscent of directional influence in Smash Bros.\n空中制御 (kūchū seigyo) — Lit. aerial control",
53
+ "letter": "A",
54
+ "source": "https://glossary.infil.net/?l=A"
55
+ },
56
+ {
57
+ "term": "Air Combo",
58
+ "definition": "The act of comboing an airborne opponent while you are also in the air. Air combos are a staple of most anime games and the Versus series.\n空中コンボ (kūchū konbo) — Lit. air combo\nSee video",
59
+ "letter": "A",
60
+ "source": "https://glossary.infil.net/?l=A"
61
+ },
62
+ {
63
+ "term": "Air Dash",
64
+ "definition": "Using a dash while in the air. Some characters with air dashes can only dash in one direction (usually forward), while others can dash in up to all 8 directions. Air dashes are very common in anime games and the Versus series but are quite uncommon in other fighting games. When they exist, they greatly speed up the pace of the game and generally make playing defense pretty hard, especially if you do it instantly.\n空中ダッシュ (kūchū dasshu) — Lit. air dash",
65
+ "letter": "A",
66
+ "source": "https://glossary.infil.net/?l=A"
67
+ },
68
+ {
69
+ "term": "Air Dodge",
70
+ "definition": "A Smash Bros. mechanic that lets you turn yourself invincible in the air, dodging attacks. The specifics change depending on which version of Smash you're playing, with each game having its own flavor of air dodging which allows for various offensive and defensive strategies.\n\nIn some games, you can air dodge as many times as you want in the same jump, while in others, you can only air dodge once and must touch the ground before you can do it again. Sometimes you can do other actions in the air after an air dodge, while other times you will start to freefall. In some games, you just air dodge in place, while in others (notably Melee), you can steer your air dodge in a direction. This is the primary mechanic that allows wavedashing to work. The mechanic really takes a unique identity in each game.\n\nMelty Blood also uses an Air Dodge system. It makes you briefly invincible like you'd expect, but it's fast and also shifts your aerial momentum slightly, which is a powerful tool for adjusting your angle of approach in an aerial-based fighter like Melty.\n空中回避 (kūchū kaihi) — Lit. air evade",
71
+ "letter": "A",
72
+ "source": "https://glossary.infil.net/?l=A"
73
+ },
74
+ {
75
+ "term": "Air Normal",
76
+ "definition": "A normal that you can only use while airborne. Basically, it's a jumping attack. There are some rather complicated terms in this glossary, but this isn't one of them.\n空中攻撃 (kūchū kougeki) — Lit. air attack",
77
+ "letter": "A",
78
+ "source": "https://glossary.infil.net/?l=A"
79
+ },
80
+ {
81
+ "term": "Air OK",
82
+ "definition": "A way to say that a move can also be performed in the air (as well as on the ground). You'll tend to see this on movelists, just to let you know that it's okay if you're in the air, you can still do the move. This \"OK\" terminology can be extended to other properties too. If you see something like \"EX OK\", that means the move has an EX version in addition to the regular version.\n空中可 (kūchūka) — Lit. possible in the air",
83
+ "letter": "A",
84
+ "source": "https://glossary.infil.net/?l=A"
85
+ },
86
+ {
87
+ "term": "Air Reset",
88
+ "definition": "Hitting someone out of the air in such a way that you land before them, and then can mix them up right as they land (usually by choosing whether or not to cross them up by walking under them as they descend). You'll need to make sure the air hit causes a flipout and not a knockdown so you can force them to immediately guess. Sometimes this air hit will be in the middle of a combo, which means it's just a fancy version of a reset, but you'll often see lone, stray hits (like air-to-airs) lead to the same situation.",
89
+ "letter": "A",
90
+ "source": "https://glossary.infil.net/?l=A"
91
+ },
92
+ {
93
+ "term": "Air Tech",
94
+ "definition": "Recovering from being hit in the air and returning to neutral. Maybe the best way to think about it is like quick rising in the air once you've run out of hit stun. Air teching is usually only in games with a high focus on aerial mobility, like anime games or team games. It's almost always shortened to just \"tech\", which makes it overlap with (several!) other terms, but you can usually figure out what people mean based on context.\n空中受け身 (kūchū ukemi) — Lit. air receiving body",
95
+ "letter": "A",
96
+ "source": "https://glossary.infil.net/?l=A"
97
+ },
98
+ {
99
+ "term": "Air Throw",
100
+ "definition": "A throw that can be input in the air, and only works against airborne opponents. In some anime games and in the Versus series, pretty much every character will have an air throw, but in other fighting games, a very small number of characters will have this ability. Note that the term can also refer to specific, rare command throws where the attacker is on the ground and targets an airborne opponent.\n空投げ (kū nage) — Lit. air throw\nSee video",
101
+ "letter": "A",
102
+ "source": "https://glossary.infil.net/?l=A"
103
+ },
104
+ {
105
+ "term": "Air-to-air",
106
+ "definition": "Attacking an airborne opponent while you are also in the air. If you try to intercept an airborne opponent while staying on the ground, that's just called an anti-air. Sometimes if you predict a jump, the best defense is to jump yourself and meet them in the air with a fast attack!\n空対空 (kū tai kū) — Lit. aerial anti-air",
107
+ "letter": "A",
108
+ "source": "https://glossary.infil.net/?l=A"
109
+ },
110
+ {
111
+ "term": "Airborne",
112
+ "definition": "The state of being in the air. This one seems like it should be pretty easy! I mean, you're airborne if you jump, and that's that, right? Well, yes, but sometimes games will consider you airborne as a property of a move, even if it looks like you're pretty much on the ground. For example, in some games, backdashing will briefly put you in an airborne state, which might change which moves you'll choose to use when trying to hit a backdash. It is mostly used for jumps like you thought, but just be careful about these weird edge cases.\n空中 (kūchū) — Lit. in the air",
113
+ "letter": "A",
114
+ "source": "https://glossary.infil.net/?l=A"
115
+ },
116
+ {
117
+ "term": "All-Rounder",
118
+ "definition": "A character that can do a little bit of everything well. This includes a little bit of zoning, a little bit of rushdown, has solid damage and anti-airs, has reasonable defense with good invincible moves, and is competent from most ranges. Most shoto characters (like Street Fighter's Ryu and Ken) are considered all-rounders, so much so that the term \"shoto\" is sometimes used to refer to a franchise's main all-rounder, even if they stray from the traditional definition of a shoto a bit.\n万能型 (bannou gata) — Lit. versatile/all-round type\n万能キャラクター (bannou kyarakutā) — Lit. versatile/all-round character",
119
+ "letter": "A",
120
+ "source": "https://glossary.infil.net/?l=A"
121
+ },
122
+ {
123
+ "term": "Alpha Counter",
124
+ "definition": "A technique in the Street Fighter Alpha series that lets you attack while blocking. The input differs depending on the game, including a wacky 412 motion in the earlier titles to a more natural forward+(P+K) in Alpha 3. Your character will spend some super meter and perform a pre-determined attack out of block stun, usually knocking the opponent down and creating some space.\n\nThe notion of \"doing a get-off-me move while blocking\" has appeared in tons of different fighting games since Alpha. Killer Instinct has Shadow Counters, Street Fighter V has V-Reversals, and Guilty Gear has Dead Angle. Sometimes players will use \"Alpha Counter\" as a colloquial phrase to refer to any of these types of mechanics.\nZEROカウンター (zero kauntā) — Lit. zero counter\nSee video",
125
+ "letter": "A",
126
+ "source": "https://glossary.infil.net/?l=A"
127
+ },
128
+ {
129
+ "term": "Ambiguous",
130
+ "definition": "Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing. A good ambiguous attack is extremely difficult to block because the defender cannot visually determine on which side they'll be getting hit. Even the attacker may not even know whether the attack will be a cross-up or not, as the changes in timing and spacing can happen both on purpose and accidentally. Very ambiguous cross-ups will usually require a guess to block correctly. Good luck, you'll need it.\nガー困 (gākon) — Lit. trouble guard\n表裏 (hyouri) — Lit. front (or) back\n疑惑のめくり (giwaku no mekuri) — Lit. suspicious/doubtful cross-up (used for attacks that hit in the back but land in the front, or vice versa)\nSee video",
131
+ "letter": "A",
132
+ "source": "https://glossary.infil.net/?l=A"
133
+ },
134
+ {
135
+ "term": "American Reset",
136
+ "definition": "When somebody accidentally drops their combo, but a follow-up attack hits the opponent anyway because they simply weren't blocking or, indeed, paying attention to the screen at all. It's kind of like a reset, but with no underlying mixup behind it, which means it should \"never\" work... except for the times it does.",
137
+ "letter": "A",
138
+ "source": "https://glossary.infil.net/?l=A"
139
+ },
140
+ {
141
+ "term": "Anchor",
142
+ "definition": "Your final character in a team game. In games with assists, your anchor is often a character that can fight well on their own, or perhaps make the best use of the game's comeback factor, like X-Factor. In a game like King of Fighters, your anchor is likely just the character you are most skilled with, giving you the best chance to close out the fight, or the character that can do the most damage with all the super meter that's gone unused from the rest of your team.\n大将 (taishou) — Lit. general",
143
+ "letter": "A",
144
+ "source": "https://glossary.infil.net/?l=A"
145
+ },
146
+ {
147
+ "term": "Animality",
148
+ "definition": "A finishing attack performed after winning a game of Mortal Kombat where your character turns into an animal and mauls the other character. It's just a twist on the classic Fatality format, alongside the Babality and the Friendship. Animalities have only shown up in Mortal Kombat 3.\nアニマリティ (animariti) — Lit. animality",
149
+ "letter": "A",
150
+ "source": "https://glossary.infil.net/?l=A"
151
+ },
152
+ {
153
+ "term": "Anime Game",
154
+ "definition": "A particular style of fighting game that often employs frantic, highly aerial-based combat (including air dashing) and wild character designs, often drawn with a Japanese anime aesthetic. There are many popular anime fighting games on the market, from original properties like Guilty Gear or Under Night In-Birth, to famous licensed IPs like Dragon Ball FighterZ.\n\nFans of anime games typically like them because they promote high degrees of creativity and decision making, and often have strange and interesting character designs. Anime games are sometimes called \"airdashers\" because, well, air dashing is such a big part of why people like them. But there are some games with a heavy anime aesthetic that do not focus on air dashing, so the term can mean slightly different things depending on which community you're talking to.",
155
+ "letter": "A",
156
+ "source": "https://glossary.infil.net/?l=A"
157
+ },
158
+ {
159
+ "term": "Anti-Air",
160
+ "definition": "Hitting someone who is jumping at you while you are on the ground. Because you can't block in the air in most fighting games, a smart opponent will swat you out of the air if you jump at them too predictably. Each character usually has a few moves that hit at an upward angle, perfect for intercepting those pesky jumpers; perhaps the most powerful such move is the dragon punch. People who jump at you too much are giving you free damage, so you'd better learn to take it.\n対空 (taikū) — Lit. anti-air\nSee video",
161
+ "letter": "A",
162
+ "source": "https://glossary.infil.net/?l=A"
163
+ },
164
+ {
165
+ "term": "Anywhere Juggle",
166
+ "definition": "A property for some moves in a King of Fighters game that lets them bypass the normal juggle limits and always hit no matter what. Originally a programming quirk of some moves to improve their reliability in weird juggle cases, it's now a design choice with balance considerations across several different characters. It even works in flipout situations (such as anti-airing with certain normal attacks), where no other move in the game is allowed to juggle except these specially marked ones.\n特殊追撃判定 (tokushu tsuigeki hantei) — Lit. special pursuit detection",
167
+ "letter": "A",
168
+ "source": "https://glossary.infil.net/?l=A"
169
+ },
170
+ {
171
+ "term": "Arc Drive",
172
+ "definition": "The Melty Blood term for a super, often abbreviated to AD. In MB: Type Lumina, your Arc Drive costs 3 bars of super meter and they all have the same input (236 B+C) no matter the character. They can be used any time you like, including canceling from normals, specials, or EX moves. You can also do Arc Drive while you are in Heat (even if you activated Heat with less than 3 bars), and it will drain the rest of your gauge.\n\nIn MB: AACC, you can't do an Arc Drive until you've filled your gauge to full and entered Heat or MAX mode, depending on which Moon you've chosen. After doing an Arc Drive, your Heat or MAX mode immediately ends. In C and F Moons, if you enter the more powerful Blood Heat mode after filling up your gauge to max, you'll do a more powerful version of your Arc Drive, called Another Arc Drive (or AAD). These will animate your normal AD with a bit more zest, kind of like an \"EX Super\", and do more damage as well.\nアークドライブ (āku doraibu) — Lit. arc drive",
173
+ "letter": "A",
174
+ "source": "https://glossary.infil.net/?l=A"
175
+ },
176
+ {
177
+ "term": "Arcade Stick",
178
+ "definition": "A common controller used to play fighting games. The left side has a joystick (with a certain top and gate), while the right side has a set of 8 buttons. Arcade machines will have input devices like this, although versions that plug into consoles and sit on your lap have been popular for a long time now. You'll probably also hear this called a \"fight stick\", or even just a \"stick\" (as in, \"I prefer playing on stick\").\n\nThere are often debates about whether playing on an arcade stick will improve your performance. Some people largely prefer them, since they have muscle memory finely tuned to it, while others prefer to use a standard controller or leverless device. I think tournament results have shown over the years that it's really just down to preference. Use what you feel most comfortable with.\nアーケードコントローラー (ākēdo kontorōrā) — Lit. arcade controller\nアケコン (akekon) — Lit. abbreviation of アーケードコントローラー\nSee image",
179
+ "letter": "A",
180
+ "source": "https://glossary.infil.net/?l=A"
181
+ },
182
+ {
183
+ "term": "Archetype",
184
+ "definition": "A way to categorize a character's general playstyle, based on their best moves. For example, zoners want to keep their opponent far away. Grapplers want to get real close and give you a giant hug. Hit and run characters look for small hits at all ranges, and constantly move around to make themselves a hard target. Certain series even have their own unique lingo for archetypes common to their games. Street Fighter has the shoto, Tekken has the Mishima, and Smash Bros. has the space animal.",
185
+ "letter": "A",
186
+ "source": "https://glossary.infil.net/?l=A"
187
+ },
188
+ {
189
+ "term": "Arena Fighter",
190
+ "definition": "A style of fighting game where the action takes place in a large 3D arena and the camera is focused behind your back like a more traditional 3D videogame. Arena fighters tend to be based on anime IPs, since they employ extreme movement styles and powerful long-range attacks that suit this subject matter. Common modern examples include Dragon Ball: Sparking Zero, Jump Force and Kill la Kill - IF, and many of you reading this will have grown up on games from the Dragon Ball Z: Budokai Tenkaichi series, which are maybe the most famous arena fighters.\n3D対戦アクションゲーム (3D taisen akushon gēmu) — Lit. 3d fighting action game",
191
+ "letter": "A",
192
+ "source": "https://glossary.infil.net/?l=A"
193
+ },
194
+ {
195
+ "term": "Armor",
196
+ "definition": "A state where a character can absorb a hit without entering hit stun, which lets them continue to attack or move. Armor isn't quite as good as being invincible; usually, armor can be thrown, and often a game will also have a set of moves that can break armor directly. And depending on how many hits of armor you have, sometimes super fast multi-hitting moves can get through too. But armor is usually still a powerful property, since for most attacks, it will plow through without trouble.\n\nIt's often called \"super armor\" or, if you can take unlimited hits without flinching, \"hyper armor\". Tekken calls a move with armor a \"power crush\".\nアーマー (āmā) — Lit. armor\nSee video",
197
+ "letter": "A",
198
+ "source": "https://glossary.infil.net/?l=A"
199
+ },
200
+ {
201
+ "term": "Armor Break",
202
+ "definition": "An attack that is specifically designed to go through armor as if it wasn't there, hitting the character normally. In Killer Instinct, for example, all grounded heavy normals will always break armor, so they are strong tools to use against a character like Aganos who likes being armored for most of the match. Some games will play a special visual or audio effect if armor gets broken. If you break the armor from a Street Fighter IV focus attack, for instance, the game plays a glass shattering sound effect.\nアーマーブレイク (āmā bureiku) — Lit. armor break",
203
+ "letter": "A",
204
+ "source": "https://glossary.infil.net/?l=A"
205
+ },
206
+ {
207
+ "term": "Assault",
208
+ "definition": "A short hop towards your opponent, input with forward + D. It's pretty reminiscent of a King of Fighters short hop or hyper hop, although it can also be done in the air. Grounded Assaults will always try to land in front of your opponent (up to a maximum distance traveled), so if you do it from point blank, you'll basically just hop straight up. You'll also gain a bit of GRD for doing one. If you are GRD broken, you can't do Assault at all.\nアサルト (asaruto) — Lit. assault\nSee video",
209
+ "letter": "A",
210
+ "source": "https://glossary.infil.net/?l=A"
211
+ },
212
+ {
213
+ "term": "Assist",
214
+ "definition": "Asking one of your off-screen characters in a team game to come on screen briefly and perform an action for you. Most team games will have dedicated buttons for \"calling\" your assists, and they'll usually perform some short attack and then leave the screen. In most team games, you can call an assist at any time, as long as you aren't getting hit or blocking, and then they enter a short cooldown before they can be called again.\n\nBecause you are free to do other things while your assist is acting, they are useful for all sorts of things, from extending your pressure to creating wildly ambiguous mixups to continuing a combo. Be careful, though; your assist can get hit while they are on the screen, which can lead to incredibly rapid losses. In many modern team games, you can switch characters and start directly controlling your assist while they are on the screen. This system is usually called Active Tag, or in 2XKO's case, Handshake Tag.\nアシスト (ashisuto) — Lit. assist\nSee video",
215
+ "letter": "A",
216
+ "source": "https://glossary.infil.net/?l=A"
217
+ },
218
+ {
219
+ "term": "Astral Heat",
220
+ "definition": "A special super attack in BlazBlue that instantly kills the opposing character if it lands. You need to be one round away from winning the match, have full super meter, and the opponent has to have less than 35% health remaining in order to use this technique. In BlazBlue: Cross Tag Battle, you need to be in Resonance Blaze and meet some other conditions to use this. It shares similarities with Guilty Gear's Instant Kill.\nアストラルヒート (asutoraru hīto) — Lit. astral heat\nSee video",
221
+ "letter": "A",
222
+ "source": "https://glossary.infil.net/?l=A"
223
+ },
224
+ {
225
+ "term": "Attack Cancel",
226
+ "definition": "A Smash Bros. Ultimate technique where you kara cancel the startup of any grounded attack into a jump (for dash attacks specifically, you can do a jump or a grab). These cancels aren't often used for added range like kara cancels in other games, but rather they tend to be used to give you more control over your momentum.\n\nYou can, for example, run forward and kara cancel your dash attack into a jumping back air. This stops your forward momentum immediately and lets your attack cover more distance behind you than you could just by jumping normally out of your run.\nアタックキャンセル (attakku kyanseru) — Lit. attack cancel\n攻撃キャンセル (kougeki kyanseru) — Lit. attack cancel\nSee video",
227
+ "letter": "A",
228
+ "source": "https://glossary.infil.net/?l=A"
229
+ },
230
+ {
231
+ "term": "Auction Tournament",
232
+ "definition": "A special style of tournament where character names or teams are pulled from a hat one at a time, and players engage in a real-time auction on the spot, putting up real money for the right to buy that character and then use them in the event. Auction tournaments are usually short side events at larger tournaments, are limited to a small number of players, and may even have a special twist, like players only getting a hint for what the character is until they win the auction. All the money wagered in the auctions is collected to form the prize pool for the event.\n\nAuction tournaments tend to be pretty high-stakes, often being single elimination first to 1 and only the top two players winning any money. They're not the main draw of an event, but they can be very silly fun, especially for spectators who just want to watch other players risk a lot of money or try to outwager each other for their favorite character.\nオークショントーナメント — Lit. auction tournament",
233
+ "letter": "A",
234
+ "source": "https://glossary.infil.net/?l=A"
235
+ },
236
+ {
237
+ "term": "Auto Combo",
238
+ "definition": "When a game lets you perform several simple button presses (often even the same button), and it automatically generates a combo composed of multiple different moves. Lots of different games have auto combos, from Dragon Ball FighterZ to BlazBlue: Cross Tag Battle to 2XKO's \"Pulse Combos\" (which can be toggled on or off at character select) to Street Fighter 6's modern controls.\n\nSome people cast these in a negative light, thinking they are there just to help beginners do cool things they couldn't otherwise do. But really, auto combos usually come with benefits and drawbacks just like any other game system. They may be easier to do, but they might deal less damage than a harder combo, for instance. Or in some games like Under Night In-Birth, their \"Smart Steer\" auto combo system gives you new ways to break the rules of the way UNI combos and block strings are structured.\nオートコンボ (ōto konbo) — Lit. auto combo\n超コンボ (chou konbo) — Lit. super combo (for Dragon Ball FighterZ)",
239
+ "letter": "A",
240
+ "source": "https://glossary.infil.net/?l=A"
241
+ },
242
+ {
243
+ "term": "Auto Shimmy",
244
+ "definition": "A string in Mortal Kombat that is good at baiting throw techs from the defender, because one of the later hits kind of looks like the start of a throw. This makes tick throws pretty hard to defend against; all you have to do is mix up between doing the full string, or doing the first hit (for example) and then stopping and throwing. It'll be really hard to react to which option is coming and you'll probably get hit.\n\nIt's named after the shimmy, another way of trying to bait a throw tech, but it's a bit easier to implement because the mixup is \"automatically\" built in to the string. You don't need to be creative with your character's positioning nearly as much.",
245
+ "letter": "A",
246
+ "source": "https://glossary.infil.net/?l=A"
247
+ },
248
+ {
249
+ "term": "Auto-Cancel",
250
+ "definition": "Automatically skipping the landing recovery of an aerial attack entirely, as long as you land on the ground during a specific time during the aerial. It's very similar to L-canceling, except the game does it for you without pressing a button and each aerial has unique, move-specific windows where it applies; the good auto-cancelable moves will have a window right after the active frames so you can let the move finish attacking and then recover quickly.\n\nAuto-canceling is in every version of Smash, even in Melee where L-canceling is common (since not every move has a useful auto-cancel window). In versions after Melee, where L-canceling was removed, your only choice to dodge landing recovery is to find aerials with good auto-cancel windows, or let the aerial fully complete before you land.\nオートキャンセル (ōto kyanseru)",
251
+ "letter": "A",
252
+ "source": "https://glossary.infil.net/?l=A"
253
+ },
254
+ {
255
+ "term": "Auto-Correct",
256
+ "definition": "An input technique for performing a special move (but usually a dragon punch) in the opposite direction immediately as your opponent jumps over your head. The idea is to input the entire special move's input in the normal direction, juuuust before the opponent switches sides with the jump, but then wait a split second until the opponent clears your head to press the attack button. In games with generous input buffers, the game will register your special move successfully, but \"automatically correct\" you to face the new direction before doing it.\n\nIt shares similarities to the cross cut and, in practice, it's usually pretty hard to tell which technique was used to get these \"instantly behind you\" DPs. In fact, sometimes your inputs \"get auto-corrected\" even if you didn't want them to, especially if you are facing a tricky mixup character who can switch sides quickly. You may try to do a quarter circle forward move, but accidentally get a quarter circle back move, which might just get you killed.\n自動振り向き (jidou furimuki) — Lit. auto turn around\nSee video",
257
+ "letter": "A",
258
+ "source": "https://glossary.infil.net/?l=A"
259
+ },
260
+ {
261
+ "term": "Auto-Double",
262
+ "definition": "A two-hit normal attack during a Killer Instinct combo. After any opener is performed, you can simply press a single button to get one of these two-hit attacks. You can then input a special move to perform a linker. Repeating this process over and over (auto-double > linker > auto-double > linker > ...) is the core structure of a KI combo. Auto-doubles (often called \"autos\", \"doubles\", or \"ADs\") can be done in light, medium, or heavy strengths and are always combo breakable.\nオートダブル (ōto daburu) — Lit. auto double",
263
+ "letter": "A",
264
+ "source": "https://glossary.infil.net/?l=A"
265
+ },
266
+ {
267
+ "term": "Auto-pilot",
268
+ "definition": "Acting without thinking, usually in a predictable way that gets you killed. Usually you use it to describe to a beginner situations where they constantly do the same thing by force of habit. The skilled opponent will quickly pick up on it and bait the response every time, and the beginner will need to work on recognizing when they go auto-pilot and actively try to stop it. It takes a while, though, especially when you are pretty new and don't know how to play creatively yet.",
269
+ "letter": "A",
270
+ "source": "https://glossary.infil.net/?l=A"
271
+ },
272
+ {
273
+ "term": "Autotimed",
274
+ "definition": "A setup (usually after a knockdown) that is extremely easy to perform because all you have to do is take an action (or actions) as soon as possible, with no delays or guesswork on the timing needed. For example, Jamie in Street Fighter 6 is given the perfect frame advantage after his light dragon punch to perform a safe jump; he simply has to hold up-forward during the animation of his DP and the timing will always work perfectly. You might say \"Jamie gets an autotimed safe jump\" to indicate that, as long as he jumps as soon as he is able to, nothing can go wrong.\n\nIt's closely related to the concept of a frame kill, and in fact, it's common for setups to include some easy frame kills and still be called autotimed. For example, \"after you throw your opponent, dash once, and then your meaty is autotimed\" is acceptable to say; even though you have to input the dash separately from the attack, if you do the actions as fast as possible (and often there are buffers to make sure your actions happen on time consistently), you can't mess it up. The opposite is when a setup has to be manually timed.\nSee video",
275
+ "letter": "A",
276
+ "source": "https://glossary.infil.net/?l=A"
277
+ },
278
+ {
279
+ "term": "Awakening",
280
+ "definition": "A powered-up state your character can enter when they are low on health in both Persona 4 Ultimax (under 35% health) and DNF Duel (under 30% health). In P4U, your character will get a huge defense buff, extra super meter, as well as some new supers to use that meter on. In DNF Duel, your character gets an entirely new ability, called an Awakening Effect; your attacks might do more chip damage, you might have better movement speed, or your moves might cancel into new things. You'll also gain access to your super attack. Awakening is strong in both games and your goal should be to smother your opponent before they can make use of it.\n覚醒 (kakusei) — Lit. awakening",
281
+ "letter": "A",
282
+ "source": "https://glossary.infil.net/?l=A"
283
+ }
284
+ ]
pasta_json/glossary_B.json ADDED
@@ -0,0 +1,368 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "B-Reverse",
4
+ "definition": "A technique in Smash Bros. that causes you to face the other way and also reverse the direction you're traveling as soon as you perform a special move. It was first introduced in Smash Bros. Brawl and has been in all versions of Smash since. To do this, input your special move, and then immediately tap the opposite direction after.\n\nB-Reversing lets you do a bunch of cool things, like running away from the opponent and then suddenly changing your momentum to fly back at their face while attacking with a projectile. It's common to get B-Reverse confused with Turnaround-B (gee, I can't imagine why) and the wavebounce. It helps to remember that if \"reverse\" is in the name of the term, it's the one that reverses everything (both your momentum and the direction you're facing).\nベクトル反転 (bekutoru hanten) — Lit. vector invert\n空中ダッシュ (kūchū dasshu) — Lit. aerial dash\n空ダ (kūda) — Lit. abbreviation of 空中ダッシュ\n地ダ (chida) — Lit. ground dash (abbreviation of ground version of 空中ダッシュ)\nSee video",
5
+ "letter": "B",
6
+ "source": "https://glossary.infil.net/?l=B"
7
+ },
8
+ {
9
+ "term": "Babality",
10
+ "definition": "A finishing attack performed after winning a game of Mortal Kombat that turns the opponent into an infant. Usually you have to satisfy some extra condition in the winning round to be able to do one; in Mortal Kombat 9's case, for example, you have to win the final round without blocking. It's a play on the Fatality.\nベイバリティ (beibariti) — Lit. babality",
11
+ "letter": "B",
12
+ "source": "https://glossary.infil.net/?l=B"
13
+ },
14
+ {
15
+ "term": "Back Roll",
16
+ "definition": "The act of rolling away from the opponent in a soft knockdown situation, although not every game allows for you to roll when your back hits the ground. Usually the term is reserved for these situations, even though games like Smash Bros. allow you to roll at any point during the fight.\n後ろ受け身 (ushiro ukemi) — Lit. backward receiving body",
17
+ "letter": "B",
18
+ "source": "https://glossary.infil.net/?l=B"
19
+ },
20
+ {
21
+ "term": "Back Turn",
22
+ "definition": "Facing away from your opponent, with your back to them. Some moves will leave you with your back turned to your opponent, and you can access special techniques while doing this (think of it almost like a stance if you like). Moves that have to be executed from a back turn are often labeled BT.\n背向け中 (semuke chū) — Lit. having their back toward",
23
+ "letter": "B",
24
+ "source": "https://glossary.infil.net/?l=B"
25
+ },
26
+ {
27
+ "term": "Backdash",
28
+ "definition": "Inputting the back direction twice to dash backwards. In many modern fighting games, you are briefly invincible while backdashing, which can let you escape your opponent's pressure. But even if that's not the case, backdashing is often very useful to suddenly create a good amount of space between you and your opponent. If they attack at the right time, you can make attacks whiff and maybe even score a punish.\nバックステップ (bakkusuteppu) — Lit. back step\nSee video",
29
+ "letter": "B",
30
+ "source": "https://glossary.infil.net/?l=B"
31
+ },
32
+ {
33
+ "term": "Bait",
34
+ "definition": "Doing something specific to induce a certain move from your opponent, and then countering it perfectly. In other words, it's tricking them into thinking some attack or movement option was a good idea, and then showing them very clearly that it wasn't. Perhaps the most common bait is walking up to an opponent you've knocked down, threatening to attack, then blocking their reversal dragon punch; doing this successfully is \"baiting the DP\". You can also bait attempts to throw tech by walking up to them, pretending to throw, then walking back. This is a common enough strategy that we've even given it a name.\n狩る (karu) — Lit. hunt",
35
+ "letter": "B",
36
+ "source": "https://glossary.infil.net/?l=B"
37
+ },
38
+ {
39
+ "term": "Balance",
40
+ "definition": "A measure of how strong a game's characters are, compared to each other. If most characters in a game have relatively similar chances to win, then you might say the game is pretty balanced. If there are a couple particularly broken strategies or characters that dominate all others, then the game would be pretty imbalanced. Perfect balance is impossible to achieve, and it's debatable whether balance is that important to fun factor anyway, since many of the genre's most exciting games have some pretty dominant characters. But imbalanced games fall apart pretty quickly without a fair bit of game design luck, so I wouldn't recommend designing it that way on purpose.\nバランス (baransu) — Lit. balance",
41
+ "letter": "B",
42
+ "source": "https://glossary.infil.net/?l=B"
43
+ },
44
+ {
45
+ "term": "Balcony Break",
46
+ "definition": "Punching someone through a wall that acts as an overhang to a new part of the stage below. It is effectively a combination of a wall break and a floor break, and only possible on a select few stages. Like the other \"breaks\", you need to use a specific move to break the wall and you'll get to continue the combo afterward. A lot of these stage destruction abilities have extremely similar uses in matches, just different aesthetics to match the various stage locales.\nバルコニーブレイク (barukonī bureiku) — Lit. balcony break",
47
+ "letter": "B",
48
+ "source": "https://glossary.infil.net/?l=B"
49
+ },
50
+ {
51
+ "term": "Ball Top",
52
+ "definition": "A style of joystick used in an arcade stick that looks like a giant gumball on top of a small rod. This is the common style used in Japanese arcades, and is the default joystick on pretty much all of the stock arcade sticks you'll buy today (although you can still find bat tops around too).\n\nThere are many ways to hold a ball top; you'll typically rest part of your wrist on the base of the stick and subtly push and pull the ball with different parts of your hand as necessary, not using a ton of the wrist. Or, you might see some players hold it like a wine glass, which uses more wrist for basic movement. Just don't try to use it by grabbing the ball with your hand elevated off any support. You can't be precise enough and you'll get sore pretty fast.\nボール型 (bōru gata) — Lit. ball model\nSee image",
53
+ "letter": "B",
54
+ "source": "https://glossary.infil.net/?l=B"
55
+ },
56
+ {
57
+ "term": "Bar",
58
+ "definition": "A small segment of super meter. Also often called a stock. The entire super meter is typically divided into several bars, which can each be individually spent on actions such as EX moves.\nゲージ (gēiji) — Lit. gauge",
59
+ "letter": "B",
60
+ "source": "https://glossary.infil.net/?l=B"
61
+ },
62
+ {
63
+ "term": "Baroque",
64
+ "definition": "A Tatsunoko vs. Capcom mechanic that lets you cancel attacks back to a neutral state, but sacrifices all your red health. It's pretty similar to Guilty Gear's Roman Cancel, except tied to your health rather than a super meter.\n\nAfter activating Baroque, your character will flash a rainbow of colors. If you are not hitting your opponent (for example, maybe because you whiffed a move or you were doing a block string), you just return to neutral and continue on with your day. However, if you're hitting your opponent, you'll stay rainbowed up and your current combo will get a damage boost proportional to how much red health you sacrificed on activation. Watch out for incredibly damaging combos on basic hit confirms if your opponent is sitting on lots of red health.\nバロック (barokku) — Lit. baroque",
65
+ "letter": "B",
66
+ "source": "https://glossary.infil.net/?l=B"
67
+ },
68
+ {
69
+ "term": "Barrier Block",
70
+ "definition": "A defensive mechanic in BlazBlue that lets you perform a stronger block. To use this mechanic, you must spend some meter from your Barrier Gauge, a special gauge that is separate from your super meter and only used for this purpose. Like Guilty Gear's Faultless Defense, you can negate chip damage, increase pushback, and block normally unblockable attacks while in the air, making it a powerful and extremely common technique in tournament play.\n\nIf you Barrier Block too much, your gauge will deplete; you'll take extra damage and won't be able to try again until it fully recharges over time. Barrier Block also increases your block stun by 1 frame, so there are some attacks you won't be able to punish if you use a Barrier Block on them. Lastly, you can perform Barrier Block in tandem with Instant Block, which grants you even more pushback than normal. This is usually called \"Instant Barrier\" or some similar combination of the two terms.\nバリアガード (baria gādo) — Lit. barrier guard",
71
+ "letter": "B",
72
+ "source": "https://glossary.infil.net/?l=B"
73
+ },
74
+ {
75
+ "term": "Bat Top",
76
+ "definition": "A style of joystick used in an arcade stick that looks like a mini baseball bat. Most old joysticks in United States arcades used bat tops, although they still find favor on modern day sticks, especially among Koreans who play Tekken. You may even hear this called a \"Korean stick\" for this reason. You'll probably grip the stick near the base and use your thumb and fingers to push and pull it as you play.\nナス型 (nasu gata) — Lit. eggplant model\nナスレバー (nasu rebā) — Lit. eggplant lever\nSee image",
77
+ "letter": "B",
78
+ "source": "https://glossary.infil.net/?l=B"
79
+ },
80
+ {
81
+ "term": "Battery",
82
+ "definition": "A character or move whose objective is to build a resource, usually super meter. It's commonly used in team games where you'll choose a point character that can fight without using meter, so your latter characters can run wild with lots to spare. Killer Instinct has a \"battery ender\" which doesn't do much damage but builds tons of shadow meter.",
83
+ "letter": "B",
84
+ "source": "https://glossary.infil.net/?l=B"
85
+ },
86
+ {
87
+ "term": "Beam",
88
+ "definition": "A specific type of projectile that travels from one end of the screen to the other more or less instantly. They are quite common in the Marvel vs. Capcom series, and are especially common when used as assists to protect your character as they approach. Characters in other games can have beams too, like Fulgore's Devastation Beam (sometimes called Hype Beam) in Killer Instinct. Beam attacks are not seen in the Street Fighter series; in order to keep an appropriate sense of realism, they prefer to keep projectiles limited to merely throwing plasma balls from your bare hands.\nビーム (bīmu) — Lit. beam",
89
+ "letter": "B",
90
+ "source": "https://glossary.infil.net/?l=B"
91
+ },
92
+ {
93
+ "term": "Beat Edge",
94
+ "definition": "The ability to cancel normals into other normals in Melty Blood: Type Lumina. There aren't a ton of restrictions, except you can't use the same normal twice in a combo (except some light attacks), so feel free to mix and match crouching, standing, and command normals of any strength in almost any order! If you go from a higher strength to a lower strength, that's called a reverse beat. While Beat Edge is the official name in the game's tutorial, nobody really calls it that in practice. We just call them strings, chains, or gatlings. It's basically the same as Passing Link in Under-Night In Birth. Companies really should just stick to one name for stuff like this.\nビートエッジ (bīto ejji) — Lit. beat edge",
95
+ "letter": "B",
96
+ "source": "https://glossary.infil.net/?l=B"
97
+ },
98
+ {
99
+ "term": "Big Body",
100
+ "definition": "A character whose hurtbox is especially tall and wide. Usually these are grapplers who are slow-moving but super effective from close range. Sometimes unique combos will work on big bodies because their bigger hurtbox gets in the way of attacks that smaller characters would dodge. They also tend to have a harder time dealing with zoning since they're such a big target.\nデカキャラ (deka kyara) — Lit. huge/big character",
101
+ "letter": "B",
102
+ "source": "https://glossary.infil.net/?l=B"
103
+ },
104
+ {
105
+ "term": "Black Beat Combo",
106
+ "definition": "The Guilty Gear-specific term for an invalid combo. This means that the timing of your air combo was not precise enough, and you left a chance for your opponent to air tech. The combo counter goes dark (hence the name Black Beat) to indicate that the combo was escapable, but it's up to your opponent to be on the ball here. In some versions of Guilty Gear, they will even tell you which hit of the combo was the fail point by leaving a number under the combo counter. In BlazBlue, this situation is called a Blue Beat Combo, since the combo counter turns blue instead of black, but the idea is the same.\n黒ビート (kuro bīto) — Lit. black beat (in Guilty Gear)\n青ビート (ao bīto) — Lit. blue beat (in BlazBlue)",
107
+ "letter": "B",
108
+ "source": "https://glossary.infil.net/?l=B"
109
+ },
110
+ {
111
+ "term": "Blast Zone",
112
+ "definition": "An invisible area around the edges of a platform fighter stage that will instantly kill a character if they touch it. Most stages will have blast zones in all four directions, meaning getting sent flying with enough power will be the end of you (even if you use directional influence to try and save yourself). Not all stages have the blast zones in the same place! Some stages are \"taller\" or \"wider\" than others, and skilled Super Smash Bros. players will know which stages suit their character's strengths. For example, if your character has strong attacks that launch high vertically, you'll like playing on stages where the top blast zone is short so you can smack your opponent into them faster.\n撃墜ライン (gekitsui rain) — Lit. shoot down line",
113
+ "letter": "B",
114
+ "source": "https://glossary.infil.net/?l=B"
115
+ },
116
+ {
117
+ "term": "Blind Pick",
118
+ "definition": "Forcing both players to submit their character choices for an upcoming match to a third party, like a tournament organizer, so neither player knows which character the other will pick. It is any tournament player's right to request a blind pick at any time, and you may want to do it if you suspect your opponent will counter pick you once you reveal your character choice. Best to make them pick their character without knowing yours first!\nブラインドピック (buraindo pikku) — Lit. blind pick",
119
+ "letter": "B",
120
+ "source": "https://glossary.infil.net/?l=B"
121
+ },
122
+ {
123
+ "term": "Blitz Attack",
124
+ "definition": "A less risky way to try and parry incoming attacks in Guilty Gear Xrd. Rather than doing a Blitz Shield, which has only a brief window of success but leads to a huge punish of your choice, you can do a Blitz Attack by holding the buttons down. You will parry attacks the entire time you're holding the buttons, putting your opponent in the same stunned state as a Blitz Shield does, but at the end you will perform an automatic hit and knock the opponent away, rather than get to act freely. You can choose when to release the Blitz Attack too, in order to keep yourself unpredictable from easy counter Blitzes.\nブリッツシールドチャージアタック (burittsu shīrudo chāji atakku) — Lit. blitz shield charge attack",
125
+ "letter": "B",
126
+ "source": "https://glossary.infil.net/?l=B"
127
+ },
128
+ {
129
+ "term": "Blitz Shield",
130
+ "definition": "A parry mechanic in Guilty Gear Xrd. Pressing Heavy Slash and another button (like Slash) will put up a blue shield in front of you, and you will parry strikes for a brief window. Trying to Blitz Shield costs 25% Tension and if it works, you'll put your opponent in a huge reel animation, wide open for punishment. But be careful, your opponent can input a Blitz Shield back at you from this stunned state, so you might want to vary the timing of your punish a little bit if you can. There is also a safer version of this, called Blitz Attack.\nブリッツシールド (burittsu shīrudo) — Lit. blitz shield",
131
+ "letter": "B",
132
+ "source": "https://glossary.infil.net/?l=B"
133
+ },
134
+ {
135
+ "term": "Block",
136
+ "definition": "The act of defending against incoming attacks. The attack makes contact with your body, but you take zero damage from the attack, or a small amount of chip damage in the case of special moves. While a few fighting games (Mortal Kombat, Soul Calibur) require you to hold a designated button to block, most games, like Street Fighter titles, will block if you hold the direction away, or both down and away, from your opponent.\n\nWhen you block an attack, you are put in block stun. Some attacks cannot be blocked, while other attacks, such as lows and overheads, must be blocked a certain way or else they will hit. Also note that \"guard\" can be used as a synonym for \"block\", and you'll often see it used in names of system mechanics and techniques that have to do with blocking, like guard cancel. Blocking is a solid foundation of good defense and you probably don't block enough.\nガード (gādo) — Lit. guard",
137
+ "letter": "B",
138
+ "source": "https://glossary.infil.net/?l=B"
139
+ },
140
+ {
141
+ "term": "Block String",
142
+ "definition": "A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply pressure. Good block strings may even let you hit confirm into more damage if the opponent flinches and stops blocking!\n\nSome people think a block string must leave no gaps; that is to say, you will be able to keep attacking your opponent trapped in block stun with multiple attacks until you get pushed too far away. Not everyone uses the term in this way, though — some people are okay using the term even if there are small gaps between some attacks that might frame trap your opponent, as long as the gap isn't very big. Because of this, you might hear \"true block string\" used to refer to a block string that has no gaps, to avoid confusion.\n固め (katame) — Lit. to harden\n連続ガード (renzoku gādo) — Lit. continuous guard\n連ガ (renga) — abbreviation of 連続ガード\nSee video",
143
+ "letter": "B",
144
+ "source": "https://glossary.infil.net/?l=B"
145
+ },
146
+ {
147
+ "term": "Block Stun",
148
+ "definition": "The period of time when your character cannot perform any action after blocking an attack. Instead, you have to wait for your character to stop reeling from the blocked attack for a small window before getting control back. All moves cause varying amount of blockstun, and if consecutive attacks leave little or no gap there (called a block string), then sorry pal, you're just stuck blocking for a while.\n\nIn some games, you are allowed to take unique actions during block stun; in SF3: 3rd Strike you can red parry, in Marvel vs. Capcom 3 you can press a button to pushblock and create distance, and in Killer Instinct you can shadow counter. The duration of block stun, coupled with your opponent's recovery on their attack, determines a very important number in fighting games - the amount of advantage a blocked move will have.\nガード硬直 (gādo kouchoku) — Lit. guard stiffness\nSee video",
149
+ "letter": "B",
150
+ "source": "https://glossary.infil.net/?l=B"
151
+ },
152
+ {
153
+ "term": "Blockstop",
154
+ "definition": "An extremely brief moment where the game pauses for dramatic effect whenever an attack is blocked. By messing around with how many frames an attack's blockstop lasts for, designers can change how \"chunky\" the move feels to block. The frames of blockstop exist outside the standard startup, active and recovery measurement of a move's properties; the characters get frozen in place briefly while the game accentuates the blocking effect. The version for moves that hit is called, not surprisingly, hitstop.\nガードストップ (gādo sutoppu) — Lit. guard stop",
155
+ "letter": "B",
156
+ "source": "https://glossary.infil.net/?l=B"
157
+ },
158
+ {
159
+ "term": "Blood Heat",
160
+ "definition": "A slightly more powerful version of regular Heat in Melty Blood. Both your super meter and the entire screen will turn a shade of red to indicate you're in Blood Heat. In MB: Type Lumina, you'll get Blood Heat if you try to activate Heat when you have 4 bars of super meter (which is only possible if you're on your last round). In addition to the normal benefits of Heat, if you shield an attack, you will instantly launch your Last Arc, guaranteeing a ton of damage.\n\nIn MB: AACC, it's pretty similar to Type Lumina, but only applies to Crescent and Full Moons (basically, Moons that have access to MAX mode). Once you've earned full meter and entered MAX, popping Heat any time before your gauge drains will activate Blood Heat. The speed at which you recover your red life is even faster (or in Full Moon, instant), and your Arc Drive is replaced with a souped up version called \"Another Arc Drive\". Last Arc is a threat just like in Type Lumina, but you need to parry an attack with EX shield instead of just using normal shield.\nブラッドヒート (buraddo hīto) — Lit. blood heat\nブラッドヒート状態 (buraddo hīto joutai) — Lit. blood heat status\nSee video",
161
+ "letter": "B",
162
+ "source": "https://glossary.infil.net/?l=B"
163
+ },
164
+ {
165
+ "term": "Blue Roman Cancel",
166
+ "definition": "A type of Roman cancel in Guilty Gear Strive, commonly abbreviated to BRC. It costs 50% Tension and can only be done when your character is in neutral. As with all Roman cancels, you'll get to slow the screen down a bit, which lets you see what your opponent is doing and immediately counter it. You can Roman cancel from neutral in Guilty Gear Xrd as well, although it was colored yellow in that game.\n青色ロマンキャンセル (ao iro roman kyanseru) — Lit. blue roman cancel\n青キャン (aokyan) — Lit. abbreviation of 青色ロマンキャンセル",
167
+ "letter": "B",
168
+ "source": "https://glossary.infil.net/?l=B"
169
+ },
170
+ {
171
+ "term": "Blue Spark",
172
+ "definition": "An enhanced version of certain regular Tekken moves, done by performing the move with more difficult execution. What that means is unique to each move; for some moves you must perform the input as a just frame, while others you must do the move's motion incredibly fast or add extra directional inputs over and above the default command. If you perform the more difficult execution correctly, your character will emit a blue visual effect from their body, hence the name \"blue spark\".\n\nNot very many moves have a blue spark version, but you'll get additional properties like more damage, a higher launch, better frame advantage or other move-specific benefits when you do perform it. Note that an Electric, while a move with harder execution than its default version, is kinda classed as its own thing and is not called a blue spark.\n青いエフェクト (aoi efekuto) — Lit. blue effect\n青ライ (aorai) — Lit. blue rising blade (used for Hwoarang's just frame skyrocket)\n青雷 (aorai) — Lit. blue thunder (used for Heihachi's omen thunder god fist, where 雷 is the abbreviation of 雷神拳 (raijinken))\nSee video",
173
+ "letter": "B",
174
+ "source": "https://glossary.infil.net/?l=B"
175
+ },
176
+ {
177
+ "term": "Bodied",
178
+ "definition": "Losing really badly. It's kind of taken on an endearing quality when used by the fighting game community, where it's okay to say you got bodied even if the matches were kinda close.\n処られた (shorareta) — Lit. to be disposed of",
179
+ "letter": "B",
180
+ "source": "https://glossary.infil.net/?l=B"
181
+ },
182
+ {
183
+ "term": "Body Splash",
184
+ "definition": "A specific style of jumping attack where the character lays out horizontally, spreading their arms and legs as if they were doing a belly flop into a swimming pool. Body splashes usually have gigantic hitboxes on them, making them really strong cross-ups and ensuring that they will almost never whiff even if the opponent tries to shuffle around while you're above their head. Body splashes are very commonly given to grapplers to enhance their powerful close-range game, and are often executed with down + HP in the air.\nフライングボディプレス (furaingu bodi puresu) — Lit. flying body press\nボディプレス (bodi puresu) — Lit. body press\nSee video",
185
+ "letter": "B",
186
+ "source": "https://glossary.infil.net/?l=B"
187
+ },
188
+ {
189
+ "term": "Bombo",
190
+ "definition": "Slang for a cool-looking or particularly powerful combo. It's not a super common word, but if you spend time on fighting game social media, you'll probably encounter it occasionally.",
191
+ "letter": "B",
192
+ "source": "https://glossary.infil.net/?l=B"
193
+ },
194
+ {
195
+ "term": "Bounce Cancel",
196
+ "definition": "A way to extend your combos in the Injustice series of games by performing either a wall bounce or a ground bounce. All characters have access to a universal wall bounce or ground bounce move in neutral simply by pressing back or forward + their 3 attack button respectively. However, at any point during a combo string, you can cancel into these moves instead by pressing back, back (or forward, forward) + your meter burn button. It costs you 2 bars of super meter when used as a cancel like this, but you will launch the opponent, bouncing them off the wall or the ground, and get to extend your combo with a juggle for more damage.",
197
+ "letter": "B",
198
+ "source": "https://glossary.infil.net/?l=B"
199
+ },
200
+ {
201
+ "term": "Bound",
202
+ "definition": "A state in Tekken where you get bounced off the floor and are open to more combo hits. It was primarily introduced in Tekken 6, where many characters had access to combo extenders by using a Bound move. It still remains in Tekken 7 to an extent (for example, a low parry will put your opponent in a Bound state), but as a combo system, it has largely been replaced by Screw.\nバウンド (baundo) — Lit. bound",
203
+ "letter": "B",
204
+ "source": "https://glossary.infil.net/?l=B"
205
+ },
206
+ {
207
+ "term": "Box Jump",
208
+ "definition": "Jumping either straight up or forward, then immediately air dashing in the forward direction, almost always followed by a strong air normal as you fall back to the ground. It takes its name from the character's trajectory as they jump, then dash, then fall to the ground, which resembles a rectangle. Box jumps (or box dashes) are common in the Versus series as a means to approach from long distances, and also as fast mixups, although you'll see it called an instant air dash or IAD a bit more commonly. See also tri-jump.\n低空ダッシュ (teikū dasshu) — Lit. low altitude dash",
209
+ "letter": "B",
210
+ "source": "https://glossary.infil.net/?l=B"
211
+ },
212
+ {
213
+ "term": "Boxer",
214
+ "definition": "A common name for the Street Fighter character Balrog. We aren't just describing his profession for fun, though; his Japanese name is M. Bison, so we need a clear way to describe which character we're referring to. See also Dictator and Claw.\nバイソン (baison) — Lit. bison",
215
+ "letter": "B",
216
+ "source": "https://glossary.infil.net/?l=B"
217
+ },
218
+ {
219
+ "term": "Bracket Reset",
220
+ "definition": "When the grand finals of a double elimination tournament sees the player coming from the Losers Bracket win the first set. Because the Winners Bracket qualifier hasn't lost yet, losing the first set just means both players must play again, resetting the score to 0-0. This new, final set where the winner wins the tournament is sometimes called \"true grand finals\".\nブラケットリセット (burakketo risetto) — Lit. bracket reset",
221
+ "letter": "B",
222
+ "source": "https://glossary.infil.net/?l=B"
223
+ },
224
+ {
225
+ "term": "Brave Counter",
226
+ "definition": "A universal defensive mechanic in Granblue Fantasy Versus: Rising that you can perform any time you are in block stun by pressing M+H. You will attack with a very fast strike that knocks your opponent away, and you will spend one Bravery Point. In the event your Brave Counter is blocked, usually because your opponent's offense was filled with fast light attacks, your blocked Brave Counter will still leave you plus in your opponent's face. This makes it a super strong defensive technique, as long as you are willing to spend the BP. If you've blocked a Raging Strike, doing a Brave Counter is the main way to escape further damage.\n\nBrave Counter is GBVS:R's guard cancel technique, and there are many similar moves in dozens of fighting games, from the original Alpha Counter to modern titles like Guilty Gear Strive's Yellow Roman Cancel and Street Fighter 6's Drive Reversal.\nブレイブカウンター (bureibu kauntā) — Lit. brave counter\nSee video",
227
+ "letter": "B",
228
+ "source": "https://glossary.infil.net/?l=B"
229
+ },
230
+ {
231
+ "term": "Brave Edge",
232
+ "definition": "A mechanic that lets you enhance certain moves at the cost of 1/4 of your super meter in Soulcalibur. By pressing A+B+K with good timing during very select moves, you would gain extra properties on the move, like a follow-up attack. It's basically SC's version of an EX move. They were introduced in Soulcalibur V and still exist in Soulcalibur VI but with fewer examples.\nブレイブエッジ (bureibu ejji) — Lit. brave edge",
233
+ "letter": "B",
234
+ "source": "https://glossary.infil.net/?l=B"
235
+ },
236
+ {
237
+ "term": "Bravery Point",
238
+ "definition": "A system mechanic in Granblue Fantasy Versus: Rising that allows you to perform certain techniques. Represented as 3 blue diamonds above your health bar, each Bravery Point can be spent to do a Raging Strike (a relatively fast guard crush move) or a Brave Counter (a defensive \"get off me\" guard cancel while you're blocking). You'll also lose a BP if you block your opponent's Raging Strike, or get hit by a super, but you'll gain 1 or 2 BP back if you connect with your own super. You always start each round with the maximum 3 BP.\n\nIn addition to giving you access to Raging Strikes and Brave Counters, BP also regulates how much damage you take. While you have 2 or 3 diamonds left, you'll take regular damage from incoming attacks, but if you have only 1 left, you'll take 20% more damage, and with no diamonds at all, you'll take a whopping 50% more damage. Much like Street Fighter 6's Drive system, you have to be careful to spend your BP wisely (and not have it stripped from you by your opponent), and capitalize with high damage offense when your opponent is low on BP.\nブレイブリーポイント (bureiburī pointo) — Lit. bravery point\nSee video",
239
+ "letter": "B",
240
+ "source": "https://glossary.infil.net/?l=B"
241
+ },
242
+ {
243
+ "term": "Bread and Butter",
244
+ "definition": "A common, practical combo that you will use often in matches. It's almost always shortened to \"BnB\". You'll probably learn an easy BnB for your character for situations that come up a lot, such as landing a jumping attack or a hitting with a crouching jab. It may be possible to do more advanced, situational combos, but BnBs are the dependable staples that every player should know and will put you on the fast track to character mastery.",
245
+ "letter": "B",
246
+ "source": "https://glossary.infil.net/?l=B"
247
+ },
248
+ {
249
+ "term": "Break",
250
+ "definition": "A mechanic in 2XKO that lets you escape a combo. Underneath your health bar is your Break Gauge, and this builds slowly over time and any time you take damage (as well as a bit when using a Limit Strike). Whenever your Break Gauge is full and you are getting hit or blocking, simply press the Team button plus either S1 or S2 to spend this gauge and perform a Break. Your off-screen assist character will jump into the action and slam the opponent away, ending their combo. Break is also not tied to the cooldown of your assist, so you can use it any time you have full Break gauge. Note that if you're playing on a team with two players, your off-screen teammate is responsible for pressing the input to save you!\n\nBreak shares a lot of similarities with Guilty Gear's Burst mechanic, but there are some important differences. If your opponent stops their combo and baits your Break, the assist character will not simply fall to the ground, but instead will get forcefully wall bounced, allowing the offense to start a new combo. If the Break is successful, you can perform a handshake tag and immediately swap to the assist, which might be useful if your point character is low on life. If your assist character has died and you're fighting the rest of the match solo, your Break changes to be a Fury Break, which is a more powerful and versatile version.\nブレイク (bureiku) — Lit. break",
251
+ "letter": "B",
252
+ "source": "https://glossary.infil.net/?l=B"
253
+ },
254
+ {
255
+ "term": "Break Attack",
256
+ "definition": "A Soulcalibur attack that does a lot of damage to a character's guard meter when it's blocked. In modern Soulcalibur games, they also cannot be regularly Guard Impacted unless you spend some super meter to enhance the GI attempt, making them kind of an armor breaker as well. You can check your move list to see which of your attacks have the Break Attack property. They tend to be a little slow, but safe if not avoided.\nブレイクアタック (bureiku atakku) — Lit. break attack",
257
+ "letter": "B",
258
+ "source": "https://glossary.infil.net/?l=B"
259
+ },
260
+ {
261
+ "term": "Breakaway",
262
+ "definition": "A defensive mechanic that lets you escape an air combo. Also called an Air Escape (especially in Injustice 2). In Mortal Kombat 11, press down plus the block button to quickly fall to the ground while you are being juggled. You'll be permanently armored on the way down, so you can only be hit by attacks that defeat armor, and it will cost both bars of your defensive meter. It's in a similar vein to other combo escape mechanics, like Killer Instinct's combo breaker and Guilty Gear's burst.\nブレイクアウェイ (bureiku awei) — Lit. breakaway",
263
+ "letter": "B",
264
+ "source": "https://glossary.infil.net/?l=B"
265
+ },
266
+ {
267
+ "term": "Broken",
268
+ "definition": "A strategy or character that is so utterly dominant and wins so easily that there is little or no reason to play the game in any other way. Describing a strategy as broken is an extremely strong statement about the balance of the game. Usually, frustrated beginners will throw the word around referring to any time any character hits them with any move, but truly broken strategies or characters are becoming less common in modern games as developers get more experience (and are able to patch any brutal mistakes they do make).\nクソ (kuso) — Lit. shitty\n壊れ技 (koware waza) — Lit. broken technique",
269
+ "letter": "B",
270
+ "source": "https://glossary.infil.net/?l=B"
271
+ },
272
+ {
273
+ "term": "Brutality",
274
+ "definition": "A stylish method to finish a match in Mortal Kombat. By landing the killing blow with a specific move (and perhaps meeting some other requirement, like not blocking during the final round), you will perform what is essentially an in-match Fatality. Because they take a bit of work to set up, landing one tends to be extra satisfying.\nブルータリティ (burūtariti) — Lit. bruatality",
275
+ "letter": "B",
276
+ "source": "https://glossary.infil.net/?l=B"
277
+ },
278
+ {
279
+ "term": "Buff",
280
+ "definition": "When the developers make a character better. There's lots of aspects they can change, from giving the character more health, more damage, better advantage on important moves, or many other things. When to buff characters and when to nerf them is a very inexact science that takes a lot of skill, and a lot of learning from mistakes. Buffing a character too much when their strategy is still underexplored is a classic error that can cause balance problems.\n\nAdditionally, some characters will have a move that grants them additional properties for the rest of a round or match, and it's common to call this a \"buff\". For example, Adult Gohan in Dragonball FighterZ will get new attacks and stronger properties on old attacks every time he hits with his level 1 super, and you might hear a commentator say \"he gets the buff\" whenever this super is used. And while it's much rarer, you may hear \"debuff\" for when a character uses an attack to apply a weakness to their opponent.\n強化 (kyouka) — Lit. strengthen",
281
+ "letter": "B",
282
+ "source": "https://glossary.infil.net/?l=B"
283
+ },
284
+ {
285
+ "term": "Buffer",
286
+ "definition": "A term that has two distinct, important meanings in the fighting game space.\n\n1) Buffer can refer to a window of time where the game allows you to input a move. Check out Buffer Window for more on that.\n2) Buffer can also refer to a character attacking empty space with a normal, hoping to cancel into a different attack if it hits. Learn more about that at Buffered Attack.\n\nIt's a bit unfortunate that the same word is used to describe two pretty different but common concepts in fighting games, but hopefully context will be able to help you figure out which meaning applies.\n先行入力 (senkou nyūryoku) — Lit. preceding input (for buffer window)\n仕込み (shikomi) — Lit. preparation, stocking up (for buffered attack)",
287
+ "letter": "B",
288
+ "source": "https://glossary.infil.net/?l=B"
289
+ },
290
+ {
291
+ "term": "Buffer Window",
292
+ "definition": "A period of time where a fighting game will accept the input for an attack. Then, if you input a move any time during that window, it will wait and apply it on the first possible frame after the window passes.\n\nA good example is a reversal after being knocked down. Normally inputting a reversal on exactly the first frame you wake up is pretty hard! So, modern games give you a buffer for several frames before you actually wake up. If you input your reversal special move at any point during this buffer, it will apply it as a reversal automatically, making the timing much easier. There are buffers all over the place in fighting game design, including for inputs during combos, just so that players can feel more confident the moves they execute will come out.\n\nIn practical use, people almost always just shorten this to buffer. That term has multiple meanings though, so be careful.\n先行入力 (senkou nyūryoku) — Lit. preceding input",
293
+ "letter": "B",
294
+ "source": "https://glossary.infil.net/?l=B"
295
+ },
296
+ {
297
+ "term": "Buffered Attack",
298
+ "definition": "Whiffing a normal attack in front of you, and inputting another attack as a cancel afterwards. When your attack whiffs, nothing further happens, but if your opponent accidentally runs into the attack, the cancel happens automatically. This is a very common option select that will really help you get more mileage out of your strong pokes, and you don't have to take any extra risk! You just do the same inputs and let the game take the correct action based on what your opponent does.\n\nThis technique is always just called a \"buffer\", but because buffer has a few meanings, I've separated this into its own entry.\n仕込み (shikomi) — Lit. preparation, stocking up\nSee video",
299
+ "letter": "B",
300
+ "source": "https://glossary.infil.net/?l=B"
301
+ },
302
+ {
303
+ "term": "Bug",
304
+ "definition": "A programming mistake that causes an unintended side effect. Bugs are common in video games, but in fighting games (especially older ones), they are especially prevalent. From moves being accidentally unblockable to oversights allowing infinite combos, many famous fighting game bugs have drastically shaped the core of the genre. If you're interested in more examples, you can read this blog post that thoroughly discusses several famous fighting game bugs.\n不具合 (fuguai) — Lit. bug\nバグ (bagu) — Lit. bug",
305
+ "letter": "B",
306
+ "source": "https://glossary.infil.net/?l=B"
307
+ },
308
+ {
309
+ "term": "Build Meter",
310
+ "definition": "The act of earning super meter. Usually the term is used to describe specific actions a player is taking to increase their meter beyond just normally fighting. For example, if a player is stunned, you might whiff a few special moves in front of them to earn a bit of risk-free super meter before you attack them. Or, if you have blocked your opponent's dragon punch and they will die to any hit, don't pick just any old random attack to finish the round! Instead, pick the attack that builds you the most super meter. Both of these examples are extremely common in games like Street Fighter.\nゲージ溜め (gēji tame) — Lit. gauge storing\nSee video",
311
+ "letter": "B",
312
+ "source": "https://glossary.infil.net/?l=B"
313
+ },
314
+ {
315
+ "term": "Bullying",
316
+ "definition": "Forcing someone to block repeatedly, often by using the same attack many times in a row. For example, you might have a strong close-range plus on block move that you can repeat over and over. Or, you might stand in the mid-range and repeat the same poke from a distance where your opponent cannot easily counter-attack, forcing them to figure out how to escape. Characters that are good at doing this might be called \"bully characters\".\n\nIn general, if you think of it like a school bully exerting their dominance over someone weaker, you'll get the gist of the term. Sometimes you'll even bully someone while trolling them, using a move that isn't really that great but your opponent can't figure it out. Bullying is one of those terms that's a little hard to define, but you know it when you see it.",
317
+ "letter": "B",
318
+ "source": "https://glossary.infil.net/?l=B"
319
+ },
320
+ {
321
+ "term": "Burnout",
322
+ "definition": "A state you enter after you've spent all your drive gauge in Street Fighter 6. Your gauge will flash with the word \"empty\" and your character will be tinted gray and appear more fatigued. Your drive gauge gets replaced with a timer that slowly increases, indicating when you'll be back to normal. While in burnout, you can't use any drive techniques (including drive rush, drive impact, parry or OD moves), you will start taking chip damage from all specials and supers, and every move you block will inflict 4 more frames of block stun, which can greatly limit your defensive options. If you get splatted against the corner with a drive impact while in burnout, you will also be stunned, giving your opponent a huge combo.\n\nIf that's not bad enough, burnout lasts a long time. It takes over 20 seconds to recover from burnout normally, although attacking and blocking will lower your burnout timer a little bit so in practice it's probably closer to 15 seconds or so. And if you got stunned from a drive impact, you will also immediately end burnout after your opponent finishes their combo. Burnout is the severe penalty you'll be forced to pay for mismanaging your drive gauge, and it makes SF6's system mechanics much more interesting.\nバーンアウト (bān auto) — Lit. burnout\nSee video",
323
+ "letter": "B",
324
+ "source": "https://glossary.infil.net/?l=B"
325
+ },
326
+ {
327
+ "term": "Burst",
328
+ "definition": "A mechanic in the Guilty Gear and BlazBlue series that lets you escape a combo. In Guilty Gear, each character will have a Burst Gauge that starts the match full. Once used, it fills up as you get hit, and also slowly over time. You can activate your burst at (almost) any time by pressing the Dust button and one other attack, even while being hit! It's an invincible attack that does 0 damage but will send the opponent away.\n\nBursts come in two flavors, Blue and Gold, indicated by the color of the blast your character emits. Blue bursts happen during those defensive situations (like blocking, during a combo, etc) and if your opponent stops their combo and blocks your burst, you're in for a world of hurt. Gold bursts are done any time you are in neutral, and hitting with it will fill your Tension Gauge to max immediately. Even if your gold burst is blocked, you will be safe, although you'll have wasted your burst and have to wait for it to refill before using it again. Some combos will just naturally avoid the hitbox of a burst attack, which makes them great choices for when you think your opponent might try to burst. These are called, predictably, burst safe combos.\nバースト (bāsuto) — Lit. burst\nSee video",
329
+ "letter": "B",
330
+ "source": "https://glossary.infil.net/?l=B"
331
+ },
332
+ {
333
+ "term": "Burst Option",
334
+ "definition": "Any move in Smash Bros. that sends you towards your opponent really fast, forcing them to deal with an incoming threat quickly. A lot of dash attacks might be considered burst options, as well as moves like Captain Falcon's Falcon Kick (down+B). Anything that can surprise your opponent from mid-range and is more or less unreactable would qualify.",
335
+ "letter": "B",
336
+ "source": "https://glossary.infil.net/?l=B"
337
+ },
338
+ {
339
+ "term": "Burst Overdrive",
340
+ "definition": "Performing an Overdrive in Guilty Gear Xrd with the Dust button instead of the normal attack button. Burst Overdrives will cost 50% Tension and also spend your full Burst (although, you get a small rebate if the super hits). They do 25% more damage than the regular super attack, making them great ways to finish off the opponent, as long as you don't need your Burst for next round!\nバースト覚醒必殺技 (bāsuto kakusei hissatsu waza) — Lit. burst awakening killing technique",
341
+ "letter": "B",
342
+ "source": "https://glossary.infil.net/?l=B"
343
+ },
344
+ {
345
+ "term": "Burst Safe",
346
+ "definition": "A combo that avoids the hitbox of a burst attack, making it safe to perform even if the opponent wanted to try and escape it. How easy it is to make your combo safe from bursts depends on the character. Sometimes your highest damage, best combo option is just naturally very burst safe, while other characters need to do a much lower damage version or change their combo path considerably.\n\nAgainst characters that are good at this, you'll need to have good game knowledge and burst only at very specific points in the combo, or else you will just waste your burst and get hit for even more damage than you were trying to avoid. Sometimes that means not being able to burst at all, and the damage is just guaranteed.\nバースト対策コンボ (bāsuto taisaku konbo) — Lit. burst countermeasure combo\nSee video",
347
+ "letter": "B",
348
+ "source": "https://glossary.infil.net/?l=B"
349
+ },
350
+ {
351
+ "term": "Button Buffering",
352
+ "definition": "Pressing a button while another button is being held down. Tekken will register the single button press as if you had pressed both the new button and the held button together, which can be useful for consistency in certain multi-button inputs.",
353
+ "letter": "B",
354
+ "source": "https://glossary.infil.net/?l=B"
355
+ },
356
+ {
357
+ "term": "Button Check",
358
+ "definition": "Testing that your buttons are correctly set by booting up a match and messing around. This is super common in tournaments where you need to change the button configuration of the last player who played on the communal station. Even though you can see that your buttons are working properly on the config screen itself, most players want the confidence of seeing their character move and behave as they expect in a match setting.\n\nThe one big downside of button checks is how much down time they add to tournaments. With the loading times needed to go in and out of matches, it's often 1 or 2 minutes per match, which adds up to huge amounts of time lost over an event. Even in games where every controller is configured the same (like Smash Bros. Melee), players want to warm up their hands by loading into a match and trying high execution stuff a bunch. You'll hear this called \"hand warmers\" in this context, but it's mostly the same thing.\nボタンチェック (botan chekku) — Lit. button check",
359
+ "letter": "B",
360
+ "source": "https://glossary.infil.net/?l=B"
361
+ },
362
+ {
363
+ "term": "Button Hold Trick",
364
+ "definition": "A trick in King of Fighters titles that lets you perform a special move on the first possible frame when returning to neutral. To do this, simply perform the special move slightly early, and then hold the attack button, rather than pressing and releasing it (or trying to double tap it).\n\nPressing and holding the button will basically act as a buffer, and the game will register your button for many consecutive frames. This is very useful in KoF combos, especially difficult juggles where there are very small windows to hit the opponent before they fall to the ground. The button hold trick is the key to making these combos consistent to perform.\n押しっぱなし入力 (oshippanashi nyūryoku) — Lit. hold down input",
365
+ "letter": "B",
366
+ "source": "https://glossary.infil.net/?l=B"
367
+ }
368
+ ]
pasta_json/glossary_C.json ADDED
@@ -0,0 +1,506 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Caliburst",
4
+ "definition": "Bursting when you are extremely low on life and your opponent has most of their health bar remaining (assuming it's not the final round, of course). It's a super aggressive play... are you really going to make that comeback? Bursts don't grow on trees, so you're usually better off saving this super precious resource for a round you actually have a chance at winning! If you lose, you're down a round and without your Burst, so now you're in real trouble. But then again, since many Californian players love to play all-in rushdown styles, it seems to fit the namesake pretty well.\nSee video",
5
+ "letter": "C",
6
+ "source": "https://glossary.infil.net/?l=C"
7
+ },
8
+ {
9
+ "term": "Camping",
10
+ "definition": "Holding a specific spot on the stage in a Smash Bros. match and daring your opponent to come closer. You'll usually pick a safe part of the stage, near the edge or around certain platforms or walls, and then hold your advantage with projectiles or strong movement, without looking to actively engage yourself. It's very similar to turtling in a traditional fighting game.",
11
+ "letter": "C",
12
+ "source": "https://glossary.infil.net/?l=C"
13
+ },
14
+ {
15
+ "term": "Canadian Burst",
16
+ "definition": "Bursting while your character is at the top of the screen, and your opponent is nowhere near you. It's just the worst burst ever. It had no chance of hitting at all, and now you're gonna get massively punished too. Were you even looking at the screen?\n\nUsually this happens because you panicked or were too slow to realize what was happening, but there are some legitimate reasons too! Some combo paths launch you at strange angles and you might have to try bursting before the opponent gets near you, so you can look mighty silly if they didn't continue the sequence. You'll sometimes hear this called a \"Domi Burst\" after the strong Japanese anime player Domi, who for some reason seems to do this a lot. Like the Chicago Punish and other self-deprecating regional terms, feel free to replace \"Canadian\" with your own region.\n脊髄バースト (sekizui bāsuto) — Lit. spinal (reflex) burst (used for bad burst in general)\nドミーバースト (domī bāsuto) — Lit. domi burst (the player who is known for doing 脊髄バースト)\n汚い花火 (kitanai hanabi) — Lit. dirty fireworks\nSee video",
17
+ "letter": "C",
18
+ "source": "https://glossary.infil.net/?l=C"
19
+ },
20
+ {
21
+ "term": "Cancel",
22
+ "definition": "Removing the recovery of an attack, usually so that you can transition immediately into another move. By far the most common instance is canceling a normal attack into a special move. To do this, input the normal and then immediately input the special move. If the normal hits the opponent, it will kinda stop halfway through and the special move will start immediately. Some people call this a \"special cancel\" or a 2-in-1 and it has formed the basis of Street Fighter and other 2D games for decades. You'll typically see a cancel notated with \"xx\", like HP xx fireball.\n\nIt's far from the only type of canceling in fighting games, though. Sometimes you can cancel a normal into itself (called chaining), or a normal into other normals (called a target combo or a string). You might even be able to cancel a move into nothing, recovering instantly and able to take a new action of your choice (for example, with Guilty Gear's Roman Cancel). Canceling is a staple of the genre, and a concept every fighting game player should know.\nキャンセル (kyanseru) — Lit. cancel\nSee video",
23
+ "letter": "C",
24
+ "source": "https://glossary.infil.net/?l=C"
25
+ },
26
+ {
27
+ "term": "Cargo Throw",
28
+ "definition": "Donkey Kong's throw in Smash Bros. where he picks you up and carries you on his back. He's able to walk around and reposition himself before he chooses which direction to throw you, which is pretty unique to DK. This throw allows him all sorts of new strategies, such as carrying you off the stage and trying for a gimp, or jumping before throwing you for interesting air combos. These \"grab and move\" throws are very uncommon in traditional fighting games, but Rash in Killer Instinct has something similar.\nリフティング (rifutingu) — Lit. lifting",
29
+ "letter": "C",
30
+ "source": "https://glossary.infil.net/?l=C"
31
+ },
32
+ {
33
+ "term": "Carried",
34
+ "definition": "A slang term for a player who only wins because they are supposedly relying on their character or a certain system mechanic being overpowered, and you don't think they'd win without that crutch. You could say something like \"my friend isn't very good, he's just carried by Ken\" if you think Ken is a broken character that is doing all the work, carrying your friend on his shoulders to easy wins. You can use the term as a joke if you'd like, but it's usually something you'd say when you're trying to rile someone up.",
35
+ "letter": "C",
36
+ "source": "https://glossary.infil.net/?l=C"
37
+ },
38
+ {
39
+ "term": "Cash Out",
40
+ "definition": "The act of performing an ender in Killer Instinct to convert all the white life sitting on your opponent's health bar into pure damage. Any combo involving an ender, as long as it is not opener-ender, will always cash out the damage automatically. You'll mostly use the term to describe strategy, like \"look at all that white life, he needs to cash it out!\"\nポテンシャルダメージを確定ダメージに変える (potensharu damēji wo kakutei damēji ni kaeru) — Lit. convert potential damage to confirm damage",
41
+ "letter": "C",
42
+ "source": "https://glossary.infil.net/?l=C"
43
+ },
44
+ {
45
+ "term": "Casuals",
46
+ "definition": "Playing matches for fun where the results don't matter. Casuals are basically everything that isn't a tournament match or a money match, and you might ask to get some casuals in whenever you go to a local gathering or during downtime at a tournament.\n野試合 (noshiai) — Lit. casual match",
47
+ "letter": "C",
48
+ "source": "https://glossary.infil.net/?l=C"
49
+ },
50
+ {
51
+ "term": "Catch Throw",
52
+ "definition": "A special class of throw in Virtua Fighter that can't be teched and will also beat attacks that are in their startup. This last point is important, since Virtua Fighter's RPS system means attacks will always beat normal throws, so catch throws kind of break a cardinal interaction rule in VF. CTs aren't perfectly analogous to command throws in other fighting games, but they share some similar DNA in that they behave just differently enough from a regular throw to force your defense against them to change.\nキャッチ投げ (kyacchi nage) — Lit. catch throw",
53
+ "letter": "C",
54
+ "source": "https://glossary.infil.net/?l=C"
55
+ },
56
+ {
57
+ "term": "Chain",
58
+ "definition": "The ability to cancel a light punch or light kick normal into another light normal. In most 2D games, it's pretty common for characters to use chains to create a basic combo or block string, and they're a great way to set up easy hit confirms. Chains usually involve crouching normals, but can also use standing normals, and may even mix and match them!\n\nThe difference between a chain and a target combo is that chains tend to deal with light attacks and often repeat the same normal, where target combos usually include medium or heavy attacks and often don't repeat the same button. However, the distinction is pretty skin deep and you'll hear some people talk about any normal canceled into any other normal (whether it's a light attack or not) as a chain, especially in team games or in some older titles like Darkstalkers. If you apply this looser definition, \"chaining\" becomes basically the same thing as a string or a gatling. You might also hear people talk about linking normals together instead of chaining them.\n連打キャンセル (renda kyanseru) — Lit. repeated attack cancel\n連キャン (renkyan) — Lit. abbreviation of 連打キャンセル\nSee video",
59
+ "letter": "C",
60
+ "source": "https://glossary.infil.net/?l=C"
61
+ },
62
+ {
63
+ "term": "Chain Dash",
64
+ "definition": "A way to dash multiple times in rapid succession, covering a lot of ground really quickly. To do this, all you have to do is dash, either by tapping forward twice or using the dash macro button, and then just keep inputting more dashes. You'll cancel one dash into the next, keeping your momentum, or even letting you dash the opposite way to change direction if you'd like.\n\nIt's 2XKO's flavor of wavedashing. Compared to other versus games that have wavedashing, like Marvel vs. Capcom 3, here you don't have to cancel the dash with another option (like crouching or using a normal) before dashing again. Simply dashing repeatedly is enough.\nチェーンダッシュ (chēn dasshu) — Lit. chain dash",
65
+ "letter": "C",
66
+ "source": "https://glossary.infil.net/?l=C"
67
+ },
68
+ {
69
+ "term": "Chain Grab",
70
+ "definition": "A Smash Bros. combo where you throw someone many times in a row. Chain grabs are dependent on a lot of factors, including your opponent's character, stage positioning, how much damage they've taken, and which direction you throw them after grabbing them. Sometimes your opponent can make continuing the chain grab difficult by using DI, forcing you to react and change your followups, but other times the chain grab is just guaranteed to work with no problems until a certain damage threshold has been reached.\n\nFamous chain grabs include Melee's Marth on the space animals and Brawl's Dedede on, well, pretty much everyone. Starting in Smash Bros. 4 and onward, being thrown once makes you impossible to throw again for about 1 second, effectively eliminating this technique.\n投げ連 (nage ren) — Lit. continuous throw\nSee video",
71
+ "letter": "C",
72
+ "source": "https://glossary.infil.net/?l=C"
73
+ },
74
+ {
75
+ "term": "Chain Shift",
76
+ "definition": "A powerful option available to an Under Night In-Birth character once they have won a GRD cycle and have entered Vorpal. By pressing the D button twice, you will immediately end your Vorpal state and convert all of your current GRD squares into tons of EXS gauge. In addition, you'll get a powerful screen freeze, so if you do this while in neutral, you'll get to see what your opponent is doing and choose any counter-attack of your choice.\n\nYou don't have to use it from neutral, though. You can cancel pretty much any hit or blocked attack (and even some whiffed ones), from the ground or in the air, using Chain Shift. Use this to make attacks safe or to extend your pressure in creative ways. In this sense, it shares a lot of similarities to Guilty Gear's Roman Cancel, but you only get one per Vorpal.\nチェインシフト (chein shifuto) — Lit. chain shift\nSee video",
77
+ "letter": "C",
78
+ "source": "https://glossary.infil.net/?l=C"
79
+ },
80
+ {
81
+ "term": "Challenge",
82
+ "definition": "To attack your opponent as they are trying to attack you. The most common way this is used is when you attack after you leave block stun, trying to remind your opponent that you're still playing. This isn't always a good idea, but if it works, you might hear \"oh, nice challenge\".\n\nYou can also try to intercept someone who's moving in while you're playing neutral. So if your opponent starts dashing in, or if they do some full screen special move like a gorilla, you can press a button to try and hit them before they reach you. In this case, you're \"challenging\" their approach.\n暴れ (abare) — Lit. to rage/act violently (see abare)",
83
+ "letter": "C",
84
+ "source": "https://glossary.infil.net/?l=C"
85
+ },
86
+ {
87
+ "term": "Character Loyalist",
88
+ "definition": "Someone who plays only one character, no matter what. This means taking this character to battle even when they have a bad matchup and no matter where they are on a tier list. Highly skilled character loyalists tend to learn all the nuances and unique interactions their character can use to their benefit, and they can often overcome bad matchups when someone tries to counter pick them due to their huge experience. But this life is certainly not for everyone. You'll have to really love the character to overcome whatever struggles come with years of playing the game the same way.\n単キャラ使い (tan kyara tsukai) — Lit. single character user",
89
+ "letter": "C",
90
+ "source": "https://glossary.infil.net/?l=C"
91
+ },
92
+ {
93
+ "term": "Character Specific",
94
+ "definition": "A strategy (usually a combo) that will work only if your opponent is playing certain characters. There are many reasons for this, including hurtbox differences between characters of varying sizes, characters that fall at different rates while being juggled, characters that reel back in an awkward way after being hit which dodges future attacks, and much more.\n\nSome games try to standardize hurtboxes as much as they can so there is not as much character specific jank, while in other games, it can feel like the wild west and you'll have to remember multiple combo routes depending on your opponent's character. But no matter the game, there will always be at least some character specific stuff to learn.\nキャラ限 (kyara gen) — Lit. limited character\nSee video",
95
+ "letter": "C",
96
+ "source": "https://glossary.infil.net/?l=C"
97
+ },
98
+ {
99
+ "term": "Charge",
100
+ "definition": "The act of holding a direction (usually back or down) for about one second, for the purposes of executing certain special moves like Guile's Sonic Boom. Because charge inputs take a bit of time to prepare before you execute them, they tend to be relatively powerful compared to special moves input using other methods, like a quarter circle, which can be input more quickly and in more situations. Some people find charge inputs and charge characters more intuitive and easier to use, while others find them harder to use; it really just comes down to your personal taste.\n溜め (tame) — Lit. store, accumulate",
101
+ "letter": "C",
102
+ "source": "https://glossary.infil.net/?l=C"
103
+ },
104
+ {
105
+ "term": "Charge Buffering",
106
+ "definition": "The act of trying to charge as soon as possible after taking other actions. For example, if you release your charge to jump forward, you should immediately hold down-back as soon as you leave the ground so when you land, you'll have built the charge back up again.\n\nImportantly, while you are performing a charge move, you can begin charging for your next one before you press the attack button! To do this for a back-forward charge move, build your charge like normal, then press forward. Then, return to down-back and press the attack button at the same time. The game's input buffer will still give you the leeway needed to execute the charge move, but you'll get a head start on your next charge, as you're in down-back much sooner. You can, for example, throw Guile sonic booms with seemingly superhuman speed using this technique.",
107
+ "letter": "C",
108
+ "source": "https://glossary.infil.net/?l=C"
109
+ },
110
+ {
111
+ "term": "Charge Character",
112
+ "definition": "A character that relies mostly on charge inputs to execute their special moves. There are some charge characters that have quarter circle inputs for some moves, so not every special move needs to be a charge command, but usually their most common, essential special moves will be.\n\nPlaying a charge character usually feels a bit different than a character with motion inputs, since you will have to find creative times during a match to sit still and build your charge. This often includes \"hiding\" your charge while you are doing normal attacks. As a result, some players who prefer to move around a lot can have a difficult time with this playstyle, while it will come quite naturally to others.\nタメキャラ (tame kyara) — Lit. charge character",
113
+ "letter": "C",
114
+ "source": "https://glossary.infil.net/?l=C"
115
+ },
116
+ {
117
+ "term": "Charge Partitioning",
118
+ "definition": "A mechanic that lets you stop charging a charge move briefly, then start charging again from where you left off. In the vast majority of games, as soon as you stop holding your charge direction, you will lose the charge and have to start over. But in extremely rare cases (most notably Street Fighter III: 3rd Strike), you can begin a charge, release it before it has completed, do an action such as dash or parry, then return to the charging direction quickly and finish the charge without starting over.\n\nLetting you \"split\" or \"partition\" your charge over two intervals, doing a separate action in between, has lots of advanced uses in 3rd Strike for setting up tricky unblockables and doing difficult combos. Also, it's worth noting that if you hold down-back and complete the charge fully, and then do a cancelable normal \"on the way\" to completing your charge move (say, an attack with the joystick in neutral), this is not charge partitioning. Here, even though you did a tricky cancel, you completed the charge in one go, rather than split the charge time across two separate periods.\n溜め分割 (tame bunkatsu) — Lit. store partitioning\nSee video",
119
+ "letter": "C",
120
+ "source": "https://glossary.infil.net/?l=C"
121
+ },
122
+ {
123
+ "term": "Cheap",
124
+ "definition": "A word used to describe an especially strong move, tactic, or strategy. Fighting game veterans tend to use the term endearingly more often than not; you might hear \"wow that's cheap\" used as a compliment towards a player who uses a strong move well.\n\nFighting game scrubs, though, bite off more than they can chew with this word, calling every move under the sun cheap and unstoppable, despite not knowing which end of the fight stick points up yet. As you're learning, lots of stuff will feel cheap, but practice and game knowledge go a long way to overcoming this feeling, and soon you'll be the one making every move look cheap.",
125
+ "letter": "C",
126
+ "source": "https://glossary.infil.net/?l=C"
127
+ },
128
+ {
129
+ "term": "Check",
130
+ "definition": "A low-risk, fast attack you'll do (usually in close-range situations) to try and interrupt the opponent if they're insisting on playing very aggressively. If your frame advantage is slightly positive or around neutral, or you expect they'll do some fast movement option like a dash or roll, you might throw out a quick jab or two to test the waters.\n\nYou probably won't get a combo or big damage out of this, but the mere act of attacking tells your opponent to not overstep their bounds; you're just \"checking\" that they understand you want to assert your position. Check can be used both as a noun and a verb, like \"nice check on that dash\" or \"they keep checking me after blocking my string\". You might also hear a pretty good poke called a check from time to time.",
131
+ "letter": "C",
132
+ "source": "https://glossary.infil.net/?l=C"
133
+ },
134
+ {
135
+ "term": "Checkmate",
136
+ "definition": "A situation where you have no options to avoid losing the round. For example, you might be knocked down and only have a sliver of life, and the opponent performs a safe jump on you, forcing you to block, and then does a dragon punch, chipping you out. In games where chip damage can kill, sequences like this can be unavoidable. The real way to avoid getting checkmated is to not get put in the situation in the first place.\nチェックメイト (chekkumeito) — Lit. checkmate\n詰み (tsumi) — Lit. checkmate\nSee video",
137
+ "letter": "C",
138
+ "source": "https://glossary.infil.net/?l=C"
139
+ },
140
+ {
141
+ "term": "Chicago Punish",
142
+ "definition": "Correctly blocking a very unsafe move from your opponent (like a dragon punch) and then punishing it with a low damage, sub-optimal offensive move (like a throw). Normally, this should be a huge swing of momentum in a match and you should retaliate with huge damage. However, because you panicked or weren't ready, you just reflexed into some weak \"default\" option that makes you look a bit silly. This term was popularized in the Midwest as a self-deprecating joke, but feel free to replace Chicago with your own hometown, since if we're honest, we're all equally bad.",
143
+ "letter": "C",
144
+ "source": "https://glossary.infil.net/?l=C"
145
+ },
146
+ {
147
+ "term": "Chicken",
148
+ "definition": "A mechanic in Tekken games (up to Tekken 7) that lets you get out of a reversal (Tekken's version of a catch counter) by pressing specific inputs as soon as your attack is caught. Basically, it's a reversal of a reversal. You need to press forward plus the punch and kick button on the same side as the caught attack. This means if your 1 attack was caught, you need to press f+1+3, and if your standing 4 was caught, press f+2+4 instead.\n\nYou will push the opponent away and deal a bit of damage to them, while the announcer says \"Chicken\" (why? who knows) to verify what happened. The timing is pretty fast, so rather than reacting, you might be able to option select a chicken input after your strikes in case they get reversaled. Like all fighting game concepts, chickening has exceptions, so some reversals will be \"unchickenable\" for certain types of attacks. The chicken mechanic was removed in Tekken 8.\n返し技返し (kaeshi waza kaeshi) — Lit. return technique return\n当身返し (atemi kaeshi) — Lit. receiving body return\nSee video",
149
+ "letter": "C",
150
+ "source": "https://glossary.infil.net/?l=C"
151
+ },
152
+ {
153
+ "term": "Chicken Block",
154
+ "definition": "Holding up-back while you are being attacked so that you jump as soon as there is any gap in your opponent's sequence. This works only in games that let you block in the air, like most team games, so holding up-back lets you jump and keep blocking.\n\nIn essence, you are \"chickening out\" of trying to guess whether to block high or low, so you try to get into the air (where attacks are all blocked the same way) to escape your opponent's scary close-range pressure instead. You can typically defeat chicken blocking by going low and catching their feet as they try to jump, but that's easier said than done in the heat of a match.\nSee video",
155
+ "letter": "C",
156
+ "source": "https://glossary.infil.net/?l=C"
157
+ },
158
+ {
159
+ "term": "Chip Damage",
160
+ "definition": "Damage dealt to a character while they are blocking. Most special moves will deal chip damage when blocked; the amount varies by game, but it is usually between 10-25% of the move's regular damage. Many games let you K.O. an opponent via chip damage, although Street Fighter V is a notable modern day exception. Street Fighter Alpha 3 tried to scold players who performed chip damage KOs by flashing \"Cheap!\" on the screen, but nobody actually felt bad about it.\n削りダメージ (kezuri damēji) — Lit. chip damage\nSee video",
161
+ "letter": "C",
162
+ "source": "https://glossary.infil.net/?l=C"
163
+ },
164
+ {
165
+ "term": "Churning Butter",
166
+ "definition": "Spinning the joystick in circles super fast, usually because you want to do a 360 or a 720 attack. If you're doing a block string on a grappler and as soon as you stop they immediately do an SPD, then you can bet they were churning the whole time.\nグルグル (guru guru) — Lit. turning round and round\nスティックを回す (sutikku wo mawasu) — Lit. rotate/spin the stick",
167
+ "letter": "C",
168
+ "source": "https://glossary.infil.net/?l=C"
169
+ },
170
+ {
171
+ "term": "Cinematic",
172
+ "definition": "A situation where neither player has control over their character, but some pre-programmed series of attacks, punctuated by camera cuts, are happening anyway. Many modern-day supers, after the initial hit lands, will break out into a cinematic and show one of the characters taking a cool and stylish beating. I'm sure it helps sell copies of their game, and as long as the cinematics aren't too long, they're usually pretty cool.\n演出 (enshutsu) — Lit. performance",
173
+ "letter": "C",
174
+ "source": "https://glossary.infil.net/?l=C"
175
+ },
176
+ {
177
+ "term": "Circle Gate",
178
+ "definition": "A plastic device under the joystick of your arcade stick that dictates how it can move. A circle gate has no notches or ridges at all, allowing perfect unrestricted movement in any direction, like the analog stick on most modern controllers. Old arcade machines in the United States and very early home stick models, like the MAS stick, used circle gates, though they have largely fallen out of favor now for the default square gate or hybrid octo gate. While it might make quarter circle inputs slightly easier, it's just a lot harder to consistently find \"the corner\" when you need to quickly crouch block something.\n丸形ガイド (marugata gaido) — Lit. circle guide",
179
+ "letter": "C",
180
+ "source": "https://glossary.infil.net/?l=C"
181
+ },
182
+ {
183
+ "term": "Circuit Break",
184
+ "definition": "A property of some attacks in Melty Blood: AACC that will \"break\" your Magic Circuit gauge (a.k.a., your super meter) and prevent you from gaining or using gauge for a short period of time. Your gauge will turn purple, appear all cracked, and have \"Circuit Break\" stamped on top of it; the appearance is pretty similar to getting GRD broken in Under Night In-Birth, another game from the same company. You don't lose the meter you already had, though, you'll just temporarily be prevented from using it.\nサーキットブレイク (sākitto bureiku) — Lit. circuit break\nサキブレ (sakibure) — Lit. abbreviation of サーキッ���ブレイク",
185
+ "letter": "C",
186
+ "source": "https://glossary.infil.net/?l=C"
187
+ },
188
+ {
189
+ "term": "Circuit Spark",
190
+ "definition": "A defensive Melty Blood: AACC mechanic where you turn yourself invincible while you are being hit in a combo or being put in block stun. You'll blast your opponent away and you'll get to escape. It is extremely similar to Guilty Gear's Burst, and you might hear this called a \"burst\" colloquially for this reason.\n\nLike virtually every Melty Blood mechanic, sparks work a bit different depending on your chosen Moon. Firstly, you can't spark unless you've first earned full super meter and entered either MAX mode (C or F Moon) or Auto-Heat (H Moon). In C or F, you can choose to spark when you want, but it zeroes out your gauge and leaves MAX. In H Moon, though, you will automatically spark the very second you get hit while in Auto-Heat. You don't have any choice in the matter, but H Moon sparks are considerably more invincible, even during recovery, so they're going to be pretty hard to bait.\nサーキットスパーク (sākitto supāku) — Lit. circuit spark\nSee video",
191
+ "letter": "C",
192
+ "source": "https://glossary.infil.net/?l=C"
193
+ },
194
+ {
195
+ "term": "Circular",
196
+ "definition": "A Virtua Fighter attack that hits players trying to perform a Defensive Move (that is, trying to sidestep). It is pretty similar to the Tekken concept of homing; these moves are animated to look like they're hitting in a \"circle\" around you, but they are also programmatically built to hit DMs no matter what.\n\nCirculars, or Spinning Attacks, come in two flavors. The \"half circular\" will only hit opponents trying to DM in one of the two specific directions, as the name implies. So if you correctly DM away from the direction of the attack, you can avoid half circulars. \"Full circulars\" will hit all DMs in either direction, making them strong options against players who love to sidestep.\n回転打撃 (kaiten dageki) — Lit. rotation strike\n半回転 (han kaiten) — Lit. half rotation\n全回転 (zen kaiten) — Lit. full rotation\nSee video",
197
+ "letter": "C",
198
+ "source": "https://glossary.infil.net/?l=C"
199
+ },
200
+ {
201
+ "term": "Clash",
202
+ "definition": "Usually means when two attacks overlap on their hitboxes on the same frame, but do not collide with any hurtbox. This is different than a trade, where both players get hit because both attacks strike a hurtbox at the same time. In a game like Guilty Gear, your clashed attack will produce a special visual effect and you can cancel it in other moves (and in GG Xrd, it may even trigger Danger Time). In Samurai Shodown, there is a dedicated mechanic called Sword Clash.\n\n\"Clash\" is also a dedicated attack button in BlazBlue: Cross Tag Battle (usually called C). It allows you to perform EX moves and, when done from neutral, acts as a universal overhead attack that triggers a little cinematic. In this sense, it has some similarities to Guilty Gear's Dust button.\n相殺 (sousai) — Lit. cancel each other out\nクラッシュアサルト (kurasshu asaruto) — Lit. crash assault",
203
+ "letter": "C",
204
+ "source": "https://glossary.infil.net/?l=C"
205
+ },
206
+ {
207
+ "term": "Clash Frame",
208
+ "definition": "A move property in Melty Blood: Type Lumina that lets attacks clash with other attacks, even if your attack is not active yet. It's usually specified by talking about some duration of the move where this property occurs, measured in frames.\n\nIn practice, it feels a lot like armor, but because you cause a clash instead of \"absorbing\" the move, there are some small extra nuances here (the attacker is allowed to cancel their clashed attack into another move, for example). It's common for many Moon Skills to get clash frames as a buff when you've activated your Moon Drive, making them harder to stop in neutral and maybe even letting them act as a good reversal attack.\n相殺判定 (sousai hantei) — Lit. offsetting detection\nSee video",
209
+ "letter": "C",
210
+ "source": "https://glossary.infil.net/?l=C"
211
+ },
212
+ {
213
+ "term": "Classic Controls",
214
+ "definition": "A control scheme in Street Fighter 6 that uses the 6-button layout the series has been long known for. You have three punch attacks and three kick attacks, and must input special moves using their traditional motion or charge commands. If you've played any older Street Fighter title, this will feel right at home. SF6 offers two other control schemes, called Modern and Dynamic.\nクラシックタイプ (kurashikku taipu) — Lit. classic type",
215
+ "letter": "C",
216
+ "source": "https://glossary.infil.net/?l=C"
217
+ },
218
+ {
219
+ "term": "Claw",
220
+ "definition": "A common name for the Street Fighter character Vega. Because the Japanese call this character Balrog, we often use this more general name when discussing him so there's less confusion. It's a problem that exists due to a triple name swap between three characters in the Japanese and English versions of SF, the other two being Dictator and Boxer.\nバルログ (barurogu) — Lit. balrog",
221
+ "letter": "C",
222
+ "source": "https://glossary.infil.net/?l=C"
223
+ },
224
+ {
225
+ "term": "Clean Hit",
226
+ "definition": "When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce. It's basically like the sweet spot from Super Smash Bros., but rather than the desired hitbox being on the attack, it's on the person being hit instead. In GG Accent Core, Sol Badguy makes common use of clean hit combos for his most damaging BnBs.\n\nClean Hit is also a mechanic in Tekken, but there it is based on proximity. Attacking from essentially point blank range with select moves such as Paul's Deathfist will grant you some new properties (usually extra damage) and a \"Clean Hit\" message on the screen.\n\nYou can also use this phrase just for its standard English meaning, as in a hit that was landed unobstructed or with finesse. You shouldn't have too much trouble figuring out which meaning is intended from context.\nクリーンヒット (kurīn hitto) — Lit. clean hit\nSee video",
227
+ "letter": "C",
228
+ "source": "https://glossary.infil.net/?l=C"
229
+ },
230
+ {
231
+ "term": "Clone",
232
+ "definition": "A character in Smash Bros. that has an extremely similar moveset to another character on the roster. Some clones (or \"echo fighters\") are almost identical characters, down to the attributes of nearly every move (for example, Dark Samus and Samus in Smash Bros. Ultimate), while other characters are quite a bit more distant in playstyle; even if their moves kind of look the same, they function pretty differently and use very unique strategies while fighting (for example, Falco and Fox in Smash Bros. Melee).\nモデル替えキャラ (moderu kae kyara) — Lit. model swap character\nダッシュファイター (dasshu faitā) — Lit. dash fighter (for some clones in Smash Bros. Ultimate)",
233
+ "letter": "C",
234
+ "source": "https://glossary.infil.net/?l=C"
235
+ },
236
+ {
237
+ "term": "Collapse",
238
+ "definition": "The specific way you fall to the ground, or \"crumple\", after being hit by a Virtua Fighter attack. There are multiple different types of collapses in VF, usually prefaced by which part of the body was hit by the strike. These include head collapse, gut (or stomach) collapse, jaw (or chin) collapse, leg (or foot) collapse, and vital point (or vital area) collapse.\n\nEach of these sees your character crumple to the ground in a slightly different way, and each of them will have slightly different properties. For example, head collapses will cause the person being hit to snap their head back violently, then fall forward onto their face, giving the offense plenty of time to hit a slow, powerful follow-up. The vital point (i.e., groin) collapse will cause you to double over in pain, and juggles will work differently on you when you fall in this way.\n崩れ (kuzure) — Lit. collapse\n頭崩れ (atama kuzure) — Lit. head collapse\n腹崩れ (hara kuzure) — Lit. belly/stomach collapse\n顎崩れ (ago kuzure) — Lit. jaw/chin collapse\n足崩れ (ashi kuzure) — Lit. leg/foot collapse\n急所崩れ (kyūsho kuzure) — Lit. vital spot collapse\nSee video",
239
+ "letter": "C",
240
+ "source": "https://glossary.infil.net/?l=C"
241
+ },
242
+ {
243
+ "term": "Combo",
244
+ "definition": "A sequence of hits that are unavoidable once the first hit lands. If you want to get technical, a hit will \"combo\" from a previous hit if you are still in hit stun from the other attack when the new one lands. Combos are a staple of virtually every fighting game of the last 30 years, and fun, flashy combos are often the selling point for getting players to try a new game.\n\nYou can't just press any two random buttons and have them combo together, of course. The most common ways you will construct combos involve linking or chaining normals together, or canceling a normal attack into a special or super attack. In Tekken, strings that will always combo are called Natural Combos (NC), or if the first hit needs to be a counter hit for this to work, they'll call it a Natural Counter Combo (NCC).\n\nYou may also hear the term \"full combo\", as in \"this move launches the opponent for a full combo\". All the \"full\" means here is that your combo choice won't be limited to only a few short, low-damage options, but rather, you'll be able to do more or less any combo you want, including many of your character's bigger damage routes.\n\nSome games give you specific ways to get out of a combo, like Killer Instinct's combo breaker, Guilty Gear's burst, or directional influence from Smash Bros, but it's pretty rare. And hopefully your favorite game's designers have thought of a way to make sure your combo can't go on forever. That's usually pretty bad.\nコンボ (konbo) — Lit. combo",
245
+ "letter": "C",
246
+ "source": "https://glossary.infil.net/?l=C"
247
+ },
248
+ {
249
+ "term": "Combo Breaker",
250
+ "definition": "A famous Killer Instinct mechanic that lets combos be escaped while you are being hit. After you've performed an opener, the combo becomes \"breakable\", and you can extend the combo with more hits at the risk of being combo broken. As long as the opponent presses buttons of the correct strength (light, medium, or heavy) that matches your current attack, you'll get blasted away and the famous c-c-c-combo breaker voice line will play. If they mistime their break attempt, press the wrong buttons, or get counter broken, they'll get locked out and eat a ton of damage without being able to break. This is how the 2013 version of KI works, anyway; you're on your own for the older games.\n\nKiller Instinct's combo breaker system is pretty unique in that it doesn't require a gauge or resource. Any time you're allowed to break, you can try if you want, and as long as you're never wrong, it will always work. Other games have adapted the idea of escaping combos to their own style, like Guilty Gear's burst and Mortal Kombat 11's breakaway. If a combo can't be broken, for whatever reason, we'll say it's unbreakable (or, in Guilty Gear's case, burst safe).\nコンボブレイカー (konbo bureikā) — Lit. combo breaker\nSee video",
251
+ "letter": "C",
252
+ "source": "https://glossary.infil.net/?l=C"
253
+ },
254
+ {
255
+ "term": "Combo Video",
256
+ "definition": "A video containing combos, what else! Most of the time, these won't be practical combos you'll want to learn to do in real matches. Instead, they'll be outlandishly difficult or stylish combos, sometimes requiring the cooperation of both players and often set to music, just to show people how cool fighting games can be. If you're curious, here is the first combo video I ever watched back in the early 2000s, and you should probably familiarize yourself with some of the classics while you're at it. Or just search Youtube for \"Marvel vs. Capcom 3 combo video\" and set aside an afternoon.\nコンボムービー (konbo mūbī) — Lit. combo movie\nコンボ動画 (konbo douga) — Lit. combo video",
257
+ "letter": "C",
258
+ "source": "https://glossary.infil.net/?l=C"
259
+ },
260
+ {
261
+ "term": "Comeback",
262
+ "definition": "Winning a round after you've spent most of it losing horribly. Some of the most memorable fighting game moments of all time are improbable comebacks, because they often require a ton of skill (and a bit of luck) and it's easy to root for the underdog. Some modern games design specific mechanics that try to give a down-and-out player a chance at a comeback, like X-Factor.\n逆転 (gyakuten) — Lit. turnabout",
263
+ "letter": "C",
264
+ "source": "https://glossary.infil.net/?l=C"
265
+ },
266
+ {
267
+ "term": "Comeback Mechanic",
268
+ "definition": "A system in a fighting game that tends to help the losing player and allow them to make a comeback a bit more easily. Some people will also define this as a mechanic that can only be used (or gets significantly stronger) when you've taken enough damage. Not all games have such a system, but many modern games do, including X-Factor in Marvel vs Capcom 3, Rage in Tekken 7, and V-Trigger in Street Fighter V. Sometimes comeback mechanics can be too strong and reward the losing player too much, but many times they introduce fun new mechanics that both players use equally often and make the game more interesting.\n逆転要素 (gyakuten youso) — Lit. comeback element",
269
+ "letter": "C",
270
+ "source": "https://glossary.infil.net/?l=C"
271
+ },
272
+ {
273
+ "term": "Command Dash",
274
+ "definition": "A dash that is not input by double-tapping forward, but rather some motion input. You'll also usually have some unique attacks you can perform while doing the dash. Command dashes are usually pretty good because you can threaten with an attack while moving forward, and you can cancel these dashes from normal attacks, which can lead to some surprise approaches.\n\nI'm also bundling \"Command Run\" in here, which is just doing a run with a motion input, with similar follow-up attack ideas. Forward dashes and runs are kinda two peas of the same pod, just that one stops after a set distance while the other keeps going. Command runs can lead to interesting pressure and combos, like El Fuerte's Run Stop Fierce.\n移動技 (idou waza) — Lit. movement technique (general term for any special moves that move the character with no attack, including warp)\nSee video",
275
+ "letter": "C",
276
+ "source": "https://glossary.infil.net/?l=C"
277
+ },
278
+ {
279
+ "term": "Command Jump",
280
+ "definition": "A special move where your character leaps into the air. It is different from a normal jump in two important ways. Firstly, because it's a special move, you can cancel into this jump from normals and become airborne when a normal jump would not work. And secondly, you will almost always have access to special follow-ups while you're in the air that your character can't do otherwise. Akuma's Demon Flip is probably the most famous example of a command jump.",
281
+ "letter": "C",
282
+ "source": "https://glossary.infil.net/?l=C"
283
+ },
284
+ {
285
+ "term": "Command Normal",
286
+ "definition": "A normal that requires a direction alongside the button press, usually forward or back. While crouching attacks technically fit this description, we just call those crouching normals instead and we reserve this term for special-use normals that are quite different from the standard suite of standing, crouching, and air normals your character has. It's common, for instance, that if your character has a grounded overhead attack, it will be a command normal. You may also see some games refer to these as \"unique attacks\".\n特殊技 (tokushu waza) — Lit. unique technique",
287
+ "letter": "C",
288
+ "source": "https://glossary.infil.net/?l=C"
289
+ },
290
+ {
291
+ "term": "Command Throw",
292
+ "definition": "A special move that acts as a throw. This is also often called a \"command grab\", probably about equally as often as command throw. In the vast majority of games, you cannot throw tech to defend against them, so you'll have to find other ways to escape, such as doing an invincible attack or trying to move out of the way with a jump or backdash. Command throws are often much longer range than regular throws and can lead to combos or mixups that regular throws cannot, and the added difficulty defending against them makes them extra scary. It's an ever-present staple of the grappler toolkit.\nコマンド投げ (komando nage) — Lit. command throw\nコマ投げ (koma nage) — Lit. abbreviation of コマンド投げ\nSee video",
293
+ "letter": "C",
294
+ "source": "https://glossary.infil.net/?l=C"
295
+ },
296
+ {
297
+ "term": "Commentator's Curse",
298
+ "definition": "When the commentator for a match says that something is very likely to happen, only for the exact opposite to happen instead. Try not to say things like \"oh, he's for sure dead\" or \"there's no way she loses this match, right?\" — you're just asking for trouble. Even though the commentator has no impact on the match, it's best to own up to how badly they jinxed the situation and apologize. It's just the right thing to do.",
299
+ "letter": "C",
300
+ "source": "https://glossary.infil.net/?l=C"
301
+ },
302
+ {
303
+ "term": "Concentration",
304
+ "definition": "A move in Under Night In-Birth where your character focuses in place, rapidly charging up their GRD meter while stealing GRD from their opponent. While you are using Concentration, you won't be fighting, but you can start and stop it quickly, letting you slightly increase your GRD here and there (maybe after a combo ends, or during a knockdown). These small gains might just be enough for you to win the GRD cycle and earn Vorpal!\nコンセントレーション (konsentorēshon) — Lit. concentration",
305
+ "letter": "C",
306
+ "source": "https://glossary.infil.net/?l=C"
307
+ },
308
+ {
309
+ "term": "Conditioning",
310
+ "definition": "Behaving a certain way over a decently long period of time, so that you can act unpredictably at a crucial moment later. You can condition your opponent to, for example, always expect a certain style of pressure or a pattern of how you throw fireballs, and train them to think they have it figured out. Then when the match is on the line, you surprise them by switching it up and catching them in the old habit. Conditioning is related to baiting, but in a \"long con\" kind of way.",
311
+ "letter": "C",
312
+ "source": "https://glossary.infil.net/?l=C"
313
+ },
314
+ {
315
+ "term": "Conversion",
316
+ "definition": "Turning an unlikely hit or a scramble into a combo through great situational awareness. Sometimes you might hit your opponent with a random move that you weren't expecting to hit, but if you're really on the ball, you can invent some on-the-fly way to get more damage out of it. It's less common in games like Street Fighter, but in team games or anime games, characters are flying everywhere and stray hits at weird angles constantly happen, which makes wacky conversions commonplace at high level play.\n\nConversion is also a mechanic in DNF Duel that lets you spend all your gray life and cancel an attack back to a neutral state. You can think of it like a Guilty Gear roman cancel, except you spend life instead of your super meter. It's pretty similar to baroque from Tatsunoko vs. Capcom.\n拾う (hirou) — Lit. pick up",
317
+ "letter": "C",
318
+ "source": "https://glossary.infil.net/?l=C"
319
+ },
320
+ {
321
+ "term": "Cooldown",
322
+ "definition": "The inability to use a move for a set amount of time after you've used it. Usually there will be some sort of timer or gauge on screen indicating when you'll be allowed to use the move again.\n\nCooldowns will be extremely familiar to anyone who plays a lot of video games, but they're surprisingly uncommon in fighting games! In most games, moves can be used as often as you want, or they are tied to some resource like your super meter. It's really only in recent years that we've seen games like Rising Thunder, Granblue Fantasy Versus and Mortal Kombat 11 give cooldowns an honest try, and the results are up for debate.\nクールタイム (kūru taimu) — Lit. cool time",
323
+ "letter": "C",
324
+ "source": "https://glossary.infil.net/?l=C"
325
+ },
326
+ {
327
+ "term": "Corner",
328
+ "definition": "The far left and far right edges of the screen in a 2D fighting game. The corner is a bad place to be. You can't walk any further back, but your opponent has all the space in the world and can easily choose what range they want to fight at. Lots of characters have special combos that do way more damage and work only if their opponent is in the corner. You're trapped, and you have to look for a way to escape. The best case scenario would be to find a way to side switch — now it's your opponent whose back is to the wall!\n画面端 (gamen hashi) — Lit. screen edge",
329
+ "letter": "C",
330
+ "source": "https://glossary.infil.net/?l=C"
331
+ },
332
+ {
333
+ "term": "Corner Carry",
334
+ "definition": "Pushing your opponent close to the corner, usually during a combo. Moves with \"good corner carry\" will push the opponent a great distance forward, which is great because cornering the opponent usually puts you on the fast track to a win. Sometimes you'll be forced to choose between moves that do lots of damage, and moves that do strong corner carry, so you might sacrifice damage now for improved positioning and hopefully more damage later.\n画面端に運ぶ (gamen hashi ni hakobu) — Lit. carry to the screen edge",
335
+ "letter": "C",
336
+ "source": "https://glossary.infil.net/?l=C"
337
+ },
338
+ {
339
+ "term": "Corpse Hop",
340
+ "definition": "Switching sides over a knocked down character by doing some move that hops over their body while they are still on the ground. You gotta find a fast move that raises you off the ground a little bit, like a tatsu, in order to pull this off, and you usually have to earn a hard knockdown to have enough time to make it work.\nSee video",
341
+ "letter": "C",
342
+ "source": "https://glossary.infil.net/?l=C"
343
+ },
344
+ {
345
+ "term": "Counter",
346
+ "definition": "Often used as shorthand for counter hit, especially if you are reading an on-screen message during a fight.\n\nIt's also a move that looks to catch an incoming attack, deflect it away, and automatically launch a counter-attack. You'll sometimes hear it called a \"catch counter\". You might just get one hit that sends the opponent flying, but some counters will let you get a full combo if it works. Lots of games have counters, from Street Fighter to Killer Instinct to Tekken to virtually every sword character in Super Smash Bros. It's kind of like parrying, except you don't return to neutral or get to choose your next attack.\n\nCounter can also be used in the general English sense, as a technique that specifically wins against another technique. For example, you can counter pick your character matchup. Or you might say \"that move is a hard counter to my strategy\" if it stops everything you're trying to do.\n当て身技 (atemi waza) — Lit. body-striking technique\n当て身 (atemi) — Lit. body-striking (technique)\n(This is a Japanese martial arts term that has been used wrongly in fighting games. It started from Geese Howard's 当て身投げ (atemi nage) which means throwing the opponent's body-striking technique)\nSee video",
347
+ "letter": "C",
348
+ "source": "https://glossary.infil.net/?l=C"
349
+ },
350
+ {
351
+ "term": "Counter Assault",
352
+ "definition": "A defensive technique in Blazblue where you can cancel your block stun and attack, pushing your opponent away. It costs 50% of your super meter and does zero damage, but it will give you some breathing room if you're being smothered by pressure. It shares a lot of similarities to mechanics in other games like Alpha Counter, Dead Angle and V-Reversal.\nカウンターアサルト (kauntā asaruto) — Lit. counter assault",
353
+ "letter": "C",
354
+ "source": "https://glossary.infil.net/?l=C"
355
+ },
356
+ {
357
+ "term": "Counter Breaker",
358
+ "definition": "A Killer Instinct technique that is designed to directly counter the combo breaker mechanic and get massive, game-changing damage. Trying a counter breaker is risky; you have to stop your combo right in your opponent's face and enter a parry-like stance that tries to catch any break attempt. If you're correct and the opponent did try to break, you'll blow right through it, lock them out for 4 seconds, and earn huge damage with any combo you want. If they didn't try to break, though, you'll be left vulnerable right in their face and they can punish you heavily.\n\nCounter breakers are the juice that make the combo breaker system sing in Killer Instinct. They feel amazing to land and feel terrible to get hit by, which is all you want out of such an emotional system. The shout the announcer gives on a successful counter breaker will never grow old.\nカウンターブレイカー (kauntā bureikā) — Lit. counter breaker\nSee video",
359
+ "letter": "C",
360
+ "source": "https://glossary.infil.net/?l=C"
361
+ },
362
+ {
363
+ "term": "Counter Hit",
364
+ "definition": "Hitting someone while they are in the startup of an attack. A giant message will appear on the screen, usually something like \"Counter!\", to let you know that you beat them to the punch and now they'll have to pay for it. Most counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities. If you're really good, you might even be able to hit confirm certain combos that only work if the start was a counter hit.\n\nSome games even take this notion a bit further by implementing extra powerful counter hits. For example, Street Fighter V has the Crush Counter, which is a counter hit that grants even more favorable properties than normal. Games like SFV can even extend the definition of counter hit beyond just getting hit at the start of a move, and make certain moves recover in a \"counter hit state\", so you can get a super fat punish on them. Keep an eye out for the abbreviation \"CH\" in combo notation or strategy discussion.\nカウンターヒット (kauntā hitto) — Lit. counter hit\nSee video",
365
+ "letter": "C",
366
+ "source": "https://glossary.infil.net/?l=C"
367
+ },
368
+ {
369
+ "term": "Counter Pick",
370
+ "definition": "Intentionally picking a character that has a better matchup against your opponent's character than the character you'd normally use. Sometimes this means intentionally picking a very favorable matchup, and then planning to use the imbalance to stomp your opponent into the ground. Or, if your character is going to be on the receiving end of a beatdown, you might counter pick to just try and bring the odds closer to even so you don't get stomped yourself.\n\nChoosing to counter pick is a perfectly viable way to gain an advantage in a tournament, as long as you've put the work in to properly exploit the weaknesses. But be careful, your opponent has probably fought a thousand matches against their bad matchups while practicing, and if you try and coast to an easy victory, it'll be you who gets run over. If you don't want to be counter picked in a tournament, you might want to ask for a blind pick.\n被せ (kabuse) — Lit. to cover",
371
+ "letter": "C",
372
+ "source": "https://glossary.infil.net/?l=C"
373
+ },
374
+ {
375
+ "term": "Cowardcopter",
376
+ "definition": "Using the air version of a shoto's normal or EX tatsu to escape being cornered, flying safely back to the middle of the screen. This tends to work better in older games, where they let air tatsu have a lot of horizontal momentum if you perform the move immediately after jumping forward. Air tatsu's properties are different in many modern games, though, since they realized it allowed people to escape the corner too easily. The name comes from players looking for an easy way out of the corner, and how air tatsu's animation resembles a helicopter propeller.\nSee video",
377
+ "letter": "C",
378
+ "source": "https://glossary.infil.net/?l=C"
379
+ },
380
+ {
381
+ "term": "Crew Battle",
382
+ "definition": "A Smash Bros. match where two teams play against each other, trying to eliminate all members of the other team in a Pokemon style structure. These are common ways to hold money matches in Smash, and each \"crew\" is often a group of players from the same region. In an interesting twist to normal team events, the winner of a match doesn't start the next match with a full number of stocks. Instead, the number of stocks they ended the last game with is how they begin the next game, which makes every stock important.\nクルーバトル (kurū batoru) — Lit. crew battle\n団体戦 (dantaisen) — Lit. team competition",
383
+ "letter": "C",
384
+ "source": "https://glossary.infil.net/?l=C"
385
+ },
386
+ {
387
+ "term": "Critical Art",
388
+ "definition": "A strong super attack in Street Fighter 6 that costs all three of your super bars and can only be performed when you have below 25% life remaining (and your health bar has changed to yellow to indicate this). Normal level 3 supers (performed any time you are above 25% health) and CAs are extremely similar, but the CA version will add some extra flair to the animation and do more damage; it's usually 4000 damage for level 3 and 4500 for CA, although some characters have exceptions.\n\nIn Street Fighter V, every character only had one super, and they just called that Critical Art universally. Games like to switch the terminology around on you from time to time just to keep you on your toes.\nクリティカルアーツ (kuritikaru ātsu) — Lit. critical art",
389
+ "letter": "C",
390
+ "source": "https://glossary.infil.net/?l=C"
391
+ },
392
+ {
393
+ "term": "Critical Edge",
394
+ "definition": "The term for a super attack in the Soulcalibur series. Starting with Soulcalibur V, characters could spend half of their super meter by performing an attack with a standard super input of two quarter circles with A+B+K (though in SC VI, they dropped the motion and just let you press the buttons). You'll do a standard cinematic attack that does high damage.\nクリティカルエッジ (kuritikaru ejji) — Lit. critical edge",
395
+ "letter": "C",
396
+ "source": "https://glossary.infil.net/?l=C"
397
+ },
398
+ {
399
+ "term": "Cross Combo",
400
+ "definition": "A technique in BlazBlue: Cross Tag Battle where you get to bring both characters out on the screen and attack simultaneously. After you've called an assist (BBTag calls them \"Partner Skills\"), you can press two buttons to keep that character on the screen and control both at once.\n\nYou have two choices here; you can let your backup character automatically attack with their normal assist every time you press a button, or you can hold down the assist button to prevent them from attacking. This lets you set up crazy combos where each character attacks in turns, letting you sandwich the opponent for huge damage, as long as you have the dexterity to pull it off.\nクロスコンボ (kurosu konbo) — Lit. cross combo",
401
+ "letter": "C",
402
+ "source": "https://glossary.infil.net/?l=C"
403
+ },
404
+ {
405
+ "term": "Cross Cut",
406
+ "definition": "An input technique for performing a dragon punch right as someone is jumping directly over your head. The regular numpad notation for a dragon punch is 623, but as soon as the opponent clears your head, your inputs need to be facing the opposite direction. If you input 621 (or the much smoother 6321, essentially a half circle back), with the 1 directly as the opponent is overhead, this final input will count as a 3 in your new direction and the DP will successfully come out. This technique to perform a DP \"behind you\" is quite similar to the auto-correct.\n振り向き昇竜 (furimuki shouryū) — Lit. turn around dragon punch\nSee video",
407
+ "letter": "C",
408
+ "source": "https://glossary.infil.net/?l=C"
409
+ },
410
+ {
411
+ "term": "Cross-Over Combination",
412
+ "definition": "Performing a super with every character on your team at the same time in Marvel vs. Capcom 3. Basically everybody just calls this a \"team super\" instead of the official name. It's really easy to do; just press both of your assist buttons at the same time, no joystick motion necessary. You'll spend one bar of super meter for each character that comes out (if you don't have enough meter, some members of your team won't participate), and you'll dump a ton of damage into the opposing character.\nヴァリアブルコンビネーション (variaburu konbinēshon) — Lit. variable combination\nSee video",
413
+ "letter": "C",
414
+ "source": "https://glossary.infil.net/?l=C"
415
+ },
416
+ {
417
+ "term": "Cross-under",
418
+ "definition": "Walking or dashing under a character who is descending from the air, so you switch sides with them. You usually use this term to talk about a mixup after you flipout your opponent at the end of a combo and then subtly walk under them at the last second before they hit the ground (or stop walking and choose to stay on the same side). This variation on the traditional cross-up can be incredibly ambiguous and hard to defend against, so good luck.\n裏回り (ura mawari) — Lit. go around the back (see uramawari)\nSee video",
419
+ "letter": "C",
420
+ "source": "https://glossary.infil.net/?l=C"
421
+ },
422
+ {
423
+ "term": "Cross-up",
424
+ "definition": "Attacking your opponent immediately after changing which horizontal side you are facing, usually by jumping over them. Because blocking requires holding the direction away from your opponent in most fighting games, cross-up attacks will force players to quickly switch their blocking direction from left to right or vice versa, or else they will get hit.\n\nIt most commonly describes jumping attacks that will hit on top of the opponent's head, sometimes so ambiguously that the defender must guess which direction to block. You might also find other ways to get on the other side of your opponent, like walking under them while they are above you in the air, which we call a cross-under. These are all variations on the standard two-option mixup called the 50/50.\nめくり (mekuri) — Lit. turning, flipping\n裏回り (ura mawari) — Lit. go around the back (see uramawari and cross-under)\nSee video",
425
+ "letter": "C",
426
+ "source": "https://glossary.infil.net/?l=C"
427
+ },
428
+ {
429
+ "term": "Cross-up Protection",
430
+ "definition": "A system mechanic in Under Night In-Birth and Melty Blood where you are able to block cross-ups both directions for a brief window of time after your opponent switches sides. In order to have any chance of hitting your opponent with a jumping cross-up, you have to wait until your character turns around and faces the opponent. It also impacts a character like Seth, who likes to place a projectile on the screen and then teleport behind you. If he tries to do this so the projectile hits as soon as he goes behind, you'll block it no matter which direction you're holding.\n\nIn some versions of these games, there are tricks to try and bypass this system, usually by forcing the offensive character to turn around earlier than expected. The sandori in Melty Blood: AACC is one such example.",
431
+ "letter": "C",
432
+ "source": "https://glossary.infil.net/?l=C"
433
+ },
434
+ {
435
+ "term": "Crosscast Veil Off",
436
+ "definition": "A more powerful version of Veil Off, often shortened to CVO. To activate this, you need to be in Vorpal and you must cancel an attack by pressing A+B+C; if you try to just press these buttons in neutral or while blocking, you'll just get a regular Veil Off instead. In addition to all the normal benefits of Veil Off (such as increased damage and being able to use meter more liberally), the main bonus of CVO is that it will launch the opponent into the air on hit, giving you a nice combo extension that is only possible because you won Vorpal.\nクロスキャストヴェールオフ (kurosukyasuto vēru ofu) — Lit. crosscast veil off\nSee video",
437
+ "letter": "C",
438
+ "source": "https://glossary.infil.net/?l=C"
439
+ },
440
+ {
441
+ "term": "Crouch",
442
+ "definition": "Holding down on the analog stick so your character crouches close to the ground. You have to crouch while blocking in order to block low attacks, but you'll get hit by overheads. Your hurtbox is also usually a little wider while you're crouching, so sometimes certain combos will work on you that wouldn't if you were standing up. In Tekken, the state where you are actually crouching (and not animating between standing and crouching) is called \"Full Crouch\" (FC).\nしゃがみ (shagami) — Lit. squat, sit\n屈 (kutsu) — Lit. bend, crouch (only used as abbreviation of しゃがみ)",
443
+ "letter": "C",
444
+ "source": "https://glossary.infil.net/?l=C"
445
+ },
446
+ {
447
+ "term": "Crouch Cancel",
448
+ "definition": "In Smash Bros., holding down while on the ground to greatly reduce knockback from attacks. The specifics vary based on the game, but in general you will receive less hitlag from the attack, and you won't be sent flying as far. This often means, when you have low damage, you won't be sent flying at all, and can punish the opponent as you appear to simply shrug off the attack.\n\nCrouch Cancel (sometimes also called \"Recover Crouch Cancel\", or RCC) has meanings in other games as well. In Tekken/Soulcalibur, you can input a sidestep while you are crouching in order to completely bypass the While Standing state and get access to your standing moves immediately. The goal is to input your attack super fast after the sidestep so you don't even see the step on screen at all. In Street Fighter Alpha 3, crouch canceling is how you trick the game into letting you do an infinite combo.\nのけぞりキャンセル (nokezori kyanseru) — Lit. lean back cancel (Smash)\nSee video",
449
+ "letter": "C",
450
+ "source": "https://glossary.infil.net/?l=C"
451
+ },
452
+ {
453
+ "term": "Crouch Cancel Infinite",
454
+ "definition": "A famous game-defining bug in Street Fighter Alpha 3 that let some characters in V-ISM perform an infinite combo. After landing a certain type of custom combo, you could continuously juggle the opponent with air normals until they died or, perhaps more likely, until time ran out. The trick is that you need to land from your air normal while holding down (i.e., crouching) in order to trick the game into keeping the combo alive. If you want to read more about this, check out this blog post on famous FG bugs.\n着地キャンセル (chakuchi kyanseru) — Lit. landing cancel\n着キャン (chakukyan) — Lit. abbreviation of 着地キャンセル\nSee video",
455
+ "letter": "C",
456
+ "source": "https://glossary.infil.net/?l=C"
457
+ },
458
+ {
459
+ "term": "Crouch Confirm",
460
+ "definition": "A special version of a hit confirm where you also verify that your opponent is crouching, and then you do a specific combo that only works on crouching opponents. Crouch confirms are common in older games like 3rd Strike, where certain powerful techniques (like linking certain overheads into super) will only work on someone who is crouching, so you have to process more information than simply seeing if they got hit.\nしゃがみヒット確認 (shagami hitto kakunin) — Lit. crouch hit confirm",
461
+ "letter": "C",
462
+ "source": "https://glossary.infil.net/?l=C"
463
+ },
464
+ {
465
+ "term": "Crouch Dash",
466
+ "definition": "A Tekken movement option given to Mishimas that makes them crouch low to the ground and dash forward a bit. The input is forward, neutral, down, down-forward, which is essentially a DP motion. Performing multiple Crouch Dashes in a row is what Tekken players will call wavedashing, and each Mishima can attack out of their Crouch Dash with several powerful options, including the Electric Wind God Fist and the Hellsweep. Having a Mishima wavedash in your face is a pretty terrifying feeling, because you know as soon as you try to stop it, he'll make you pay.\n\nCrouch dashing is also a technique in Virtua Fighter, simply by inputting 33 or 11. You will perform a dash from a crouching pose that is lower to the ground than a normal dash, so you might duck under some highs. This dash can also be canceled into other techniques. For example, you can cancel into guarding for more defensive options, or quickly cancel it into crouching or While Standing moves as an extra fast way to access these offensive options. You'll see \"CD\" or \"CDC\" used in VF notation.\n風神ステップ (fūjin suteppu) — Lit. wind god step (in Tekken)\nしゃがみダッシュ (shagami dasshu) — Lit. crouch dash (in VF)\nSee video",
467
+ "letter": "C",
468
+ "source": "https://glossary.infil.net/?l=C"
469
+ },
470
+ {
471
+ "term": "Crouch Tech",
472
+ "definition": "A technique in some games where you try to tech a throw while you are crouching, and if a throw never comes, your tech attempt becomes a relatively low risk crouching normal instead. This only works in a few games though, since many modern games will simply force you to whiff a throw if you try to tech, even if you are crouching. Street Fighter IV is the most famous example of a game where crouch teching (and other throw tech option selects, like four finger teching) is a very common defensive strategy.\nしゃがみグラップ (shagami gurappu) — Lit. crouch grab (\"grab defense\" is the official term for throw tech in SFIII, so people just say grab for throw tech)\nしゃがグラ (shaga gura) — Lit. abbreviation of しゃがみグラップ",
473
+ "letter": "C",
474
+ "source": "https://glossary.infil.net/?l=C"
475
+ },
476
+ {
477
+ "term": "Crumple",
478
+ "definition": "A state of super prolonged hit stun that sees the character reel over painfully, usually falling to the ground at the end. It's mostly used to describe what happens when you hit with Street Fighter IV's Focus Attack or Street Fighter 6's Drive Impact, although you might hear the word used in other games too. More common is the stagger, which is pretty similar conceptually.\n崩れ (kuzure) — Lit. collapse",
479
+ "letter": "C",
480
+ "source": "https://glossary.infil.net/?l=C"
481
+ },
482
+ {
483
+ "term": "Crush",
484
+ "definition": "A system where certain moves are programmed to always ignore opponent attacks of a certain type. For example, if you perform a high crush move, that means any opponent move that hits high will simply phase through you (you are effectively invincible to attacks marked with the \"high\" property). Similarly, there are also low crushes.\n\nSome communities will use \"crush\" to refer to a move that shrinks your hurtbox such that it will dodge many attacks with a hitbox that is \"high\" or \"low\" on the body. That is, there is no programmed check for \"if the move is a low, avoid it\", but rather you hope that the interactions between all possible hitboxes and hurtboxes produce a similar effect. The difference is kind of subtle and the two methods often give similar results, but just be warned that they are not quite the same thing.\n\nIn Street Fighter 6, if you Drive Impact someone into the corner, it will say \"Crush\", probably as a reference to the DI acting as a guard crush.",
485
+ "letter": "C",
486
+ "source": "https://glossary.infil.net/?l=C"
487
+ },
488
+ {
489
+ "term": "Crush Counter",
490
+ "definition": "A unique counter hit state specific to Street Fighter V that leads to highly damaging combos. If you counter hit your opponent with certain heavy attacks (each character will have their own list of Crush Counter moves), they will violently spin around as a glass-shattering sound effect plays, and they'll get put in a ton of hit stun. Many characters will be able to dash forward and still continue the combo with something beefy.\n\nYou can think of them kind of like a \"super\" counter hit, but tied to specific moves. SFV also tags dragon punches as counter-hittable during their recovery, which means you can wind up with your crush counter move and earn a huge punish when you block one.\nクラッシュカウンター (kurasshu kauntā) — Lit. crush counter\nSee video",
491
+ "letter": "C",
492
+ "source": "https://glossary.infil.net/?l=C"
493
+ },
494
+ {
495
+ "term": "Crush Trigger",
496
+ "definition": "A special attack in BlazBlue that will instantly guard crush the opponent if they do not use Barrier to block it. Crush Triggers cost 25% of your super meter and will guard crush the opponent a different amount of time, depending on how long you charge the move before letting it go. Depending on the character, they can also be used as combo extensions, so they're a versatile tool.\nクラッシュトリガー (kurasshu torigā) — Lit. crush trigger",
497
+ "letter": "C",
498
+ "source": "https://glossary.infil.net/?l=C"
499
+ },
500
+ {
501
+ "term": "Custom Combo",
502
+ "definition": "A mechanic that lets players repeatedly cancel normals and specials into each other with no limitation. The mode will also give you unlimited juggle potential so you can bounce the opponent around in the air as much as you like. Usually custom combos are possible when you activate a super, and then you get a limited time to perform your creative combo of choice while your character glows and leaves behind some cool afterimages. They aren't so common in modern games, but Street Fighter Alpha, Capcom vs. SNK 2, and Street Fighter III: 3rd Strike all had powerful custom combo options.\n\nHistorically, custom combos have been pretty broken in almost every game they've been in. They usually lead to extremely high damage, guaranteed guard crush moments, and turn the activating character into an offensive powerhouse that is brutal to try and stop. Some custom combos even get cool names, like Paint the Fence.\nオリジナルコンボ (orijinaru konbo) — Lit. original combo\nオリコン (orikon) — Lit. abbreviation of オリジナルコンボ\nSee video",
503
+ "letter": "C",
504
+ "source": "https://glossary.infil.net/?l=C"
505
+ }
506
+ ]
pasta_json/glossary_D.json ADDED
@@ -0,0 +1,416 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "DACUS",
4
+ "definition": "A technique in Smash Bros. Brawl (and its fan project Project M) that lets a character kara cancel a dash attack into an up-smash. Stands for, predictably, Dash Attack Canceled Up Smash. This is super useful for characters that get a lot of forward momentum out of the initial frames of their dash attack; all that momentum gets saved while you are doing your up-smash, so you'll slip and slide all over the screen while attacking. It almost kind of looks like a wavedash, but you don't get to act freely out of it. It was a particularly common (and fun!) strategy for Snake, as he had easy execution and an extra long slide. Some characters, including Snake, can even perform a DACUS after the dash attack hits (no kara cancel required), giving you lots of flexibility in matches.\nダッシュ攻撃空振りキャンセル上スマッシュ (dasshu kougeki karaburi kyanseru ue sumasshu) — Lit. dash attack empty strike cancel up smash\n空キャン (kara kyan) — Lit. empty cancel / abbreviation of ダッシュ攻撃空振りキャンセル上スマッシュ",
5
+ "letter": "D",
6
+ "source": "https://glossary.infil.net/?l=D"
7
+ },
8
+ {
9
+ "term": "Daipan Loop",
10
+ "definition": "An advanced combo for Yun in Street Fighter III: 3rd Strike. While in Genei Jin, Yun rapidly performs several heavy punch attacks (or \"daipan\"s) in a row, each of them kara'ed from a standing medium punch in order to keep Yun moving forward.\n\nThis combo loop requires very precise timing and spacing, which changes depending on which character you're hitting and whether they are standing or crouching. The damage is massive though, especially on crouching characters, and very advanced Yun players will nuke health bars with this whenever they can. It's similar to another Yun combo called Keeper Jin, but this one does more damage and tends to be the go-to for more situations, if you've practiced the timing.\n大Pループ (dai pan rūpu) — Lit. heavy punch loop\nSee video",
11
+ "letter": "D",
12
+ "source": "https://glossary.infil.net/?l=D"
13
+ },
14
+ {
15
+ "term": "Damage Over Time",
16
+ "definition": "A status effect where you slowly take damage, even if your opponent isn't attacking you. Commonly abbreviated as DOT, and pronounced as one syllable. If you play any other videogame genres, you'll be used to this type of effect, but it's not terribly common in fighting games. FANG in Street Fighter V and General RAAM in Killer Instinct are examples of characters that can do damage over time.\n毒状態 (doku joutai) — Lit. poison state\nスリップダメージ (surippu damēji) — Lit. slip damage",
17
+ "letter": "D",
18
+ "source": "https://glossary.infil.net/?l=D"
19
+ },
20
+ {
21
+ "term": "Damage Scaling",
22
+ "definition": "A system that reduces the damage for each hit in a combo more and more as the combo gets longer. So for example, maybe the first two moves of your combo do 100% of their regular damage value, but then the third move does 80%, the fourth 70%, and so on down to some minimum, like 10%.\n\nIts goal is to try and keep the damage of long combos in check; in a system without damage scaling, open-ended combo systems would get wildly out of control as creative players come up with techniques the developers didn't foresee. Pretty much every single fighting game beyond the truly ancient ones has some form of damage scaling. It's also similar in concept to proration, which is kind of a \"per move\" version of this system, and some games will do both at the same time!\nダメージ補正 (damēji hosei) — Lit. damage correction\nSee video",
23
+ "letter": "D",
24
+ "source": "https://glossary.infil.net/?l=D"
25
+ },
26
+ {
27
+ "term": "Danger Time",
28
+ "definition": "A state that a Guilty Gear Xrd match will sometimes enter when two attacks clash. The match will pause, the screen will go dark, and a 3 second countdown appears. After the countdown finishes, the match resumes and the stakes are cranked way, way up. Damage is increased 20%, but more importantly, pretty much every hit you land from a neutral state will be a \"Mortal Counter\", a juiced up counter hit state that gives ridiculous hit stun and crazy combo possibilities. Danger Time happens completely randomly, so you can't control when it starts, but it almost always results in someone getting smoked. Just be sure it's the other guy and not you.\nデンジャータイム (denjā taimu) — Lit. danger time\nSee video",
29
+ "letter": "D",
30
+ "source": "https://glossary.infil.net/?l=D"
31
+ },
32
+ {
33
+ "term": "Dark Ages",
34
+ "definition": "A period of time from around 2001-2009 when no mainstream Capcom fighting games were released. It's remembered as a time when fighting games were on the decline, as general interest in them was waning and the fighting game community was undergoing periods of serious uncertainty.\n\nThere are many factors that contribute to the Dark Ages; it's not only the fact that there were no Capcom games released (since other franchises like Tekken and Soulcalibur had prominent releases during this time). Arcades were dying and it became hard to find people to play games with, unless you lived in certain key hotspots. Console ports of fighting games were often very different from the arcade versions, if they existed at all, so everybody was playing a slightly different game. Online play was in its infancy and was a horrible, laggy mess. It was incredibly difficult to find good quality arcade sticks without importing Japanese parts from a sketchy website and building your own. As a result of these factors, and with industry leader Capcom showing no interest in supporting their franchises, being a competitive fighting game fan required a ton of effort, and many fell out of the hobby while few others entered it.\n\nThe console release of Street Fighter IV in 2009 effectively ended the Dark Ages and ushered in the \"modern age\" of fighting games by bringing them back into the mainstream gaming consciousness. It solved the software and hardware divides; the port was arcade-perfect, and Madcatz revolutionized the arcade stick market with a high quality product. Online play was a main feature and, even without rollback, it greatly expanded the playerbase and grew the tournament scene ten-fold overnight. And perhaps most importantly, Capcom's renewed confidence in the genre spread to other developers who revitalized their own dormant franchises or birthed new ones, giving us many new games to play. All that remains of the Dark Ages are the stories of the people who lived through it.",
35
+ "letter": "D",
36
+ "source": "https://glossary.infil.net/?l=D"
37
+ },
38
+ {
39
+ "term": "Dash",
40
+ "definition": "Tapping the forward or backward direction twice to move your character a short distance across the ground quickly. While dashing, you cannot block, making dashing a riskier way to cover ground than simply walking. In many modern fighting games, dashing backwards (called \"backdashing\") grants you some brief invincibility, which can give you a way to escape your opponent's close range pressure. In some fighting games, it is possible to dash in the air, too.\nダッシュ (dasshu) — Lit. dash",
41
+ "letter": "D",
42
+ "source": "https://glossary.infil.net/?l=D"
43
+ },
44
+ {
45
+ "term": "Dash Attack",
46
+ "definition": "A unique attack a character can do while they are doing a normal forward dash or run (usually moves out of a command dash are excluded). These are usually forward-advancing moves that look a lot like normals, but can only be accessed in the middle of a dash. While they're seen often in Super Smash Bros., they're also common in anime games like Under Night In-Birth and Granblue Fantasy Versus: Rising. An equivalent in the 3D game space might be Tekken and Soulcalibur's While Running moves.\nダッシュ攻撃 (dasshu kougeki) — Lit. dash attack",
47
+ "letter": "D",
48
+ "source": "https://glossary.infil.net/?l=D"
49
+ },
50
+ {
51
+ "term": "Dash Block",
52
+ "definition": "The ability to dash or run, and then cancel your movement before it completes with blocking. While many games force you to fully complete your dash before you can act, some anime games like Guilty Gear and Under Night In-Birth will let you block midway through your dash. This lets you cover a small amount of ground without giving up your ability to defend, and it's essential for moving around the stage effectively in these games, especially against zoners.\nダッシュガード (dasshu gādo) — Lit. dash guard",
53
+ "letter": "D",
54
+ "source": "https://glossary.infil.net/?l=D"
55
+ },
56
+ {
57
+ "term": "Dash Cancel",
58
+ "definition": "Canceling an attack into a dash. Usually, this ends up being something added to the game at a system mechanics level, where most characters will be able to spend some game-wide resource to cancel some attack into their dash to obtain offensive pressure or extend a combo. Examples of this include Street Fighter IV's Focus Attack Dash Cancel, Street Fighter 6's Drive Rush, and Tekken 8's Heat Dash.\n\nYou can also use this term in reverse, to talk about canceling a dash into something else (like an attack or another dash). For example, Tekken has \"backdash canceling\" which is used to do a Korean backdash. There isn't really a way to distinguish whether you are canceling an attack into a dash or a dash into an attack, they're both just called \"dash cancels\" so you'll have to use context to figure out the application.\nダッシュキャンセル (dasshu kyanseru) — Lit. dash cancel",
59
+ "letter": "D",
60
+ "source": "https://glossary.infil.net/?l=D"
61
+ },
62
+ {
63
+ "term": "Dash Dance",
64
+ "definition": "Canceling the initial frames of your dash into a dash in the other direction, then rapidly repeating this process so you wiggle left and right. Dash dancing gives you tons of unpredictability in your movement, especially for characters like Melee's Marth, who travel very far in their initial dash and can change direction for a long time. Mixed with wavedashing, you can be almost anywhere on the screen at any time, facing the direction you choose.\nステステ (sute sute) — Lit. step step\nダッシュダンス (dasshu dansu) — Lit. dash dance",
65
+ "letter": "D",
66
+ "source": "https://glossary.infil.net/?l=D"
67
+ },
68
+ {
69
+ "term": "Dashback",
70
+ "definition": "Dashing in the opposite direction you're facing in Smash Bros., causing your character to turn around and start a dash in a new direction. Doing this seems easy on paper (simply smash the analog stick behind you), but in Smash Bros. Melee in particular, dashing backwards is considerably more difficult than just dashing forwards, since you have to enter a brief \"turnaround\" animation, slowing the whole process down. This makes certain techniques like dash dancing and tech chasing more difficult.\n\nTo avoid being slowed down by turning around, you have to smash the analog stick from neutral all the way to left or right in 1 frame (sometimes called a \"Smash Turn\"). This is extremely difficult, but it's made worse by the fact that some Gamecube controllers are more capable of doing this based on random factors about their build quality. This is one of the issues the Universal Controller Fix software mod for Melee addresses, allowing all controllers to be able to do this equally well.\n反転ダッシュ (hanten dasshu) — Lit. inverted dash",
71
+ "letter": "D",
72
+ "source": "https://glossary.infil.net/?l=D"
73
+ },
74
+ {
75
+ "term": "Dave's Stupid Rule",
76
+ "definition": "A rule in Smash Bros. tournaments that prevents you from picking a stage you've already won a game on during the current match. Commonly abbreviated to DSR. The goal is to prevent players from repeatedly counter picking the same stage that gives them a huge advantage and beating their opponent handily because of it. You'll get to win at most once on this stage, and then you'll have to go elsewhere. Some tournaments have a \"Gentleman's Rule\" that lets the players bypass DSR and play on a previous stage again, but only if they both agree.",
77
+ "letter": "D",
78
+ "source": "https://glossary.infil.net/?l=D"
79
+ },
80
+ {
81
+ "term": "Dead Angle",
82
+ "definition": "A defensive technique in Guilty Gear that lets you attack while you are blocking. For the cost of 50% of your Tension, press forward plus any two attacks while in block stun and you will do a basic attack that knocks the opponent away from you, giving you some room to breathe. It's quite similar to the alpha counter and the V-Reversal, and similar ideas are in many games, just with different names. In Guilty Gear Strive, Dead Angle is replaced by Yellow Roman Cancel, but the idea is very similar.\nデッドアングルアタック (deddo anguru atakku) — Lit. dead angle attack",
83
+ "letter": "D",
84
+ "source": "https://glossary.infil.net/?l=D"
85
+ },
86
+ {
87
+ "term": "Deadly Rave",
88
+ "definition": "A super that requires multiple inputs to keep going after the super has connected. These are pretty rare, but notable characters that have supers like this are Geese Howard (whose super \"Deadly Rave\" is where the name comes from), Hibiki from The Last Blade, Dee Jay from Street Fighter 6, and Djeeta from the original Granblue Fantasy Versus (in GBFV: Rising, her super will fully complete without any extra player input required). Think of them as the manual transmissions of super attacks. They require a little bit of extra work to drive, but some people simply find them fun to input, while others always release the clutch too early and stall out.\nデッドリーレイブ (deddorī reibu) — Lit. deadly rave\nSee video",
89
+ "letter": "D",
90
+ "source": "https://glossary.infil.net/?l=D"
91
+ },
92
+ {
93
+ "term": "DED OS",
94
+ "definition": "A specific option select made famous in SFIII: 3rd Strike where a super only comes out if you build enough meter on the preceding attack. In 3rd Strike (and most fighting games), attacks that hit will earn more super meter than attacks that are blocked. Let's leverage this effect to do something cool.\n\nFirst, you'll need to have 0 bars of super meter, and be very close to building your first bar; the exact amount is kind of a sweet spot that you'll recognize with enough practice. Then, armed with this precise amount of meter, get near the opponent and cancel your favorite normal directly into super without thinking or hit confirming. If your normal hits, you will build enough meter to earn a super, and it will automatically be executed. If it's blocked, you won't earn enough meter, and nothing will happen. Using this, you can pull off seemingly inhuman reactions and impress your friends. A Japanese player named DED popularized this technique, and similar to other terms, being good at something tends to attach your name to it.\nDED (deddo) — Lit. name of the player who made this technique popular\nDED中足 (deddo chū ashi) — Lit. DED medium leg (i.e., DED crouching medium kick)\nSee video",
95
+ "letter": "D",
96
+ "source": "https://glossary.infil.net/?l=D"
97
+ },
98
+ {
99
+ "term": "Deep",
100
+ "definition": "An attack that hits very close to the center of your opponent's hurtbox, leaving you extremely close. It's a term used to almost always describe jumping attacks, especially ones that are performed close to the ground during a safe jump.",
101
+ "letter": "D",
102
+ "source": "https://glossary.infil.net/?l=D"
103
+ },
104
+ {
105
+ "term": "Defense",
106
+ "definition": "The act of trying to prevent your opponent from doing damage to you. Defense is a broad, encompassing term that can include using a strong invincible dragon punch or backdash to escape, using reads or reactions to effectively block your opponent's attacks, and having fast attacks with long range that can interrupt your opponent's normals. Players and characters with strong defense tend to be able to survive long offensive sequences from their opponent and take little overall damage, and will be slippery and difficult to pin down. They won't have very many friends at the arcade, but their quarter will last the longest.\n守り (mamori) — Lit. defense",
107
+ "letter": "D",
108
+ "source": "https://glossary.infil.net/?l=D"
109
+ },
110
+ {
111
+ "term": "Defensive Meter",
112
+ "definition": "A meter in Mortal Kombat 11 that can only be used for defensive techniques. You can hold a maximum of 2 bars of defensive meter, and it gradually regrows over time at a fixed rate, just like your Offensive Meter. Performing a breakaway costs you both defensive bars, while performing a Getup will cost you one bar. You'll have to decide whether you want to attack as a reversal or escape an air combo after being hit, since once you do one, you won't be able to do the other for a while.\nディフェンスゲージ (difensu gēji) — Lit. defense gauge",
113
+ "letter": "D",
114
+ "source": "https://glossary.infil.net/?l=D"
115
+ },
116
+ {
117
+ "term": "Defensive Move",
118
+ "definition": "A fancy name for Virtua Fighter's sidestep, moving either towards or away from the camera. Almost always just shortened to \"DM\", or called an \"Evade\".\n\nVF's sidestep system (like most systems in the game) is a bit more \"hardcoded\" than other 3D games. If you do a DM, the game checks if the opponent is attacking, and whether they're doing a move that is allowed to be sidestepped (some moves, like Circulars, aren't). If so, your DM successfully avoids the attack, and your character makes a grunting noise, leaving you at positive advantage. If not, you've done a \"failed evade\" and you're at risk of being counter hit. If you prefer, you can think of DMs like a crush system that is simply programmed to beat most attacks. You can also check out the Offensive Move.\nディフェンシブムーブ (difenshibu mūbu) — Lit. defensive move\n避け (sake) — Lit. avoid\nSee video",
119
+ "letter": "D",
120
+ "source": "https://glossary.infil.net/?l=D"
121
+ },
122
+ {
123
+ "term": "Deflect",
124
+ "definition": "A Samurai Shodown mechanic that lets you attempt to parry an incoming normal sword attack. By inputting a quarter circle forward and A+B, you'll raise your weapon and attempt to catch the opponent's attack. If successful, you'll stagger the opponent briefly, sometimes able to punish. Deflecting a heavy slash is the best outcome, since you will also disarm them. If you're unarmed when you try this, you'll perform a weapon catch.\n\nDeflect is also a mechanic for Tusk in Killer Instinct, where all of his sword attacks will have a brief \"deflect window\". If you attack Tusk as he flashes white, instead of being counter hit like normal, Tusk will just brush you aside and keep his own attack going, which will end very painfully for you. It shares similarities with a guard point.\n武器弾き (buki hajiki) — Lit. weapon repel",
125
+ "letter": "D",
126
+ "source": "https://glossary.infil.net/?l=D"
127
+ },
128
+ {
129
+ "term": "Deflect Shield",
130
+ "definition": "A defensive mechanic in Guilty Gear Strive that allows you to block any attack or projectile for a brief window and causes massive pushback if something connects with it. Performed by inputting 214+D, you'll consume 50% of your burst gauge and surround yourself in a giant red bubble. Any attack that hits you during this state will be blocked without receiving chip damage or increasing your RISC, and your opponent will get pushed roughly 3/4 of the screen away.\n\nDeflect Shield complements Faultless Defense as a different way to spend a resource to block. It can be input even while you are in block stun, so you can maybe make certain strings whiff if the offensive player continues to attack, due to the massive pushback. If Deflect Shield doesn't connect with something, though, you can be punished, which makes it more costly and riskier to use than other forms of defense.\nディフレクトシールド (difurekuto shīrudo) — Lit. deflect shield\nSee video",
131
+ "letter": "D",
132
+ "source": "https://glossary.infil.net/?l=D"
133
+ },
134
+ {
135
+ "term": "Degenerate",
136
+ "definition": "When a character has only a singular strategy that actually works in competition. Whether it's a single good button, one really abusable special move, or even just being abnormally evasive, you've only got one viable path to having any success. Degenerate strategies aren't necessarily broken or even imbalanced, but they do make that character really one-dimensional and usually pretty boring to play or watch.\n\nEspecially in the modern age of esports, developers need to be pretty careful about having a lot of degenerate stuff in their games, since it's not overly spectator-friendly to have a character do one or two moves for 99 seconds, even if they aren't going to win the tournament.",
137
+ "letter": "D",
138
+ "source": "https://glossary.infil.net/?l=D"
139
+ },
140
+ {
141
+ "term": "Delay-Based Netcode",
142
+ "definition": "An approach to implementing netcode in a fighting game that accounts for network delay by also delaying the local player's inputs to match. This input delay is variable, since it fluctuates if the network conditions get better or worse, which makes it incredibly difficult to be consistent with reactions or muscle memory, and generally feels like you're playing \"underwater\", since your inputs are not responsive. A better approach is to use rollback netcode, which solves many of these issues, but is more complicated for developers to implement. For a more thorough look at this topic, check out this article on netcode.\nディレイネットコード (direi netto kōdo) — Lit. delay netcode\nディレイ方式 (direi houshiki) — Lit. delay system",
143
+ "letter": "D",
144
+ "source": "https://glossary.infil.net/?l=D"
145
+ },
146
+ {
147
+ "term": "Delayed Hyper Combo",
148
+ "definition": "A mechanic in most team games that lets you perform a super with one character, then tag into another character by performing a second super. The first character will leave the screen immediately, while the second character jumps on the screen directly at the start of their super. This is almost always shortened to \"DHC\", even though it might technically have another name in some games — for example, Dragon Ball FighterZ calls it \"Ultimate Z Change\" and 2XKO calls it \"Double Down\", but it's the same thing.\n\nDHCs are frequently used for combo extensions, and in Marvel games specifically, they are great at tagging in a backup character safely at the cost of 2 bars. The technique is so common that in the average Marvel match, you'll probably see half a dozen DHCs between both players. They've also been the source of a bug or two, notably the appropriately named DHC glitch in Marvel vs. Capcom 3.\nSee video",
149
+ "letter": "D",
150
+ "source": "https://glossary.infil.net/?l=D"
151
+ },
152
+ {
153
+ "term": "Delayed Tech",
154
+ "definition": "Trying to defend against being thrown by inputting a throw tech a little late on purpose. Delayed tech (also called \"late tech\") is an option select; you want to try and block in case they attack, and if they throw, pressing the buttons slightly late means you will still successfully throw tech, since the window for teching throws can be a little bigger.\n\nThis is one of the first defensive techniques new players should learn if they are playing a Street Fighter-like game, since it lets them defend against basic attacks and basic throws at the same time. Powerful stuff! It's not foolproof though — once you get into intermediate play, a player can just slightly delay their own attack to counter hit your late tech attempt. But when your opponent hesitates like this, that can open up other ways for you to defend too! You'll start to see the mind games of offense and defense when you get good at stuff like this, but start with delayed techs first!\n遅らせグラップ (okurase gurappu) — Lit. delay grapple\nSee video",
155
+ "letter": "D",
156
+ "source": "https://glossary.infil.net/?l=D"
157
+ },
158
+ {
159
+ "term": "Delayed Wakeup",
160
+ "definition": "The ability to slightly extend how long you stay on the ground after you've been knocked down. This is different from soft knockdown vs. hard knockdown, where you either rise immediately or stay on the ground for a set amount of time. In games with delayed wakeup, you can choose to make your hard knockdown ever so slightly longer, in the hopes that your opponent won't be able to easily meaty you or otherwise run their planned set play. Games like Ultra Street Fighter IV and Mortal Kombat 11 implement delayed wakeup.\nディレイスタンディング (direi sutandingu) — Lit. delay standing (official name for USFIV)\n時間差起き上がり (jikansa oki agari) — Lit. time difference raise up",
161
+ "letter": "D",
162
+ "source": "https://glossary.infil.net/?l=D"
163
+ },
164
+ {
165
+ "term": "Delta Motion",
166
+ "definition": "The command used to input some supers for charge characters in older Street Fighter titles. The command requires you to charge down-back, and then move down-forward, down-back, up-forward before pressing your attack button. In numpad notation, this would be [1]319, and it's almost always used for the super version of a character's flash kick-like move, usually Guile or Vega.\n\nIn some games, like Street Fighter IV, this command can also be input with [1]317 (that is, up-back instead of up-forward as the final input), which kind of turns the end of the command into a half circle. This may make it a bit easier to input, but it's still a pretty awkward command that has fallen out of favor in modern games; it hasn't been used since SFIV and probably won't return in future games either.\n三角タメ (sankaku tame) — Lit. triangle charge\nSee video",
167
+ "letter": "D",
168
+ "source": "https://glossary.infil.net/?l=D"
169
+ },
170
+ {
171
+ "term": "Demon Flip",
172
+ "definition": "One of Akuma's trademark special moves; he jumps up into the air while performing a front flip, and then can choose several different unique attacks on the way down, including a divekick, a low attack, and a throw. It is one of the main examples of the relatively rare command jump in fighting games, and is a crucial way that Akuma approaches and mixes up his opponents.\n\nLike many other moves (such as the dragon punch), other characters may have a move that gets called a Demon Flip. As long as it's a special move where you leap into the air with a front flip, with unique follow-ups available while airborne, the name will apply. Other characters with Demon Flips include Gouken from Street Fighter 4, Charlotta from Granblue Fantasy Versus, and Gato from King of Fighters.\n百鬼襲 (hyakki shū) — Lit. hundred demon assault\nSee video",
173
+ "letter": "D",
174
+ "source": "https://glossary.infil.net/?l=D"
175
+ },
176
+ {
177
+ "term": "Desperation Move",
178
+ "definition": "What most King of Fighters games call their supers. These will cost you 1 bar of your super meter to perform, and sometimes KoF will call them a \"Super Special Move\" instead (which is also a term in Samurai Shodown, just to confuse you). Some versions of KoF let you spend 2 bars to perform a more powerful version; to denote this, you'll stick a short term in front of it, usually EX (similar to an EX move) or MAX. Like most fighting games, you can cancel special moves into Desperation moves.\n超必殺技 (chou hissatsu waza) — Lit. super killing technique\n超必 (chou hi) — Lit. abbreviation of 超必殺技",
179
+ "letter": "D",
180
+ "source": "https://glossary.infil.net/?l=D"
181
+ },
182
+ {
183
+ "term": "Desync",
184
+ "definition": "The ability to separate the two Ice Climbers characters and control them independently in a round of Super Smash Bros. Normally, the backup Ice Climber will follow the attacks of the main Ice Climber on a short delay, but there are several ways to mess up this delay in order to issue commands to only one climber. It's needed to do stuff like wobbling and will be used for many advanced Ice Climber strategies. You may also hear this term used to talk about similar techniques for other characters, like Rosalina and Olimar.\n\nIn netcode parlance, a desync happens when two machines playing an online match against each other can't agree on the state of the game, often due to network trouble or other internal engine difficulties. Desyncs will make each player see a different match until, eventually, the games give up and force a disconnect.\n切り離し (kiri hanashi) — Lit. tear-off, separate",
185
+ "letter": "D",
186
+ "source": "https://glossary.infil.net/?l=D"
187
+ },
188
+ {
189
+ "term": "DHC Glitch",
190
+ "definition": "A bug in the original version of Marvel vs. Capcom 3 that let players ignore damage scaling and led to pretty easy touch of death combos. The goal was to perform a combo that puts the opponent in a certain \"capture\" state, then DHC in a particular way which would cause the opponent to spiral up in the air. The game would incorrectly remove damage scaling and hit stun deterioration and let you just absolutely smoke the character for free.\n\nThe bug was short lived; it was patched out in Ultimate Marvel vs. Capcom 3 less than a year later, but it was extremely powerful while it was in the game and defined a lot of top tier teams. There are two ways to learn more about this bug — either read my blog post on famous FG bugs, or learn everything in just 16 seconds from the master himself, Chris Hu.\nSee video",
191
+ "letter": "D",
192
+ "source": "https://glossary.infil.net/?l=D"
193
+ },
194
+ {
195
+ "term": "Dial-A-Combo",
196
+ "definition": "A string that must be input in its entirety extremely quickly, all up front. Essentially, you \"dial in\" the combo's inputs, and then just watch it all play out on the screen. Because you can't really delay the latter hits of the string, these combos are basically impossible to hit confirm. You just have to input the whole thing and let it rock, for better or worse.",
197
+ "letter": "D",
198
+ "source": "https://glossary.infil.net/?l=D"
199
+ },
200
+ {
201
+ "term": "Dictator",
202
+ "definition": "A common name for the Street Fighter character M. Bison. We have to call him this because, in Japan, they call him Vega, so this helps us be clear about which character we're talking about. We have this same problem with Boxer and Claw.\nベガ (bega) — Lit. vega",
203
+ "letter": "D",
204
+ "source": "https://glossary.infil.net/?l=D"
205
+ },
206
+ {
207
+ "term": "Directional Influence",
208
+ "definition": "A mechanic in Super Smash Bros. (and many other platform fighters) that allows you subtly adjust which direction your character travels when they get hit. Often abbreviated as \"DI\". After being hit (that is, on the very last frame of hitstop), the game will read the direction you're holding the analog stick and adjust the angle you get launched. Specific details depend on the game in question; for maximum effect, sometimes you'll want to influence your direction parallel to how the move naturally launches you, and other times you'll want to hold the stick 90 degrees away from this angle. For example, to survive a strong vertical up-smash in Melee, you need to hold left or right — holding up or down will do nothing.\n\nYou can use this to save yourself from hitting a blast zone and dying, or to avoid follow-up hits from certain combo attempts. DI is a very important part of most platform fighters, and learning to DI in specific directions to counter certain powerful moves, and learning to punish players who DI poorly, is mandatory learning to get into competitive Smash. Smash games have a separate but related mechanic called Smash DI.\nベクトル変更 (bekutoru henkou) — Lit. vector change\nベク変 (bekuhen) — Lit. abbreviation of ベクトル変更",
209
+ "letter": "D",
210
+ "source": "https://glossary.infil.net/?l=D"
211
+ },
212
+ {
213
+ "term": "Disarm",
214
+ "definition": "Dropping your weapon in Samurai Shodown and having to fight without it. You will lose access to Rage Explosion and any attack that uses your weapon (which is almost all of them), and you'll have to go pick your weapon up off the ground before you can use it again, which may be difficult if it's lying next to your opponent or off-screen entirely. You can be disarmed in a few ways, perhaps most commonly being hit by a Weapon Flipping Technique, having one of your heavy attacks Deflected, or losing a Sword Clash. Your weapon will fly a random distance in a random direction when disarmed, so go pick it up as soon as you can.\n武器捨て挑発 (buki sute chouhatsu) — Lit. weapon drop taunt",
215
+ "letter": "D",
216
+ "source": "https://glossary.infil.net/?l=D"
217
+ },
218
+ {
219
+ "term": "Disjointed Hitbox",
220
+ "definition": "A specific type of hitbox that isn't close to any hurtbox. Normally when a game designer puts hitboxes around an attack, they'll also put some hurtboxes in a similar space. This means if you whiff the attack, the opponent has something hittable sticking out for you to whiff punish. A disjointed hitbox ignores this rule and just puts out a fat hitbox that has no way to be hit back; it is \"disjointed\" from the juicy meat of the attacking character's hurtbox. This is common for some sword moves in, say, Super Smash Bros, and most projectiles will be disjointed as well. You can't hit a fireball with your fist and do damage to the person who threw it, after all.",
221
+ "letter": "D",
222
+ "source": "https://glossary.infil.net/?l=D"
223
+ },
224
+ {
225
+ "term": "Distortion Drive",
226
+ "definition": "What BlazBlue calls its supers. Like Guilty Gear's Overdrives, they're fairly standard as far as supers go, taking 50% of your super meter and usable in a wide variety of situations. Games just love to make sure they reinvent terminology for basic concepts each time.\nディストーションドライブ (disutōshon doraibu) — Lit. distortion drive",
227
+ "letter": "D",
228
+ "source": "https://glossary.infil.net/?l=D"
229
+ },
230
+ {
231
+ "term": "Ditto",
232
+ "definition": "What Smash Bros. players call a mirror match; two players selecting the same character. It's named after the Pokemon that can morph its appearance to match anything it chooses, including mirroring the opponent.\nミラーマッチ (mirā macchi) — Lit. mirror match",
233
+ "letter": "D",
234
+ "source": "https://glossary.infil.net/?l=D"
235
+ },
236
+ {
237
+ "term": "Divekick",
238
+ "definition": "An aerial attack that accelerates quickly towards the ground, foot first. Divekicks are potent offensive weapons because they change how you can move through the air, and often characters can choose multiple angles for the divekick's approach, making it super annoying to anti-air them. Playing a character with a good divekick means you should be spending a lot of time in the air, irritating your opponent who just wants to live their best life on the ground.\nダイブキック (daibu kikku) — Lit. dive kick\n雷撃蹴 (raigekishu) — Lit. lightning kick (Yun/Yang divekick)\nSee video",
239
+ "letter": "D",
240
+ "source": "https://glossary.infil.net/?l=D"
241
+ },
242
+ {
243
+ "term": "Double Down Fuse",
244
+ "definition": "A Fuse in 2XKO that makes your supers better by letting you cancel your point character's super into your off-screen assist character's super. Your assist will immediately jump into the fight and execute their super while your point character leaves the screen, giving you a new way to tag your characters, often safely and allowing for fun new combos. Chaining supers together like this is called a DHC in past team games, so you're likely to hear it called either a Double Down or a DHC in 2XKO as well.\n\nDouble Down Fuse is also allowed to handshake tag to the assist character while a super is on the screen, as long as the assist was called before the super started. A common strategy you'll see with this Fuse is calling an assist, and then immediately executing a super that fills the screen with all sorts of nonsense. You then immediately handshake tag to the assist, giving you control of the other character while the original super continues to play out. You'll find all sorts of really nasty mixups are possible when you do this.\nダブルダウン (daburu daun) — Lit. double down",
245
+ "letter": "D",
246
+ "source": "https://glossary.infil.net/?l=D"
247
+ },
248
+ {
249
+ "term": "Double Elimination",
250
+ "definition": "A tournament format where each player must lose twice before they are eliminated. All players start in the Winners Bracket (often organized into smaller sub-tournaments called pools), and they are paired up against another player. If they lose, they drop down into the Losers Bracket and get paired up against other players with a loss. Losing again means the end of your day. The Grand Finals is always the last player standing in each of the Winners and Losers Brackets, with the Losers Bracket player having to win twice.\n\nDouble elimination tournaments are by far the most popular open-bracket tournament format for fighting game events. They take longer to complete, but let skill and consistency have much more of a say in determining the outcome. Other formats include single elimination, round robin, and Swiss system.\nダブルエリミネーション方式 (daburu eriminēshon houshiki) — Lit. double elimination system",
251
+ "letter": "D",
252
+ "source": "https://glossary.infil.net/?l=D"
253
+ },
254
+ {
255
+ "term": "Double Jeopardy",
256
+ "definition": "Losing in a double elimination tournament to the same player twice. This is particularly common when the tournament is broken up into smaller pools; if the person who knocked you into the Losers bracket also loses before the pool ends, you will be on a collision course to meet them again very quickly. Tournament organizers developed the 3-out system to try and avoid this issue from happening so commonly early in events.",
257
+ "letter": "D",
258
+ "source": "https://glossary.infil.net/?l=D"
259
+ },
260
+ {
261
+ "term": "Double Jump",
262
+ "definition": "Jumping into the air, and then jumping a second time before you hit the ground. Not every game lets you do this, but it's very common in Smash Bros., anime games like Guilty Gear, and team games like Dragon Ball FighterZ and Marvel vs. Capcom. You can use double jumps to vary your approach, apply mixups, and be hard to anti-air. In Smash Bros. games, some characters can double jump cancel for extra trickery, and in Melty Blood, you can super double jump by pressing down then up to get more height.\n2段ジャンプ (ni dan janpu) — Lit. two step jump",
263
+ "letter": "D",
264
+ "source": "https://glossary.infil.net/?l=D"
265
+ },
266
+ {
267
+ "term": "Double Jump Cancel",
268
+ "definition": "Canceling the very early stages of your Smash Bros. double jump directly into an aerial attack. Often shortened to DJC. This only works in Smash 64 and Melee, and only for the four characters with \"loopy\" double jumps that start with a downwards trajectory: Ness, Yoshi, Peach, and Mewtwo. By attacking quickly out of your second jump, you will not travel upwards and instead cancel all your momentum, immediately landing on the ground after your aerial.\n\nIt's an even faster way to do low-to-the-ground aerials than SHFFLing them, and it lets you apply really scary pressure. From Smash Bros. Brawl and onward, doing an aerial at the start of a loopy double jump doesn't cancel your upwards momentum, so the technique no longer applies except for a few extremely character specific tricks.\n最速2段ジャンプキャンセル (saisoku ni dan janpu kyanseru) — Lit. quickest two steps jump cancel\nぺち (pechi) — [unknown English translation]\nSee video",
269
+ "letter": "D",
270
+ "source": "https://glossary.infil.net/?l=D"
271
+ },
272
+ {
273
+ "term": "Double KO",
274
+ "definition": "When both players get KOed at the same time. The more interesting conversation is who should get credited with a win if this happens in the final round and a Draw Game is announced? Depending on the game (and the tournament), sometimes both players get a win, and sometimes neither player gets a win and the match must be replayed. There've been examples of players not knowing the rule for the event they're attending and getting eliminated from the tournament incorrectly, so make sure that doesn't happen to you.\nダブルK.O. (daburu kē ō) — Lit. double ko",
275
+ "letter": "D",
276
+ "source": "https://glossary.infil.net/?l=D"
277
+ },
278
+ {
279
+ "term": "Double Luigi",
280
+ "definition": "When the last game of a set goes to the final round. Everything is tied up and one round decides it all. This is a funny English adaptation of the Japanese phrase \"double riichi\", which comes from Mahjong. In that context, \"riichi\" describes a state where a player is very close to winning, so people started to say \"double riichi\" on fighting game commentary to indicate that both players are very close to winning. It's particularly common in Japanese Tekken commentary, and like many fighting game terms, English players will adapt some version of it for their own use.\nダブル立直 or ダブルリーチ (daburu rīchi) — Lit. double ready\nフルセットフルラウンド (furu setto furu raundo) — Lit. full set full round\nフルフル (furu furu) — Lit. abbreviation of full set full round",
281
+ "letter": "D",
282
+ "source": "https://glossary.infil.net/?l=D"
283
+ },
284
+ {
285
+ "term": "Double Snap",
286
+ "definition": "A Marvel vs. Capcom 2 technique where you start a combo on two characters at once, and then perform a snap. You will snap the point character out as expected, but the assist will remain on the screen in a vulnerable state where they can be hit infinitely until they die. Marvel 2 is a game where one-touch kills like this are pretty rare, so getting your assist caught and instantly losing it, even from full health, is extremely devastating.\nSee video",
287
+ "letter": "D",
288
+ "source": "https://glossary.infil.net/?l=D"
289
+ },
290
+ {
291
+ "term": "Double Tap",
292
+ "definition": "Pressing the same button twice in a row as fast as possible. On an arcade stick, you will generally use two different fingers and \"drum\" them down quickly, one after the other, over the same button. Some players like to double tap every single button they press, since it makes them feel comfortable, but that's probably a bit overkill and it's not necessary to do this to play well.\n\nWhere it does help, though, is when you need to execute a move in a tight window; often times, double tapping will give you more \"chances\" to hit the window correctly (and negative edge might give you even more). If you're slightly early with your first press, maybe the second hit of the double tap will be right on time.\nピアノ押し (piano oshi) — Lit. piano press (pressing one button with two fingers)",
293
+ "letter": "D",
294
+ "source": "https://glossary.infil.net/?l=D"
295
+ },
296
+ {
297
+ "term": "Down Back",
298
+ "definition": "Slang for blocking. Often used in reference to people who turtle a lot, just sitting there waiting for you to do something stupid. You can also use it as a verb, like \"they just keep down backing and I can't hit them!\"\nガンガード (gan gādo) — Lit. strictly guard",
299
+ "letter": "D",
300
+ "source": "https://glossary.infil.net/?l=D"
301
+ },
302
+ {
303
+ "term": "Download",
304
+ "definition": "Figuring out your opponent's strategy in the middle of a match and then using that information to beat them. Maybe you'll notice a certain pattern they always do and exploit that, or maybe you play in a certain way just to get information on how your opponent plays before turning it around (e.g., jumping a lot to find out whether they can anti-air properly). When a player starts a match poorly but begins to turn it around with several dominating rounds, you might say \"the download is complete\".",
305
+ "letter": "D",
306
+ "source": "https://glossary.infil.net/?l=D"
307
+ },
308
+ {
309
+ "term": "Downplayer",
310
+ "definition": "Someone who constantly says the character they play isn't very good, even though there is plenty of evidence to the contrary. Downplayers tend to focus primarily on all the ways their character might lose, and tend to brush off where their character is strong, often insisting that people can easily avoid or react to all their offensive choices, even when it's not true.\n\nThe heart of the matter usually comes down to ownership. If players admit they are playing a strong character, they might have to start admitting that when they lose, it's their own fault, and nobody likes that.\n政治 (seiji) — Lit. politics\n政治家 (seijika) — Lit. politician",
311
+ "letter": "D",
312
+ "source": "https://glossary.infil.net/?l=D"
313
+ },
314
+ {
315
+ "term": "DP Motion",
316
+ "definition": "The motion used to input a dragon punch, and many other special moves. It starts at forward, goes to down, then to down-forward, followed by an attack button. In numpad notation, it's 623. Some people think of it as the \"Z-motion\", and others try to think of the input as a quarter circle after starting to walk forward. On occasion you will also see \"reverse DP\" motions (421 in numpad notation, and sometimes abbreviated as \"rdp\").\n昇竜コマンド (shouryū komando) — Lit. Shoryu command\nSee image",
317
+ "letter": "D",
318
+ "source": "https://glossary.infil.net/?l=D"
319
+ },
320
+ {
321
+ "term": "Dragon Punch",
322
+ "definition": "A powerful rising uppercut attack that is great for anti-air and is usually invincible, making it great for reversal attacks. A dragon punch, or \"DP\" as it is commonly abbreviated, is a big catch-all term for any motion attack (usually a DP motion) that sees the character attack towards the air with their fist, usually leaving their feet.\n\nThey were first seen with Ryu and Ken's shoryuken attacks in Street Fighter II, and as such usually most shotos have a version of it, but this style of attack is now extremely common in dozens of fighting games and hundreds of fighting game characters. This term is basically synonymous with shoryuken and uppercut, although \"DP\" is the most common just because it's catchy and short.\n昇竜拳 (shouryūken) — Lit. rising dragon fist\nSee video",
323
+ "letter": "D",
324
+ "source": "https://glossary.infil.net/?l=D"
325
+ },
326
+ {
327
+ "term": "Dragon Rush",
328
+ "definition": "What Dragon Ball FighterZ calls its throw. Your character will emit a green pulse during the startup of a dragon rush, and if your opponent successfully techs it, your characters will trade blows before bouncing away. If it works, though, you'll punch the opponent into the air and be able to follow up with an air combo (or, alternately, you can choose to snap your opponent's character out).\n\nUnlike most throws in most fighting games, dragon rushes tend to be techable on reaction by players who are great defenders, due to the green pulse and the relatively long startup period. No player will tech every single one, but you'll be able to get a few if you know what to look for.\nドラゴンラッシュ (doragon rasshu) — Lit. dragon rush",
329
+ "letter": "D",
330
+ "source": "https://glossary.infil.net/?l=D"
331
+ },
332
+ {
333
+ "term": "Dream Combo",
334
+ "definition": "A difficult combo for Ed in Street Fighter 6. Ed launches his opponent into the air using an OD move, and cancels this into his Level 2 super, a giant projectile that slowly travels across the screen. He then proceeds to bounce the opponent off the orb multiple times, dealing high damage and carrying them to the corner.\n\nThis combo is difficult because it requires very precise and extremely subtle timing and spacing adjustments to allow Ed to bounce the opponent correctly without them falling to the ground. It was first found by Momochi, a legendary Japanese player, and it's called the \"Dream Combo\" because it was Momochi's dream to hit it in a real match. Although most top level Ed players learned to hit it consistently, an even harder variation called the \"Shin Dream Combo\" was found a little later. It does slightly more damage and always guarantees a full screen corner carry, but it's so difficult and so easy to drop that very few Ed players dare to try it in real matches.\nドリームコンボ (dorīmu konbo) — Lit. dream combo\n真ドリームコンボ (shin dorīmu konbo) — Lit. true/real dream combo\nSee video",
335
+ "letter": "D",
336
+ "source": "https://glossary.infil.net/?l=D"
337
+ },
338
+ {
339
+ "term": "Drift Roman Cancel",
340
+ "definition": "Moving slightly up, down, left or right during a Guilty Gear Strive Roman Cancel. To do this, input a dash in your desired direction slightly before you input the RC (as a plink); if you try to do the dash at the same time, or after, it won't work. It's much easier to do this if you use the dash macro.\n\nDrift RC has a lot of uses, particularly in combos where you are slightly too far away to hit your opponent with the slow-mo effect of the RC blast. If you drift in their direction, you can extend the range of the RC and keep the combo going. You may also find some really cool ways to send your character flying with increased momentum if you experiment with Drift and Quick RC at the same time!\nダッシュ入力ロマンキャンセル (dasshu nyūryoku roman kyanseru) — Lit. dash input roman cancel\nSee video",
341
+ "letter": "D",
342
+ "source": "https://glossary.infil.net/?l=D"
343
+ },
344
+ {
345
+ "term": "Drill",
346
+ "definition": "A common name for a type of attack that quickly lunges forward at the opponent's feet, with the attacker spinning like a drill bit. Cammy's Spiral Arrow special move from the Street Fighter series is probably the most recognizable drill move in fighting games. Drills often hit low, which makes them strong moves to catch people who are walking around thinking everything is fine.\n突進技 (tosshin waza) — Lit. rushing/plunging technique",
347
+ "letter": "D",
348
+ "source": "https://glossary.infil.net/?l=D"
349
+ },
350
+ {
351
+ "term": "Drive",
352
+ "definition": "One of the four attack buttons in BlazBlue. It operates differently for each character in the game, acting as powerful attacks, movement options, wacky status effects, and everything in between, depending on who you are playing. It's one of the defining reasons why BlazBlue's character diversity is celebrated.\n\nIn Street Fighter 6, the word \"Drive\" is used a lot to describe a bunch of very important system mechanics. You can find more about that by reading the Drive System entry.\nドライブ (doraibu) — Lit. drive",
353
+ "letter": "D",
354
+ "source": "https://glossary.infil.net/?l=D"
355
+ },
356
+ {
357
+ "term": "Drive Cancel",
358
+ "definition": "Canceling a special move into another special move in King of Fighters XIII. Normally, this costs you 50% of your Drive Gauge, a green meter above your super meter. In HD mode, however, all Drive Cancels become much cheaper, around 10% of your Drive Gauge, allowing you to string together long combos filled with special move after special move. Drive Cancels are a huge part of KoF13 strategy, so if you play this game, you'll have to get the execution down.\n\nIf you're looking for information on Street Fighter 6, be sure to check out the Drive System entry.\nハイパードライブキャンセル (haipā doraibu kyanseru) — Lit. hyper drive cancel",
359
+ "letter": "D",
360
+ "source": "https://glossary.infil.net/?l=D"
361
+ },
362
+ {
363
+ "term": "Drive Impact",
364
+ "definition": "A long-range armored attack in Street Fighter 6 that is performed with HP+HK and costs 1 drive bar to use. Commonly abbreviated to \"DI\" (not to be confused with other uses of that term). If DI successfully absorbs an attack and then hits the opponent (or hits them raw as a punish counter), you will crumple the opponent and get a full combo of your choice. Blocking a drive impact while you are midscreen is fine, but if you are near the corner, blocking it will instead push you into the wall, which will break your guard and give your opponent a combo. This makes DI especially dangerous near the wall, as it turns effectively into an unblockable. If you are in burnout, being splatted into a wall this way will instead cause you to be stunned and open to a bigger combo.\n\nDrive impacts have several counters. In most situations, you can jump over them, throw them right before they reach you, parry them, or perform any super attack which will break the armor instantly. Most importantly, though, if you input your own drive impact as soon as you see your opponent do it, the game will trigger a slow motion effect and watch one DI absorb the other before crumpling your opponent. This is the preferred way to handle DI, if you have the reactions to do it!\n\nNote that if someone was already in block stun from another attack when they block a DI (that is, you make DI a true block string after another attack), the game won't allow you to wall splat them. Instead, it will show the word \"Lock\" on screen and you will just get pushed away normally. You'll always have to leave a gap where your opponent has the chance to input something before the DI in order for this wall splat to work.\nドライブインパクト (doraibu inpakuto) — Lit. drive impact\nSee video",
365
+ "letter": "D",
366
+ "source": "https://glossary.infil.net/?l=D"
367
+ },
368
+ {
369
+ "term": "Drive Parry",
370
+ "definition": "A more powerful form of blocking in Street Fighter 6 that costs Drive gauge to use. By pressing MP+MK, you will enter a unique stance while flashing blue at the initial cost of 0.5 of a drive bar, and you can continue to hold the buttons to maintain this stance for as long as you like, spending drive at a constant rate as you hold them. While you are parrying, you will automatically block all attacks, including all overheads, lows and cross-ups, and when an attack strikes you, you'll gain back drive gauge instead of lose it like you would with normal blocking. Once you let go of the buttons, you will start a brief recovery period where you can't move or attack, but you can still safely use your normal block. Being thrown while trying to parry is brutal, as you will take huge punish counter damage and lose even more drive gauge.\n\nThe name \"parry\" is a bit of a misnomer for this mechanic, since Drive Parry is more like \"EX blocking\" than a traditional 3rd Strike parry. When you parry something in Street Fighter 6, you enter the normal block stun of the attack, so the frame advantage doesn't change compared to a regular block. The benefits instead come from being safe to all attacks and regenerating your drive gauge, as long as you don't think you'll be thrown. That said, if you want a parry system that allows you to counterattack immediately after deflecting an enemy's strike, all you have to do is press the Drive Parry buttons very close to when the attack hits you. You'll then get something called a Perfect Parry.\nドライブパリィ (doraibu pari) — Lit. drive parry\nSee video",
371
+ "letter": "D",
372
+ "source": "https://glossary.infil.net/?l=D"
373
+ },
374
+ {
375
+ "term": "Drive Reversal",
376
+ "definition": "A defensive Street Fighter 6 technique you can perform any time you have blocked a move and entered block stun, or directly after rising from a knockdown as a reversal. While blocking (or parrying) a move (or while knocked down), hold forward and press HP+HK to launch a special attack that is invincible to everything and pushes your opponent away if it hits, giving you breathing space. This technique costs 2 drive bars to perform though, so you'll want to use it thoughtfully.\n\nDrive Reversal is extremely similar to Street Fighter V's V-Reversal, and these \"attack while blocking to gain space\" mechanics have been in many different games, starting with the alpha counter. When compared to V-Reversal, Drive Reversal can't be thrown which is nice, but it is unsafe on block so if your opponent throws out a super fast move, they may be able to block your relatively slow Drive Reversal and then punish you.\nドライブリバーサル (doraibu ribāsaru) — Lit. drive reversal\nDリバ (D riba) — Lit. abbreviation of ドライブリバーサル\nSee video",
377
+ "letter": "D",
378
+ "source": "https://glossary.infil.net/?l=D"
379
+ },
380
+ {
381
+ "term": "Drive Rush",
382
+ "definition": "A special green-colored dash in Street Fighter 6 that has several important roles on offense. Often abbreviated to \"DR\". To execute a drive rush, first do a drive parry by holding MP+MK, then tap forward twice like a normal dash. This will cost you 1 total drive bar to use; you might hear this called \"parry rush\" or \"raw drive rush\". Alternatively, you can cancel any cancelable normal directly into drive rush by simply pressing forward twice, no drive parry necessary (you can also tap MP+MK by itself when the normal connects as an alternate command). This more powerful technique will cost you 3 drive bars, and might be called a \"drive rush cancel\".\n\nYou can attack very quickly once your drive rush has started, and any normal attack you do while rushing will deal 4 extra frames of both hit stun and block stun, giving drive rush lots of utility to extend combos or apply block string pressure. In addition, you will slide along the ground with a bit of added momentum, so drive rushing into a normal attack is a great way to close the distance or attack from very far away. You'll likely find that drive rush is the most common way you'll spend drive meter in SF6.\nドライブラッシュ (doraibu rasshu) — Lit. drive rush\nSee video",
383
+ "letter": "D",
384
+ "source": "https://glossary.infil.net/?l=D"
385
+ },
386
+ {
387
+ "term": "Drive System",
388
+ "definition": "The overarching system that governs most of Street Fighter 6's offensive and defensive techniques. There is a green gauge that lies underneath your health bar, split into 6 segments, and you can spend this gauge to do a variety of things.\n\nOn offense, you have access to Drive Impact (an armored attack that can lead to big openings), Drive Rush (a special dash with enhanced properties), and Overdrive Moves (what SF6 calls its EX Moves). On defense, you can Drive Parry (a more powerful block), Perfect Parry (your more traditional parry mechanic), and Drive Reversal (a \"get off me\" move you can do while blocking). Even just blocking normally will reduce your drive gauge, taking the place of chip damage from traditional titles.\n\nIf you ever lose all your drive gauge, you will enter a state called Burnout, which will prevent you from using any drive techniques for around 20 seconds and leave you with a lot of problems. SF6's drive system is core to basically every decision made in the game and you'll get to know the ins and outs very well as you play.\nドライブシステム (doraibu shisutemu) — Lit. drive system",
389
+ "letter": "D",
390
+ "source": "https://glossary.infil.net/?l=D"
391
+ },
392
+ {
393
+ "term": "Drop",
394
+ "definition": "An input mistake that ends a combo before it was supposed to finish. Whether you mistimed an attack, input the wrong special move by accident, or just froze up and forgot what you were supposed to do, you blew it. Some drops aren't so serious — you might end up just losing a small bit of damage, but the match continues normally otherwise. But some drops can be pretty catastrophic and leave you wide open for punishment. Try to avoid those if you can.\nミス (misu) — Lit. miss",
395
+ "letter": "D",
396
+ "source": "https://glossary.infil.net/?l=D"
397
+ },
398
+ {
399
+ "term": "Dust",
400
+ "definition": "One of the five attack buttons in Guilty Gear. Dust is kind of a multi-purpose button; on the ground, it is used as a universal overhead which can launch the opponent up for an air combo. If you hold down while pressing it, you'll get a sweep attack that hits low. In Guilty Gear Strive, it is also used as part of the throw command. Some famous combos in Guilty Gear use this button, like Sol's dust loop.\nダスト (dasuto) — Lit. dust\nダストアタック (dasuto atakku) — Lit. dust attack",
401
+ "letter": "D",
402
+ "source": "https://glossary.infil.net/?l=D"
403
+ },
404
+ {
405
+ "term": "Dust Loop",
406
+ "definition": "The name of a combo in certain Guilty Gear games that repeats the jumping Dust (j.D) attack several times. It mainly applies to combos for Sol Badguy, but some other characters, like GG Xrd Baiken, can share in the fun too. The execution is different depending on the game, but it usually involves Sol trying to hit with j.D immediately after jumping, and then later again as he is descending. The combo only works in the corner, but it does a lot of damage and looks pretty stylish. The name has been used for the most popular anime game website resource, dustloop.com.\nDループ (D rūpu) — Lit. D loop\nSee video",
407
+ "letter": "D",
408
+ "source": "https://glossary.infil.net/?l=D"
409
+ },
410
+ {
411
+ "term": "Dynamic Controls",
412
+ "definition": "A control scheme in Street Fighter 6 that is targeted at players who just want to have fun without learning any of the characters' moves or any of the game's main systems. Dynamic mode only lets you move the character with the joystick and press one of three buttons; each button will do a different attack chosen by the game, depending on how close you are to your opponent. The same button might throw a fireball, might make your character jump and attack with a basic combo, or might try to throw. Basically, you are controlling the logic for an AI fighter, and you get to watch your character do flashy things while you mash the buttons. Dynamic controls are not available during online play; you'll have to use Classic or Modern for that.\nダイナミックタイプ (dainamikku taipu) — Lit. dynamic type",
413
+ "letter": "D",
414
+ "source": "https://glossary.infil.net/?l=D"
415
+ }
416
+ ]
pasta_json/glossary_E.json ADDED
@@ -0,0 +1,92 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Edge",
4
+ "definition": "The edge of a stage or platform in a platform fighter. People will often say \"ledge\" as well, but this specifically means the edge of the stage (not a mid-stage platform). If you get launched off the stage, the stage edge will be the closest part of the stage you can aim for during your recovery, and in Smash Bros., you can grab onto any ledge and pull yourself up as part of your recovery efforts.\n\nStopping people from grabbing the edge effectively is a huge part of edge-guarding, the cat-and-mouse game of a launched opponent trying to safely return to the stage. In some games you can edge hog and in others you can ledge trump, but the focus is usually around the edge because grabbing it gives your character a short period of invincibility, which is pretty useful for not getting smoked.\n崖 (gake) — Lit. cliff",
5
+ "letter": "E",
6
+ "source": "https://glossary.infil.net/?l=E"
7
+ },
8
+ {
9
+ "term": "Edge Cancel",
10
+ "definition": "Canceling the recovery of an air attack by landing on the very edge of a platform and then using your existing momentum to slide off. Instead of incurring your normal landing lag, you'll slide off the platform and become airborne again, able to attack immediately. It's not easy to pull off though, since you have to land with some pretty high precision right near the edge, and it's even harder if your character doesn't like to slide very much.\n\nIn Smash 64 and Melee, you can edge cancel any aerial attack and open up new combo opportunities. In Brawl and beyond, however, you can only cancel special moves (like your up-B recovery move) and air dodges, so it's now less about combos and more about making survival a little easier.\nエッジキャンセル (ejji kyanseru) — Lit. edge cancel\n崖キャンセル (gake kyanseru) — Lit. edge cancel\n崖キャン (gake kyan) — Lit. abbreviation of 崖キャンセル",
11
+ "letter": "E",
12
+ "source": "https://glossary.infil.net/?l=E"
13
+ },
14
+ {
15
+ "term": "Edge Hog",
16
+ "definition": "Grabbing onto the edge in a platform fighter so that your opponent can't. Very useful in the older Super Smash Bros. games in order to snag the edge from a recovering player who is trying to grab the edge to survive. In Melee in particular, you can grab the edge and then roll back onto the stage; the game thinks you are grabbing the edge for the duration of your roll, allowing you to continue hogging it from your opponent while being invincible from the roll. In later Smash Bros titles, they removed this mechanic in favor of ledge trumping.\n崖つかまり阻止 (gake tsukamari soshi) — Lit. cliff grab prevention\nSee video",
17
+ "letter": "E",
18
+ "source": "https://glossary.infil.net/?l=E"
19
+ },
20
+ {
21
+ "term": "Edge-Guard",
22
+ "definition": "Trying to keep an opponent who you've launched off the stage from returning back to the stage. You might jump off the stage yourself and try to intercept them as they get close, or you might stand right on the edge of the stage and poke at them as they are trying to grab the edge.\n\nThe strategies around one player edge-guarding and the other trying to recover safely are one of the main ways Smash Bros. is different from traditional fighting games, and the options each player has will change depending on which version of Smash Bros. (or which platform fighter) you're talking about. You'll hear terms like gimp, edge hog, ledge trump, and others used to describe strategies for edge-guarding.\n復帰阻止 (fukki soshi) — Lit. return prevention\nエッジガード (ejji gādo) — Lit. edge guard\nSee video",
23
+ "letter": "E",
24
+ "source": "https://glossary.infil.net/?l=E"
25
+ },
26
+ {
27
+ "term": "Electric Wind God Fist",
28
+ "definition": "An iconic move from the Tekken series belonging to Mishimas. It's often abbreviated to EWGF, simply called an \"Electric\", or called a \"Dorya\", mimicking the iconic voice clip when the move is performed. The command is forward, neutral, down, down-forward + 2 (essentially, a DP motion where you must also hit neutral), but then you must enter the down-forward direction and press your 2 attack on the exact same frame. If your timing is even slightly off, you will get the non-Electric version of the attack, which has considerably worse properties and, let's be honest, doesn't look nearly as cool.\n\nElectrics are powerful moves in Tekken. They are high attacks, which makes them susceptible to crouching, but they are otherwise very fast, plus on block launchers that lead to a massive amount of damage. While the execution is quite difficult, being able to do this attack on command is important to learn for Mishima players.\n最速風神拳 (saisoku fūjinken) — Lit. quickest wind god fist\nSee video",
29
+ "letter": "E",
30
+ "source": "https://glossary.infil.net/?l=E"
31
+ },
32
+ {
33
+ "term": "Empty Jump",
34
+ "definition": "The act of jumping without doing any air attack. There are lots of cool strategic reasons why you might want to do this. For example, if you're a slow moving character with beefy air attacks, you can close the gap by empty jumping. Your opponent might think you want to press one of those wonderful long-range air attacks and try to anti-air you, but since you didn't press anything, they'll swing and miss. This is called a grappler jump.\n\nSince jumping attacks are overheads, another option is empty jumping and then doing an immediate, fast low attack instead as a mixup. We call this \"empty jump low\" and you can also try doing similar ideas like empty jump throw if you want (Smash players call this a tomahawk). I know that everytime you jump you want to attack, but sometimes less is more.\n空ジャンプ (kara janpu) — Lit. empty jump\nスカシジャンプ (sukashi janpu) — Lit. whiffed jump (スカシ literally means whiffing something, but it is often used for empty jump. Can be combined like スカシ下段 (sukashi gedan) for empty jump low and スカシ投げ (sukashi nage) for empty jump throw)",
35
+ "letter": "E",
36
+ "source": "https://glossary.infil.net/?l=E"
37
+ },
38
+ {
39
+ "term": "Ender",
40
+ "definition": "A special move executed with either heavy punch or heavy kick any time after you have hit with a Killer Instinct opener. Depending on which special move you do, your ender will have different perks, such as extra damage, more super meter gain, or a wall splat.\n\nYour ender will also get powered up based on how much white life your opponent has, indicated by a number of green rectangles under the combo counter. Short combos without much white life will be \"level 1\" and give a small reward, while longer combos filled with heavy-hitting attacks can reach \"level 4\", greatly powering up your ender's effect. The ender will also cash out and remove any white life your opponent has, adding to the combo damage significantly. Just be sure not to do an opener-ender sequence.\nエンダー (endā) — Lit. ender",
41
+ "letter": "E",
42
+ "source": "https://glossary.infil.net/?l=E"
43
+ },
44
+ {
45
+ "term": "Esports Button",
46
+ "definition": "An incredibly powerful attack. The joke is that the move is designed for people who want to win esports tournaments, so they can press it thoughtlessly and it will kind of just do everything for you. It's maybe not quite as strong as saying the move is truly broken, but it's the same idea.",
47
+ "letter": "E",
48
+ "source": "https://glossary.infil.net/?l=E"
49
+ },
50
+ {
51
+ "term": "EVO",
52
+ "definition": "The world's largest fighting game tournament. Hosted every summer in Las Vegas, the Evolution Championship Series is a multi-day, open event that hosts tens of thousands of competitors from all around the world in several games. In recent years, EVO has filled the Mandalay Bay arena on Sunday for the Top 8 finals of its more popular games and even been featured on TV channels like ESPN. Starting in 2018, EVO also hosts EVO Japan every January.\nEVO (written in English)\nエボ (ebo) — Lit. evo (rarely used)",
53
+ "letter": "E",
54
+ "source": "https://glossary.infil.net/?l=E"
55
+ },
56
+ {
57
+ "term": "EVO Moment #37",
58
+ "definition": "A moment from EVO 2004's Street Fighter III: 3rd Strike tournament that has become one of the most famous moments in fighting game history. Down to a sliver of his remaining health, Japanese fighting game legend Daigo Umehara precisely parried 15 hits of Chun-Li's super, launched by American legend Justin Wong in an attempt to chip Daigo out. Daigo would then punish Justin and win the game, and eventually the match.\n\nThis moment has transcended the fighting game genre, inspired millions of fans and, in many ways, is responsible for the modern popularity of fighting games as a whole. The phrase \"Let's go Justin!\", shouted by an onlooker right before the parry begins, has also reached infamy in fighting game circles. The only way to understand the excitement of the moment is to watch it yourself.\n背水の逆転劇 (haisui no gyakuten geki) — Lit. last-ditch turnabout play\nレッツゴージャスティーン (rettsugō jasutīn) — Lit. let's go Justin",
59
+ "letter": "E",
60
+ "source": "https://glossary.infil.net/?l=E"
61
+ },
62
+ {
63
+ "term": "EX Guard",
64
+ "definition": "An advanced form of blocking in Melty Blood: AACC where you press back to block just slightly before an attack reaches you. You'll briefly flash gold and improve your super meter gain, restore some of your guard meter so you don't get guard crushed so quickly, and recover from block stun slightly faster than normal, perhaps allowing new punishes. You'll also push the opponent a little farther away than normal, making it function a little like a pushblock in other games.\n\nIt shares a lot of similiarites to Guilty Gear's Instant Block and Just Defend from games like King of Fighters. Despite the term's use of \"EX\", it does not cost meter to perform. Also, only two of the three Moons (Crescent and Full) can do it.\nEXガード (ex gādo) — Lit. ex guard\nSee video",
65
+ "letter": "E",
66
+ "source": "https://glossary.infil.net/?l=E"
67
+ },
68
+ {
69
+ "term": "EX Move",
70
+ "definition": "A more powerful version of a special move, enhanced by spending some super meter. These moves have better properties than the base version of the special move, which may include more invincibility, more damage, or faster startup. The character often glows a different color, like yellow, while performing an EX move, just to make it extra clear what's happening.\n\nWhile the term originated in Vampire Savior, and was made popular by the Street Fighter games, it's now a common staple of the genre, even if the game gives it a different name, like Mortal Kombat's Meter Burn. The letters 'E' and 'X' are pronounced separately.\n\nStreet Fighter 6 renames the EX move to the Overdrive Move to match the Drive System theme.\nEX必殺技 (ex hissatsu waza) — Lit. EX killing technique\nSee video",
71
+ "letter": "E",
72
+ "source": "https://glossary.infil.net/?l=E"
73
+ },
74
+ {
75
+ "term": "Excel",
76
+ "definition": "A custom combo system mechanic in Street Fighter EX2 and EX2 Plus. For the small cost of one of your three stocks of super meter, you could cancel normals into other normals more or less without limit until your approximately 4 second timer runs out. Like a lot of custom combo modes around this time, Excel startup was also invincible and fast, letting you threaten with it at any time as an extremely low risk, high reward mixup. Some characters could even loop Excel activations multiple times for touch of death combos.\nエクセル (ekuseru) — Lit. abbreviation of エクストラキャンセル (extra cancel)\nSee video",
77
+ "letter": "E",
78
+ "source": "https://glossary.infil.net/?l=E"
79
+ },
80
+ {
81
+ "term": "Execution",
82
+ "definition": "The physical act of moving the joystick and pressing the buttons with the correct timing and speed to get your character to do cool things. We usually talk about it in terms of \"easy\" or \"hard\" execution — a combo that has hard execution will require very precise, often fast joystick movements, and the button presses will have to be exact. Slight mistakes in these things will make the combo drop, maybe even in a way that gets you killed for trying it. In fact, Smash Bros. players sometimes intentionally use a strategy that has a known high execution counter-strategy, just to see if their opponents are even capable of doing it. You might hear this called an \"execution test\".\n\nA common thought is that games or characters shouldn't have hard execution, and that a fighting game battle should take place entirely in the mind. While there is definitely some execution that is needlessly hard (maybe, for example, a pretzel motion), execution is an inextricable part of fighting game design. Asking whether a player can perform difficult (or even relatively easy!) sequences under pressure is valuable to competitive integrity, exciting to players and spectators, and allows players to carve out an identity. Players wouldn't have combos named after them if everyone could do them with zero practice, after all.",
83
+ "letter": "E",
84
+ "source": "https://glossary.infil.net/?l=E"
85
+ },
86
+ {
87
+ "term": "Extension",
88
+ "definition": "Generally speaking, continuing with more attacks. It's almost always used to talk about combos. For example, you might choose to spend some meter to make the combo a little longer than it would be otherwise, and you might hear something like \"nice combo extension\" or \"I chose to extend the combo so I could get a knockdown\". Occasionally, someone might refer to doing the later stages of a multi-hitting attack (like a rekka) as an extension as well, but more commonly, these will be called follow-ups.\n追撃 (tsuigeki) — Lit. pursuit, additional attack on a weakened enemy",
89
+ "letter": "E",
90
+ "source": "https://glossary.infil.net/?l=E"
91
+ }
92
+ ]
pasta_json/glossary_F.json ADDED
@@ -0,0 +1,344 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Falling Speed",
4
+ "definition": "How fast your character moves downward while in mid-air. Every Smash Bros. character has an inherent falling speed, from the super quick fast-fallers to the slower floaty characters, and by pressing down while in the air, you will fast fall and accelerate your falling speed instantly to its character-specific maximum value.\n落下速度 (rakka sokudo) — Lit. falling speed",
5
+ "letter": "F",
6
+ "source": "https://glossary.infil.net/?l=F"
7
+ },
8
+ {
9
+ "term": "Fast Fall",
10
+ "definition": "Pressing down while in the air to instantly accelerate to your character's maximum falling speed. Attacking after a fast fall is a crucial skill in Smash Bros. Melee, since it lets many characters perform several powerful aerial attacks in rapid succession, hitting the ground between each one. It's part of the core of SHFFLing.\n急降下 (kyuu kouka) — Lit. sudden fall",
11
+ "letter": "F",
12
+ "source": "https://glossary.infil.net/?l=F"
13
+ },
14
+ {
15
+ "term": "Fast-Faller",
16
+ "definition": "A character that has high falling speed and just naturally falls faster towards the stage than other characters. The space animals are common examples of fast-fallers. How fast you fall greatly impacts every aspect of the character; on offense, fast-fallers can quickly throw out aerial attacks and land on the stage, and on defense, opponents can often perform unique combos on them (like chain grabs), since they will fall back into range more quickly than other characters. The opposite of a fast-faller is being floaty. Note that this term is distinct from a fast fall.",
17
+ "letter": "F",
18
+ "source": "https://glossary.infil.net/?l=F"
19
+ },
20
+ {
21
+ "term": "Fatal Blow",
22
+ "definition": "A powerful super attack in Mortal Kombat 11. They replace X-Rays from Mortal Kombat X. Unlike most games, Fatal Blow is not tied to your super meter. Instead, like Tekken 7's Rage Art, you can only use it when you are low on health. If your Fatal Blow is blocked or whiffs, you'll get it back and can use it again after a short cooldown. However, you only get one successful Fatal Blow per match. If it hits, you won't be able to use it for the rest of the match (even if you are low on health in future rounds). Fatal Blows are fast, have armor and do a grip of damage.\nフェイタルブロウ (feitaru burou) — Lit. fatal blow",
23
+ "letter": "F",
24
+ "source": "https://glossary.infil.net/?l=F"
25
+ },
26
+ {
27
+ "term": "Fatal Counter",
28
+ "definition": "A more powerful version of a counter hit in the BlazBlue series. Certain moves are marked with the ability to deliver a Fatal Counter if they counter hit the opponent, and you'll get extra hit stun and a fatter combo when it hits. The announcer shouts \"Fatal\" to let you know when you're in business. It shares similarities with a system like Street Fighter V's Crush Counter.\n\nFatal Counter is also a mechanic in Melty Blood: Type Lumina. Landing any hit or throw against a shielding opponent, or a counter-hit against someone in the air, pops up the \"Fatal Counter\" message on the screen. You'll get slightly more damage and hit stun than normal, possibly allowing new combos depending on the situation. You'll also earn more moon gauge on a fatal counter, letting you use your powerful moon skills and moon drive more often.\nフェイタルカウンター (feitaru kauntā) — Lit. fatal counter",
29
+ "letter": "F",
30
+ "source": "https://glossary.infil.net/?l=F"
31
+ },
32
+ {
33
+ "term": "Fatality",
34
+ "definition": "A violent finishing attack you can perform after you have won a game in Mortal Kombat. Even if you don't play fighting games, it's pretty likely that you know what a Fatality is, as they have been well known in the videogame landscape for 25 years. There have been tweaks on the formula over the years, including the Babality and the Friendship.\nフェイタリティ (feitariti) — Lit. fatality",
35
+ "letter": "F",
36
+ "source": "https://glossary.infil.net/?l=F"
37
+ },
38
+ {
39
+ "term": "Faultless Defense",
40
+ "definition": "A defensive mechanic in the Guilty Gear series that lets you spend your Tension gauge (a.k.a., super meter) in exchange for a stronger block. Commonly called \"FD\". While blocking and holding two buttons, your character gets a green bubble around them and will continuously spend Tension, but you will prevent chip damage, be able to block certain normally unblockable attacks while in the air, your RISC gauge will not increase, and your opponent will get pushed away faster, giving you more room to breathe.\n\nIt's not a perfect solution to all problems, though. You will be stuck in block stun for slightly longer (2 frames) when you FD in all games except Strive, so you won't want to FD every attack all the time. Overall though, FD is a powerful use of your Tension that has lots of applications, including creative ones like FD Brake, and is very common to see at high level play. In Guilty Gear Strive, you can Instant Block and FD at the same time for even more pushback; you'll hear this called IFD or IBFD (for Instant [Block] Faultless Defense) or other similar abbreviations. BlazBlue has a very similar mechanic called Barrier Block.\nフォルトレスディフェンス (forutoresu difensu) — Lit. faultless defense\nSee video",
41
+ "letter": "F",
42
+ "source": "https://glossary.infil.net/?l=F"
43
+ },
44
+ {
45
+ "term": "Faultless Defense Cancel",
46
+ "definition": "Kara canceling the startup of a Guilty Gear move directly into Faultless Defense. There are a few reasons you'd want to do this, but one common use is to change your air trajectory and try to trick your opponent with a different angle of approach.\n\nFor example, Faust in Guilty Gear Xrd can FDC his air drill attack. This attack would normally send him back towards the ground, but when FDCed, it stops the upward momentum of his jump he can immediately attack with an air normal. This is such a common strategy for Faust that people call this a \"Drill Cancel\". You can also FD Cancel while running forward; you might hear this called FD Brake, since it stops your run momentum immediately.\n\nIn Guilty Gear Strive, you can use FDC after air dashing at your opponent as a method to fall towards the ground without attacking. While air dashing, press your two FD buttons normally; the game will apply a normal attack for one frame, which forces your character to start descending, and then you'll begin FDing like normal on the next frame. You can then attack again later while you're falling, except now you'll be closer to the ground and can hit your opponent with new moves that would otherwise be too high to reach. It's a good way to change your air trajectory while still letting you choose another attack later on.\nフォルトレスディフェンスキャンセル (forutoresu difensu kyanseru) — Lit. faultless defense cancel\nフォルキャン (foru kyan) — Lit. abbreviation of フォルトレスディフェンスキャンセル\nFDキャンセル (fd kyanseru) — Lit. abbreviation of フォルトレスディフェンスキャンセル\nSee video",
47
+ "letter": "F",
48
+ "source": "https://glossary.infil.net/?l=F"
49
+ },
50
+ {
51
+ "term": "FD Brake",
52
+ "definition": "A Guilty Gear technique that lets you stop your forward run animation and block immediately. If you hold down-back after you start running, normally you have to skid to a stop, and you can't block at all while this is happening. Instead, if you briefly tap Faultless Defense (a.k.a. FD) while holding down-back, you'll immediately stop the run without sliding, allowing you to block much sooner.\n\nYou don't have to hold FD, a simple tap and release will do — although, if you want to continue to use Faultless Defense on your opponent's offense, you can choose to hold it down if you like. Using FD brake to approach your opponent is much safer than the alternative, and you should get used to doing it often!\n\nYou might also hear this called \"dash brake\", since you are putting the brakes on your dash. This more general term may apply to some other non-Guilty Gear games if there are mechanics in place that let you cancel a dash or air dash.\nフォルトレスディフェンスキャンセルダッシュ (forutoresu difensu kyanseru dasshu) — Lit. faultless defense cancel dash\nFCD — abbreviation of faultless defense cancel dash\nSee video",
53
+ "letter": "F",
54
+ "source": "https://glossary.infil.net/?l=F"
55
+ },
56
+ {
57
+ "term": "Feint",
58
+ "definition": "A move that looks exactly like the beginning of another move, but then ends quickly with no attack. These \"fakeout\" moves can be used in neutral to trick people into trying to avoid your move, letting you counter-attack them, or they can be used in combos or pressure as ways to extend your offense. Usually feints are character-specific options on your move list, but sometimes they are system-wide mechanics available to everyone, such as in Fatal Fury.\nフェイント (feinto) — Lit. feint\nSee video",
59
+ "letter": "F",
60
+ "source": "https://glossary.infil.net/?l=F"
61
+ },
62
+ {
63
+ "term": "FGC",
64
+ "definition": "An abbreviation for the Fighting Game Community. Anybody who enjoys playing, talking about, or watching fighting games is a part of the FGC, no matter how good you are or which game is your favorite. The FGC is a bit unique compared to other video game communities because rather than focus on exactly one specific game, there are dozens of fighting games that people love to play, so you'll see a lot of diversity in discussion and interests.\n格闘ゲームコミュニティ (kakutou gēmu komyuniti) — Lit. fighting game community",
65
+ "letter": "F",
66
+ "source": "https://glossary.infil.net/?l=F"
67
+ },
68
+ {
69
+ "term": "Fierce",
70
+ "definition": "Another name for heavy punch. It's the most satisfying alternate name for a normal attack. Even just hearing the word makes you want to press the button.\n大パン or 大P (dai pan) — Lit. big punch",
71
+ "letter": "F",
72
+ "source": "https://glossary.infil.net/?l=F"
73
+ },
74
+ {
75
+ "term": "Filler",
76
+ "definition": "Combo attacks that fill the space between a combo's start and its end. A lot of the time, the way you start and end a combo is most important (for example, starting with a jab and ending with your character's best knockdown move), and what happens between those two points can be interchanged with different sequences, depending on what your goal is.\n\nFor example, you'll have some attacks that do more damage, some that do more corner carry, some that spend resources like super meter while others do not, and so on. These \"filler\" parts are often common between a lot of different combos, so once you learn how and when you can stitch these pieces together, you'll get better at selecting the best combo for the situation in the heat of a match.",
77
+ "letter": "F",
78
+ "source": "https://glossary.infil.net/?l=F"
79
+ },
80
+ {
81
+ "term": "Fireball",
82
+ "definition": "A specific type of projectile that travels horizontally and is traditionally input using a quarter circle command. Ryu, Sagat, Jago and Sol all throw fireballs, and they are perhaps the most iconic special moves in all of fighting games. Beams that travel the whole screen instantly and Sonic Booms that require a charge to execute aren't usually called fireballs. \"Fireball\" can even be used as shorthand for \"quarter circle forward\", if you're trying to quickly describe a special move input. \"The input for your command dash is fireball + kick\" would be a valid sentence, for example.\n波動拳 (hadouken) — Lit. wave motion fist\nSee video",
83
+ "letter": "F",
84
+ "source": "https://glossary.infil.net/?l=F"
85
+ },
86
+ {
87
+ "term": "Fireball War",
88
+ "definition": "Two players throwing lots of fireballs at each other, often without moving, while daring the other person to jump first. A lot of beginners will crack after throwing just one or two fireballs, while expert players can sit there chucking plasma for a long time without feeling the heat, knowing they will have good reactions to anti-air when the time comes. Subtle variations in timing, spacing, and strength of the fireballs used can make these battles fun and interesting, even if they look like boring spam to your average joe.\n弾合戦 (tama gassen) — Lit. bullet battle",
89
+ "letter": "F",
90
+ "source": "https://glossary.infil.net/?l=F"
91
+ },
92
+ {
93
+ "term": "First to",
94
+ "definition": "Playing a set where the overall winner is the first player to win a certain number of games. Commonly abbreviated to \"FT\" followed by the number of wins required, such as \"FT10\". Most tournament sets will be FT2 or FT3, depending on which game is being played.\n?本先取 (? hon senshu) — Lit. first to ? games\n?先 (? saki) — Lit. first to ?",
95
+ "letter": "F",
96
+ "source": "https://glossary.infil.net/?l=F"
97
+ },
98
+ {
99
+ "term": "Fish",
100
+ "definition": "Using a highly rewarding move multiple times in a row, hoping your opponent will run into it so something really good happens. A good example is using a good poke and buffering a strong attack behind it, like a super. If you see your opponent swing multiple times with this poke, you might hear a commentator say \"you can see him really fishing for super\". The line has been cast and they are hoping to reel in the big catch.",
101
+ "letter": "F",
102
+ "source": "https://glossary.infil.net/?l=F"
103
+ },
104
+ {
105
+ "term": "Five Gods",
106
+ "definition": "A term of respect used to refer to five legendary Japanese fighting game players: Daigo, Tokido, Nuki, sako, and Haitani. All five of these players have been dominant in multiple fighting games dating back to the 1990s; the moniker started to gain prominence when they were competing to be the strongest in Vampire Savior, a 1997 Capcom title. Even more impressively, all five players are still active (and dominating) into the 2020s.\n\nInterestingly, Smash Bros. Melee has its own set of Five Gods: Armada, mang0, Mew2King, Hungrybox, and PPMD. From 2008-2015, these players won virtually every single tournament they entered, basically only ever losing to each other during that stretch. And while some of these players have retired from competitive play, many of them are still big tournament threats into the 2020s, which is a remarkable feat of longevity in such a technically demanding game.\n格ゲー五神 (kakugē goshin) — Lit. fighting game 5 gods\nスマブラ五神 (sumabura goshin) — Lit. smash 5 gods",
107
+ "letter": "F",
108
+ "source": "https://glossary.infil.net/?l=F"
109
+ },
110
+ {
111
+ "term": "Flash Kick",
112
+ "definition": "An invincible charge move made famous from Guile in Street Fighter. Hold down, or down-back, for about a second and then hit up plus a kick button to fly into the air foot first. It's a very common reversal and anti-air, but because it's a charge move, it needs more planning to use than a dragon punch. The term \"flash kick\" itself extends into other games too, as it's common to use it to describe any down-up charge move that can be used in this way.\nサマーソルトキック (samā soruto kikku) — Lit. somersault kick\nSee video",
113
+ "letter": "F",
114
+ "source": "https://glossary.infil.net/?l=F"
115
+ },
116
+ {
117
+ "term": "Flash Parry",
118
+ "definition": "A Mortal Kombat technique where you use a move that has armor to absorb an incoming attack, and then cancel your armor move into a dash before it connects. You can then punish your opponent's move freely. Using the armor to absorb a move feels a lot like a makeshift parry (or a very fast FADC, for those familiar with Street Fighter titles), and because your character often flashes a different color briefly when they gain armor, the name flash parry makes a lot of sense. Not every character can do this, because you need a fast armored move that can be dash canceled, but it's possible in several different MK games. Examples include Kabal in MK9, Tremor in MKX, and Johnny Cage in MK11.",
119
+ "letter": "F",
120
+ "source": "https://glossary.infil.net/?l=F"
121
+ },
122
+ {
123
+ "term": "Flawless Block",
124
+ "definition": "An advanced blocking technique in Mortal Kombat 11 and Mortal Kombat 1. By pressing the block button right before you are attacked, you will briefly flash white and reduce the chip damage you take. In MK1, this also decreases the block stun, so you can punish attacks you normally would not be able to. In MK11, after a successful Flawless Block, you can spend 1 Defensive Meter and 1 Offensive Meter by inputting up+2 or up+3 to immediately counter-attack, much like you would do as one of your Getup options. While you don't decrease the block stun like in MK1, this special counter move can still punish some otherwise safe attacks. In either case, this mechanic is similar to Just Defend and Instant Blocking in other games.\nフローレスブロック (furōresu burokku) — Lit. flawless block",
125
+ "letter": "F",
126
+ "source": "https://glossary.infil.net/?l=F"
127
+ },
128
+ {
129
+ "term": "Flipout",
130
+ "definition": "Hitting someone out of the air so that they flip and land on their feet, rather than landing on their back with a knockdown. Each game handles its aerial hits differently; in some games, every aerial hit automatically causes a flipout, while in some games flipout doesn't exist at all, and every aerial hit ends in a knockdown.\n\nMost games, though, will have some moves specifically marked as able to flip out and others marked as knockdown. When you cause a flipout, usually it's because you're trying to perform an air reset, which can lead to a powerful mixup situation. After a flipout, you might walk under the opponent as they're falling, and then as soon as they land, you force them to guess what side you'll end up on. This mixup is very similar to a cross-up, but people will call it a cross-under in these situations.\n空中復帰 (kūchū fukki) — Lit. aerial return/reset\nSee video",
131
+ "letter": "F",
132
+ "source": "https://glossary.infil.net/?l=F"
133
+ },
134
+ {
135
+ "term": "Float",
136
+ "definition": "Hitting your Tekken opponent into the air in a way that doesn't involve using a launcher. For example, if you catch your opponent jumping and hit them with a quick attack, you will float them and can follow up with a combo almost as if you had launched them. There are other ways you can float your opponent, depending on which version of Tekken you're playing, so look out for them and capitalize with big damage.",
137
+ "letter": "F",
138
+ "source": "https://glossary.infil.net/?l=F"
139
+ },
140
+ {
141
+ "term": "Floaty",
142
+ "definition": "A character that does not fall very fast towards the stage. A common strength of floaty characters, like Jigglypuff for example, is that they can use their floatiness to be deceptive in the air, drifting in and out of range and maybe even attacking multiple times before landing. This is the opposite of being a fast-faller.\n軽いキャラ (karui kyara) — Lit. lightweight character",
143
+ "letter": "F",
144
+ "source": "https://glossary.infil.net/?l=F"
145
+ },
146
+ {
147
+ "term": "Floor Break",
148
+ "definition": "Punching someone through the floor, falling to the level below. Only a few Tekken stages will have destructible floors, so this is less common than the wall break or the balcony break, but if you do land one, you'll be able to continue the combo when you both land on the stage below. As with all Tekken \"breaks\", only certain moves can trigger a floor break.\n床破壊 (yuka hakai) — Lit. floor break",
149
+ "letter": "F",
150
+ "source": "https://glossary.infil.net/?l=F"
151
+ },
152
+ {
153
+ "term": "Flowchart",
154
+ "definition": "A basic strategy that can be followed in steps: if the current game state is X, just always do Y. Flowchart is usually used in a derogatory way to indicate a person that never thinks and always does the same thing (and usually loses in the same ways each time). But that said, there's certainly value in following a basic flowchart when you're learning a game. It can reduce the burden of learning everything up front and give you meaningful practice quickly.",
155
+ "letter": "F",
156
+ "source": "https://glossary.infil.net/?l=F"
157
+ },
158
+ {
159
+ "term": "Fly",
160
+ "definition": "A special move in some team games which allow the character to hover in the air for a set amount of time. While flying, you can typically attack, move around, and air dash until you get hit or you run out of flight time. Fly is often very strong in neutral to move around unpredictably, and you will usually use Fly and Unfly in combos if you manage to land a launcher.\n飛行 (hikou) — Lit. fly",
161
+ "letter": "F",
162
+ "source": "https://glossary.infil.net/?l=F"
163
+ },
164
+ {
165
+ "term": "Focus Attack",
166
+ "definition": "A system-wide mechanic in Street Fighter IV which let you absorb incoming attacks by holding MP and MK. You could then release the buttons at any time for a special attack, which might cause a crumple and a huge combo if timed correctly, or you could dash in either direction at any time and not activate the attack. While this has a lot of uses in neutral, its main use was canceling an attack directly into your absorbing pose for 2 stocks of super meter, which you could then dash out of to extend combos. Using it in this way was called a focus attack dash cancel, or FADC, and it was an extremely common tool used many times per match in SFIV.\n\nFocus attack, and in particular FADC, was a divisive mechanic. On one hand, it allowed for flashy, interesting combos and brightened up the otherwise fairly boring combo game of SFIV. On the other hand, it was the cause of several extremely strong defensive mechanics, such as making many dragon punches safe on block and lead to extremely high damage on hit, and the use of the four finger tech. For better and worse, focus attacks contributed to SFIV's unique feel and it has both its fans and its detractors. In Ultra SFIV, the final version of the game, a new mechanic called red focus was added.\nセービングアタック (sēbingu atakku) — Lit. saving attack\nSee video",
167
+ "letter": "F",
168
+ "source": "https://glossary.infil.net/?l=F"
169
+ },
170
+ {
171
+ "term": "Focus Attack Dash Cancel",
172
+ "definition": "Holding a focus attack and then, rather than releasing the buttons and attacking, inputting a dash to cancel the attack and dash instead. Specifically, FADC is used to refer to the 2-bar focus attack, those that were canceled off other attacks. You would then immediately dash cancel the focus, often before seeing any animation besides a quick yellow flash, and then continue the combo with other attacks or make yourself safe.\nセービングキャンセル (sēbingu kyanseru) — Lit. saving cancel\nセビキャン (sebi kyan) — Lit. abbreviation of セービングキャンセル\nSee video",
173
+ "letter": "F",
174
+ "source": "https://glossary.infil.net/?l=F"
175
+ },
176
+ {
177
+ "term": "Follow-up",
178
+ "definition": "An optional extension that can occur if you press more buttons after certain attacks. You may only have one option to extend (as is often the case with the classic rekka special move), or you may be able to choose between multiple follow-ups using different commands (like with most command dashes and demon flips). You can even use the term for concepts like target combos or strings, like \"after pressing MP, press MP again to do the follow-up\".\n\nYou might also hear this used to mean \"the next course of action\" in a general English sense, such as \"they earned the knockdown, now what's the follow-up?\" or \"your opponent is cornered, you need to follow up with some pressure\".\n追加技 (tsuika waza) — Lit. additional technique (used for extension attacks that have only one option)\n派生技 (hasei waza) — Lit. derivative technique (used for extension attacks that have two or more options)",
179
+ "letter": "F",
180
+ "source": "https://glossary.infil.net/?l=F"
181
+ },
182
+ {
183
+ "term": "Foot Position",
184
+ "definition": "The orientation a character is standing in Virtua Fighter. You can have your left foot forward (LFF) or right foot forward (RFF), and you can switch between these freely, including by using certain attacks which switch your foot position. Thinking about it in terms of feet is a little tricky though, so you might just want to think whether you can see your opponent's \"front\" or \"back\", and you'll learn how this influences the direction you want to do your Defensive Move in.\n\nYou might also hear discussion about \"open\" or \"closed\" stances. A closed stance is when both characters have the same foot position (that is, you can see one character's front and the other character's back), and an open stance is when they have opposite foot positions (you see both fronts or both backs). This has subtle implications on the fight, including making some juggle combos impossible if you're facing the opponent the wrong way.\n足位置 (ashi ichi) — Lit. foot position\n平行 (heikou) — Lit. parallel (for closed stance)\n八の字 (hachinoji) — Lit. figure of eight (for open stance; characters in opposite foot positions can be drawn like / \\. This looks like 八 (\"hachi\", Lit. eight), which is the origin of this term)",
185
+ "letter": "F",
186
+ "source": "https://glossary.infil.net/?l=F"
187
+ },
188
+ {
189
+ "term": "Footsies",
190
+ "definition": "A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using strong crouching kick attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.\n\nIn reality, footsies can mean different things to different people, and often combines lots of adjacent concepts. Some people think that footsies needs to be a grounded affair, between characters that don't jump and fight for space only by walking. While this is a good example, I think applying the term narrow-mindedly to only these situations is falling out of favor. As more people play more diverse fighting games, they are realizing that you get the \"feel\" of footsies in lots of different ways, and this battle for space can extend to the air, or to movement options beyond walking, quite easily. That said, using amazing footsies to perform an awesome whiff punish will never fall out of style.\n地上戦 (chijousen) — Lit. ground fight\n差し合い (sashi ai) — Lit. the act of attacking while weaving in and out of each other's attack range\n刺し合い (sashi ai) — Lit. stabbing match\n足払い合戦 (ashibarai gassen) — Lit. leg sweep battle\nSee video",
191
+ "letter": "F",
192
+ "source": "https://glossary.infil.net/?l=F"
193
+ },
194
+ {
195
+ "term": "Footstool",
196
+ "definition": "Jumping off someone's head, using them as a springboard and sending them downwards. As soon as you are right above your opponent's head, simply press jump and bounce off their head.\n\nThis technique was first introduced in Smash Bros. Brawl and has been in every Smash game since. People have found creative uses of footstooling in combos and during edge-guarding, particularly for gimps, but it's a little tough to use properly since you will not be able to footstool someone downwards if they are doing an attack.\n踏み台ジャンプ (fumidai janpu) — Lit. stool/springboard jump\n踏みつけ (fumitsuke) — Lit. step on\nSee video",
197
+ "letter": "F",
198
+ "source": "https://glossary.infil.net/?l=F"
199
+ },
200
+ {
201
+ "term": "Force Function",
202
+ "definition": "A unique ability for each character in Under Night In-Birth, done by pressing B+C. Depending on the character, it might be an attack, a throw, a new movement option, a dodge, or something else entirely. Force Functions are powerful, so they will cost you one square of your GRD gauge to use (or, if you don't have any GRD, it will build one square for your opponent). It's best to think of them like a cool special move that isn't mapped to a motion command, a bit like Street Fighter V's V-Skill.\nフォースファンクション (fōsu fankushon) — Lit. force function\nSee video",
203
+ "letter": "F",
204
+ "source": "https://glossary.infil.net/?l=F"
205
+ },
206
+ {
207
+ "term": "Force Roman Cancel",
208
+ "definition": "A type of Roman Cancel in the Guilty Gear XX series of games, commonly abbreviated to FRC. The good side: FRCs only cost 25% of your Tension gauge instead of the normal 50%, making them a very economical and powerful use of meter. The bad side: FRCs can't be performed on just any old move. It's only possible on a small subset of moves (often on projectiles), and the timing is notoriously tight, often just a couple frames of leeway during a very specific part of the move's animation. But when you get used to the precision needed, you can generate some pretty effective pressure at a very low meter cost. FRCs generate a blue circle around your character.\nフォースロマンキャンセル (fōsu roman kyanseru) — Lit. force roman cancel\n青色ロマンキャンセル (ao iro roman kyanseru) — Lit. blue roman cancel\n青キャン (aokyan) — Lit. abbreviation of 青色ロマンキャンセル\nSee video",
209
+ "letter": "F",
210
+ "source": "https://glossary.infil.net/?l=F"
211
+ },
212
+ {
213
+ "term": "Force Stand",
214
+ "definition": "When an attack forces a crouching opponent to stand up when it hits them. This is particularly useful when a follow-up combo does not work against a crouching opponent. Including an attack that \"forces stand\" in the combo will make sure the opponent is no longer crouching and that the rest of the combo works fine.\n強制立たせ (kyousei tatase) — Lit. force stand\nSee video",
215
+ "letter": "F",
216
+ "source": "https://glossary.infil.net/?l=F"
217
+ },
218
+ {
219
+ "term": "Forced Knockdown",
220
+ "definition": "A system in Street Fighter 6 where hitting someone out of the air with a normal in certain situations causes a knockdown rather than a flipout. Typically, powerful airborne special moves will have this property attached to them (for example, Ken's Dragonlash Kick, Blanka's Horizontal Ball, or Dhalsim's Teleport), and if you manage to hit them with a normal during this move, you'll be rewarded with a chance to juggle the opponent before they hit the ground. Watch for the \"Forced Knockdown\" message to appear in these situations. You can likely get more damage than you expect!\nSee video",
221
+ "letter": "F",
222
+ "source": "https://glossary.infil.net/?l=F"
223
+ },
224
+ {
225
+ "term": "Forward",
226
+ "definition": "Another name for medium kick. \"Low forward\" means crouching medium kick and is a common phrase you'll hear in Street Fighter games. And, of course, it could also mean holding forward on the analog stick. Yes, that means if you want to talk about a command normal that uses medium kick while holding the forward direction, you might have to parse the phrase \"forward forward\" at some point.\n中キック or 中K (chū kikku) — Lit. medium kick\n中足 (chū ashi) — Lit. medium leg (only used for low attacks)",
227
+ "letter": "F",
228
+ "source": "https://glossary.infil.net/?l=F"
229
+ },
230
+ {
231
+ "term": "Four Finger Tech",
232
+ "definition": "A close-range defensive technique in Street Fighter IV where you would press four buttons, namely LP+LK+MP+MK, and then input backdash quickly afterwards. This was a powerful option select which overlaps the command for a throw tech (LP+LK) with a focus attack (MP+MK). If the opponent tried to throw you, you would tech the throw. If they tried to attack you, instead the focus attack would come out and you would absorb the hit and immediately use your invincible backdash to get to safety. In many matchups, this was a powerful catch-all defensive option that required some real study, or a strong read, to defeat.\nセビグラ (sebi gura) — Lit. saving grapple",
233
+ "letter": "F",
234
+ "source": "https://glossary.infil.net/?l=F"
235
+ },
236
+ {
237
+ "term": "Foxtrotting",
238
+ "definition": "A movement technique where you begin a dash, release your stick to neutral as your initial dash animation completes, then do it again. You never truly enter your full run animation, but instead just repeat your run's startup over and over, which for some characters can be faster and trickier than actually running. It's just yet another way to move around in Smash Bros., like the dash dance or wavedashing.",
239
+ "letter": "F",
240
+ "source": "https://glossary.infil.net/?l=F"
241
+ },
242
+ {
243
+ "term": "Frame",
244
+ "definition": "A unit used to measure time in a fighting game. Most fighting games operate at 60 frames per second, which means one frame is 1/60th of a second, or about 16 milliseconds, and you can't break this unit down any further. A frame is the core unit used in frame data, which measures the properties of moves in a fighting game, such as how long they take to execute, or which character gets to act first if a move is blocked.\n\nSome players, especially beginners, get intimidated when the word \"frame\" comes up, as if it's some arcane magic. If this is you, instead try to think of a frame as a relative unit. Let's say move A starts up in 3 frames and move B starts up in 4 frames. You might think why do we care about a 16 millisecond difference? There's no way to visually tell the difference between these... and you'd be absolutely right! Don't think of it that way. Instead, think that move B is \"1 frame slower\" than move A, so in situations where both fighters get to attack at the same time, move A is going to hit first. Imagine it as a way to compare two moves, rather than something you're supposed to notice visually, and you'll find yourself making sense of it more quickly.\nフレーム (furēmu) — Lit. frame\nSee video",
245
+ "letter": "F",
246
+ "source": "https://glossary.infil.net/?l=F"
247
+ },
248
+ {
249
+ "term": "Frame Advantage",
250
+ "definition": "Describes who recovers first when a move hits or is blocked. If you use an attack that recovers before the opponent leaves block stun (or hit stun), you get control of your character back first and can attack before the opponent, if you want. This means you \"have frame advantage\", and it's the same thing as being plus. You can also just ask \"what's the frame advantage on that move?\" to find out if you are plus or minus.\n\nHaving positive frame advantage is a bit stronger than just merely being safe, since being safe will also include a few moves that are minus (just not so minus that they can be punished). You'll hear people give advice like \"I'm advantage there, don't press a button\" and when you're first picking up fighting games, you should pay attention.\n有利フレーム (yūri furēmu) — Lit. advantage frame",
251
+ "letter": "F",
252
+ "source": "https://glossary.infil.net/?l=F"
253
+ },
254
+ {
255
+ "term": "Frame Data",
256
+ "definition": "A complete list of the inner workings of every move in a fighting game. Pretty much everything will be measured with frames, a fighting game's fundamental building block of time. You can learn the startup, active, and recovery frames of each move, what the frame advantage is when the move hits or is blocked, how much damage each move does, and any other special properties the move might have, like hitting overhead or low.\n\nFrame data can intimidate people, because it's a giant spreadsheet that looks pretty overwhelming. But, really, frame data is not intended to be memorized like a list of formulas for your high school math class. The two most important numbers are the startup of a move (\"how fast is it?\") and how safe or unsafe the move is if it gets blocked (\"how risky is it to use?\"). When you're getting started with frame data, you can generally skip all the other numbers and focus on these. Look for fast moves, and safe moves, then try these out in matches and see how you do! Then, when you get more practice with the game, the other numbers will make more sense naturally.\nフレーム表 (furēmu hyou) — Lit. frame table\nSee image",
257
+ "letter": "F",
258
+ "source": "https://glossary.infil.net/?l=F"
259
+ },
260
+ {
261
+ "term": "Frame Kill",
262
+ "definition": "Whiffing attacks on purpose in order to very specifically time another attack. Let's say that, after you've knocked down your opponent, you want to try to perform a safe jump. But if you were to jump immediately, you'd be too early and your opponent would still be knocked down. After a bit of clever math and the help of some frame data, you realize you need to wait for 17 frames before jumping, and then the timing will be perfect.\n\nOne option is to just try and get a sense for what 17 frames \"feels like\" and time it manually, but this is pretty difficult so people quickly tried to find something more reliable. For example, if you know that one of your moves takes exactly 17 frames to execute from start to finish, this is way better — simply whiff that move and you'll have \"killed\" those 17 frames perfectly with no need for guesswork or eyeballing anything. If you see people whiffing moves nonsensically when their opponent is knocked down, they're almost certainly setting up the timing for a future attack. It's closely linked with the concept of an attack being autotimed.\nフレーム消費 (furēmu shouhi) — Lit. frame consumption\nSee video",
263
+ "letter": "F",
264
+ "source": "https://glossary.infil.net/?l=F"
265
+ },
266
+ {
267
+ "term": "Frame Trap",
268
+ "definition": "Two attacks back-to-back that leave a very small gap between them. The gap will be shorter than the defender's fastest attack, which means if they try to attack with a normal, they will get counter hit. Finding effective frame traps requires some basic understanding of frame data (or finding a good Youtube tutorial that has done the work for you!); you'll usually be looking for an attack that is plus on block, which lets you attack before your opponent afterwards, then swinging with a fast attack that \"traps\" your opponent who foolishly thought they could swing themselves.\n\nFrame traps aren't foolproof, though. You can usually just continue to block and be fine until your opponent gets pushed out of range. Or, if you're feeling risky, you can try to get through the opponent's attack with an invincible reversal, which doesn't care about your opponent's pesky frame advantage.\n暴れ潰し (abare tsubushi) — Lit. rage crusher (see abare)\nSee video",
269
+ "letter": "F",
270
+ "source": "https://glossary.infil.net/?l=F"
271
+ },
272
+ {
273
+ "term": "Free",
274
+ "definition": "Being super easy to beat. Calling someone free is a pretty big deal, so you better be able to back it up if they challenge you. It's kind of related to getting bodied, but I think being called free feels worse.\n\nFree can also mean using a move as a guaranteed punish. You might hear \"that move is -3 on block, so you get a free DP\" to indicate that doing a DP after blocking the move will always hit the opponent.\n楽勝 (rakusho) — Lit. easy win",
275
+ "letter": "F",
276
+ "source": "https://glossary.infil.net/?l=F"
277
+ },
278
+ {
279
+ "term": "Freefall",
280
+ "definition": "A Smash Bros. state where your character can do nothing but fall towards the stage. You can steer left and right a little bit, and maybe fast fall, but you can't attack or air dodge; you're just in a total free fall, open to all punishment, until you touch the stage or you hit a blast zone and die. Most characters will enter this helpless state after doing their up+B or side+B recovery special moves, or (in some games) do an air dodge. It's not such a big deal as long as you have a plan for how you're going to land or grab the edge, but if you don't, don't expect to survive.\nしりもち落下 (shirimochi rakka) — Lit. pratfall/fall on one's behind",
281
+ "letter": "F",
282
+ "source": "https://glossary.infil.net/?l=F"
283
+ },
284
+ {
285
+ "term": "Freestyle Fuse",
286
+ "definition": "A Fuse in 2XKO that makes your handshake tags better by letting you tag twice each time you call your assist. Normally, once you handshake tag, the character you aren't controlling just leaves the screen after a short pause, but in Freestyle Fuse, you can choose to swap back to them. This puts your assist on a 6-second cooldown (much higher than the normal 2 seconds), but will grant you access to lots of new mixups and pressure sequences.\n\nThis Fuse is particularly potent if you're able to find ways to sneak behind your opponent after calling an assist. You'll be able to handshake tag multiple times to teammates who are on opposite sides of the opponent, leading to sequences that can be really tough to block.\nフリースタイル (furī sutairu) — Lit. freestyle",
287
+ "letter": "F",
288
+ "source": "https://glossary.infil.net/?l=F"
289
+ },
290
+ {
291
+ "term": "Friendship",
292
+ "definition": "A finishing attack performed after winning a game of Mortal Kombat that shows some playful act of friendship between the two characters. This is in stark contrast to the Fatality, which gruesomely murders the opponent, but they serve the same purpose.\nフレンドシップ (furendo shippu) — Lit. friendship",
293
+ "letter": "F",
294
+ "source": "https://glossary.infil.net/?l=F"
295
+ },
296
+ {
297
+ "term": "Function",
298
+ "definition": "A character's moveset or playstyle on a functional level, completely devoid of any attachment to their appearance or name. This term became a meme after an interview with longtime FGC player Combofiend while he was working on Marvel vs. Capcom: Infinite, who had to repeatedly answer questions about roster exclusions for the press despite not having any control over that himself.\n\nWhen a website asked why popular characters like Magneto were not in the game, Combofiend remarked that Ultron plays very similarly and \"these characters are just functions\". He was implying that if you really want to have an 8-way air dash like Magneto, just play his replacement character instead because it's all the same in the end. This answer took on a life of its own immediately, and you might hear someone snidely remark that a shoto archetype in a non-Street Fighter game is just a \"Ryu function\" on occasion.",
299
+ "letter": "F",
300
+ "source": "https://glossary.infil.net/?l=F"
301
+ },
302
+ {
303
+ "term": "Fundamentals",
304
+ "definition": "A collection of basic skills that will help you win in virtually every fighting game. These include the ability to keep a good range, play footsies, anti-air when the opponent jumps, react to moves with high startup, and condition the opponent so they panic before you. Good fundamentals are the bedrock of a solid player, and once you have enough practice, you can transfer these skills between games, even if the systems are very different.\n基礎 (kiso) — Lit. fundamental",
305
+ "letter": "F",
306
+ "source": "https://glossary.infil.net/?l=F"
307
+ },
308
+ {
309
+ "term": "Fury",
310
+ "definition": "A powered-up state you can enter once you have only one character left and you perform a Fury Break. The Fury state lasts for about 20 seconds and you'll be glowing red the whole time. While in Fury, you'll do more damage, move around the screen faster, recover health more quickly, do way more chip damage, and you can also cancel all grounded normals and specials into dashes for much scarier offense. Fury has similarities to older comeback mechanics like Marvel vs. Capcom 3's X-Factor, but you'll have to hold on to your valuable Break gauge until a character dies in order to use it.\nフューリー (fyūrī) — Lit. fury",
311
+ "letter": "F",
312
+ "source": "https://glossary.infil.net/?l=F"
313
+ },
314
+ {
315
+ "term": "Fury Break",
316
+ "definition": "A stronger version of 2XKO's Break mechanic that you can use only when you are down to your last character (either because your first character died, or you are using the Juggernaut or Sidekick Fuses). After performing a Fury Break, you enter the powerful Fury state for about 20 seconds, giving you a real chance at a comeback.\n\nIn addition to being able to use Fury Break to escape combos in the same ways as regular Break, you can also use Fury Break on offense in your own combos! You can cancel certain attacks into Fury Break and wall bounce the opponent for a combo extension. You can also activate Fury Break while your character is in neutral, and your Fury bonus lasts a bit longer if you do it this way. This extra versatility gives you a few ways to turn on your powerful Fury state without having to wait to get hit.\nフューリーブレイク (fyūrī bureiku) — Lit. fury break",
317
+ "letter": "F",
318
+ "source": "https://glossary.infil.net/?l=F"
319
+ },
320
+ {
321
+ "term": "Fuse",
322
+ "definition": "A set of unique system mechanics you choose to apply to your 2XKO team on the character select screen. What Fuse you pick influences a lot of things about how your team will work, including changes to handshake tag and assists, how you can use supers, and even whether you're controlling one or two characters. Here's a summary of the five Fuses in 2XKO, but you can always click the header for each term to learn more:\n\nDouble Down: A Fuse that makes supers stronger. You can chain together supers between your first and second character and handshake tag during supers.\n\n2X Assist: A Fuse that makes assist calls stronger. After calling an assist, you can perform a second assist action any time before that character leaves the screen.\n\nFreestyle: A Fuse that makes handshake tagging stronger. You can perform two tags during any single assist call.\n\nSidekick: A Fuse which eases you into controlling two characters at once. Your second character has no health bar and can't be tagged in, but you can call their assist and they have special tools to empower the point character.\n\nJuggernaut: A Fuse for people who only want to control one character. You'll have no access to tagging or assists, but your sole character is massively beefed up with extra health and super meter.\n\nLike similar systems before it (such as Alpha 3's ISMs and Capcom vs. SNK 2's Grooves), your Fuse choice is basically as important as your character choice, and you'll notice lots of cool variations in strategy when different Fuses are used.\nヒューズ (fyūzu) — Lit. fuse",
323
+ "letter": "F",
324
+ "source": "https://glossary.infil.net/?l=F"
325
+ },
326
+ {
327
+ "term": "Fuzzy",
328
+ "definition": "A confusing term with two main meanings.\n\nSometimes people try to block two directions (like high and low, or left and right) nearly at the same time so it's harder to land a mixup on them. I talk about this over at fuzzy guard. Other times, people will try to hit players trying to crouch block with an attack that only hits on standing characters. I talk about this at fuzzy attack. Most people refer to both of these things just as a \"fuzzy\" though.\n\nGenerally, whenever somebody uses the term \"fuzzy\", they are talking about a situation where a character is trying to be in two states \"at once\" (that is, kind of a fuzzy middle ground between the states). So, maybe a character tries to block multiple directions at once, or you exploit a character who is trying to crouch but is actually standing. Whenever people freestyle with the term, talking about things like \"fuzzy backdash\" or \"fuzzy jump\", what they're almost always referring to is blocking first, and then doing that action a few frames later. By inputting these actions so close together, you will often block if your opponent attacks, and do the other thing if your opponent does not attack. Thinking about the term fuzzy as an option select in this context will usually make the most sense.\nファジー (fajī) — Lit. fuzzy\nファジーガード (fajī gādo) — Lit. fuzzy guard\nF式 (efu shiki) — Lit. F style/technique (refers to a fuzzy attack)",
329
+ "letter": "F",
330
+ "source": "https://glossary.infil.net/?l=F"
331
+ },
332
+ {
333
+ "term": "Fuzzy Attack",
334
+ "definition": "An offensive technique where you exploit a character trying to crouch block an attack, but the game still thinks they are standing up. It's one of a few possible ways to use the term fuzzy, along with fuzzy guard.\n\nThere are two common reasons for this \"mismatch\" between your inputs and your character's standing or crouching state. One reason is that, in many games, your character's hurtbox will be locked in position for as long as they are in block stun from the previous attack. This means if your opponent hits a very deep jumping attack on you, your character will be stuck standing up for quite a while, even if you move your joystick to a crouch block position. The other possible reason is that in some games, after you block an attack while standing, there is a 1 frame \"transitional\" period where trying to crouch block keeps your hurtbox briefly the same as your standing state.\n\nEither way, this mismatch exists for a small window — your character is standing up, but you are holding down-back, trying to crouch block. And no matter the reason, the end result is the same too! You can be hit by attacks that would normally whiff on a crouching character, even though you are trying to crouch. It's easiest to see when you block a jumping attack, then try to play good defense by switching to crouch block. You'll find you can be hit by some instant overheads during this brief \"fuzzy\" state you find yourself in.\n\nThese fuzzy setups tend to be extra effective on super tall characters, whose standing hurtbox is tall enough to be exposed to more attacks. And they often need a specific setup to work, as it's hard to pull them off on a whim. But fuzzy attacks are scary and powerful when used correctly, and these mixups are especially potent late in a round.\nF式 (efu shiki) — Lit. F style/technique (F is a famous Guilty Gear Venom player who introduced this technique to many people)\nSee video",
335
+ "letter": "F",
336
+ "source": "https://glossary.infil.net/?l=F"
337
+ },
338
+ {
339
+ "term": "Fuzzy Guard",
340
+ "definition": "A technique where you try to change your block very precisely in order to cover multiple directions (like high/low, or left/right). One of a few possible definitions of the term fuzzy.\n\nLet's take a theoretical example; suppose there's a character with a special move that has a high and low option at the end. If we check out the frame data, we find that the low attack starts in 20 frames, and the high attack starts in 23 frames. Rather than try to pull off some unlikely reaction to the high/low part, you instead block low for 20 frames, then switch to a high block between frames 21 and 23.\n\nIf you were successful, this will block both options and you didn't have to think! It does require some pretty precise timing though, and if your opponent can delay the attacks at all, it'll throw everything off and you'll probably get smoked. You also can't fuzzy two options if they can hit at the same time, since there is no window in between the attacks to do the switch. But a fuzzy guard is a player trying to hit this narrow window, where switching your blocking direction will catch multiple possibilities.\nファジーガード (fajī gādo) — Lit. fuzzy guard\nSee video",
341
+ "letter": "F",
342
+ "source": "https://glossary.infil.net/?l=F"
343
+ }
344
+ ]
pasta_json/glossary_G.json ADDED
@@ -0,0 +1,242 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "G-Cancel",
4
+ "definition": "A way for you to stop inputting your current string in Virtua Fighter and start inputting a new one from the beginning. To do this, simply press G any time you're attacking to \"clear\" the game's memory of your current string; because of that, you'll also hear this called G-Clearing.\n\nAs an example, let's say that you want to hit neutral punch (P), and then neutral punch again as soon as the first attack is over. This is difficult, because the large input buffer in Virtua Fighter will always try to give you your character's unique 2-hit PP string instead. Instead, hit G after the first P to perform a G-Cancel. You won't see any guard animation, but your second P will now be treated as if it was pressed in neutral, allowing you to \"start over\" with a new string whenever you want. G-Canceling is a crucial tool for inputting certain juggle combos that need to deftly avoid getting the wrong string.\nGキャンセル (G kyanseru) — Lit. G cancel\nSee video",
5
+ "letter": "G",
6
+ "source": "https://glossary.infil.net/?l=G"
7
+ },
8
+ {
9
+ "term": "Game",
10
+ "definition": "A collection of rounds after which a winner will be decided. In most fighters, a game is decided after a player wins 2 rounds, but in some other fighters such as Tekken, it is more common to win 3 rounds. In fighting games with multiple health bars, such as Killer Instinct and the Marvel vs. Capcom series, a game ends after all health bars for one player have been depleted.",
11
+ "letter": "G",
12
+ "source": "https://glossary.infil.net/?l=G"
13
+ },
14
+ {
15
+ "term": "Gap",
16
+ "definition": "How long your character has returned to neutral in between blocking (or getting hit by) two attacks. Like all discussions of time in fighting games, it's measured in frames. While you're in neutral, you can take any action, but be careful! If you are only in neutral for a few brief frames, there are some actions you won't want to take, especially if your opponent is looking to do a frame trap.\n\nIf your character blocks two attacks and there is no gap at all, we'll call that a true block string or say the offense is tight (it's also quite related to the Tekken concept of jailing). Sometimes players will just ask \"is there a gap in that string?\" just so they know whether they even have the option to do anything except block. Maybe if there's a gap they'll sometimes try a reversal to escape.\n隙間 (sukima) — Lit. gap\nSee video",
17
+ "letter": "G",
18
+ "source": "https://glossary.infil.net/?l=G"
19
+ },
20
+ {
21
+ "term": "Gatling",
22
+ "definition": "A Guilty Gear term that just means canceling a normal attack into another normal attack. These are often called chains, strings, or target combos in other games, and the concept is pretty much the same here. How gatlings work depend on which version of Guilty Gear you're playing; in some games you can mostly cancel any attack into any other attack of equal or higher strength, whereas in a game like Guilty Gear Strive, you're more limited to only certain cancels.\nガトリング (gatoringu) — Lit. gatling\nSee video",
23
+ "letter": "G",
24
+ "source": "https://glossary.infil.net/?l=G"
25
+ },
26
+ {
27
+ "term": "Gauge",
28
+ "definition": "Mostly synonymous with meter. Basically, it's the physical on-screen representation of how much of some resource you have (for example, a measure of how much super meter you have). You'll hear this called your \"meter\", \"super meter\", or \"super gauge\" kind of interchangeably. Meter is the much more common English term, while gauge is used in Japanese.\nゲージ (gēji) — Lit. gauge",
29
+ "letter": "G",
30
+ "source": "https://glossary.infil.net/?l=G"
31
+ },
32
+ {
33
+ "term": "Gem",
34
+ "definition": "Accessories in Street Fighter x Tekken that could be equipped to your team and provided buffs during the fight. Each character could equip up to three gems, which would activate after certain conditions were met (for example, \"land 5 attacks\") and would give you a unique benefit (for example, \"10% more damage for 20 seconds\"). It was an attempt to bring diversity to the game, where \"my Ryu plays differently from your Ryu\" due to our gem selections.\n\nGems have an extremely contentious history. Due to pre-order bonuses and other marketing tricks, gems were pay to win at first; the paid gems either had strictly better stats than the others, or did game-breaking things like auto-block all attacks. The UI for selecting from among the 200+ gems was miserable, so their use in tournaments was impossible. Capcom later standardized 5 different \"tournament legal\" sets in the SFxT ver. 2013 update and baked them into character select, but these did not allow for any creative builds like they envisioned when they made the feature. Many players eventually just agreed to play without any gems equipped, cementing this feature as a low point in Capcom's portfolio.\nジェム (jemu) — Lit. gem",
35
+ "letter": "G",
36
+ "source": "https://glossary.infil.net/?l=G"
37
+ },
38
+ {
39
+ "term": "Genei Jin",
40
+ "definition": "An install super for Yun in the Street Fighter series. I'll be talking about the version in Street Fighter III: 3rd Strike, which is notably one of the most powerful supers in fighting game history. Yun activates a special custom combo mode that lets him cancel attacks together repeatedly, gain huge frame advantage on all his attacks, and string together long juggle combos that can do huge damage. In addition, the length of the super gauge is short, which means it is quite common for Yun to finish one activation and use it again only a few seconds later.\n\nThe super is so powerful that building meter for Genei Jin is Yun's plan for the start, middle, and end of every round. When he doesn't have the meter, he will often run away and build meter safely from a distance so he can activate it and charge in. When he does have meter, he will create virtually inescapable mixups involving strikes and command throws, deal damage, then repeat the process. Despite how degenerate Genei Jin is, using it effectively takes quite a bit of practice and experience (especially for things like the daipan loop), so you'd best get to training.\n幻影陣 (gen'ei jin) — Lit. phantom formation\nSee video",
41
+ "letter": "G",
42
+ "source": "https://glossary.infil.net/?l=G"
43
+ },
44
+ {
45
+ "term": "Generics",
46
+ "definition": "A set of moves in Tekken that are (mostly) shared between characters and serve similar gameplay purposes no matter the character you pick. You can think of it sort of like the meat and potatoes of a Tekken character. Common moves that would be considered generics include DF1 (a common fast mid), DF2 (a fast launcher), D3 and D4 (common low pokes), and DB1 (a crouching jab). If a character has \"good generics\", the frame data and range of these attacks will tend to be above average compared to the rest of the cast. The developers can also tweak the generics in unique ways to give certain characters a very different flavor to everyone else.\n基本技 (kihon waza) — Lit. basic technique\n共通技 (kyoutsū waza) — Lit. common technique",
47
+ "letter": "G",
48
+ "source": "https://glossary.infil.net/?l=G"
49
+ },
50
+ {
51
+ "term": "Gentleman",
52
+ "definition": "A slang term for Captain Falcon's neutral A attack when it ends on the third hit, a fast knee to the face, and does not continue to the rapid punches part of the move you'd normally get if you were mashing A. This \"shortened\" version of Falcon's neutral A is a better option during combos and pressure, but in Smash Bros. Melee, it is notoriously difficult to perform and players tried to develop their own methods for doing it more consistently. The name comes from a Japanese player with the tag \"gentleman\", who won a bet with American Smash legend Isai on who could perform the technique more frequently.\nマッハパンチキャンセル (mahha panchi kyanseru) — Lit. mach punch cancel\nSee video",
53
+ "letter": "G",
54
+ "source": "https://glossary.infil.net/?l=G"
55
+ },
56
+ {
57
+ "term": "Get-Up Attack",
58
+ "definition": "A universal attack every character can execute in 2XKO simply by holding either the S1 or S2 buttons as they are rising from a knockdown. You'll know you did it when your character emits a blue bubble and \"Get-Up Attack\" appears as a message on screen. This attack is fully invincible, which means you can blow through your opponent's offense, but if your opponent blocks or evades this move, they'll get to punish you heavily.\n\nBecause it shares so many similarities with the standard reversal dragon punch, you'll probably hear it called a \"DP\" more often than not. Note that if you choose to roll while you are knocked down, you forfeit your ability to do a get-up attack. You'll have to sit still if you want to try it. And as the name implies, you can't attempt this move after leaving block stun or after flipping out of an air combo, as you might with reversal attacks in other games.\n起き上がり攻撃 (okiagari kougeki) — Lit. wake up attack",
59
+ "letter": "G",
60
+ "source": "https://glossary.infil.net/?l=G"
61
+ },
62
+ {
63
+ "term": "Getup",
64
+ "definition": "A set of system-wide actions you can take in Mortal Kombat 11 as you are waking up. You can do a \"Getup Attack\", which is effectively a reversal attack; this costs 1 Defensive Meter and 1 Offensive Meter and you can pick between an invincible but low damage attack, or an attack that starts a combo but isn't invincible. You can also tech roll either backwards or forwards for just 1 Defensive Meter, although like most rolls, this can be thrown if your opponent predicts it. You can also do a Delayed Getup (for free), which keeps your back on the ground a little longer and might mess up your opponent's attack timing.\n起き上がり (oki agari) — Lit. raise up",
65
+ "letter": "G",
66
+ "source": "https://glossary.infil.net/?l=G"
67
+ },
68
+ {
69
+ "term": "gg",
70
+ "definition": "An abbreviation for \"good game\" (or its plural, ggs, for \"good games\"), often said at the end of a long set of matches. Saying \"gg\" is not a fighting game-specific thing by any means, and sometimes you'll be forced to say ggs even if they were actually bgs. It's just how it goes.",
71
+ "letter": "G",
72
+ "source": "https://glossary.infil.net/?l=G"
73
+ },
74
+ {
75
+ "term": "GGPO",
76
+ "definition": "An abbreviation of \"good game, peace out\". While the term started as a phrase said to your opponent after finishing a session, it's now known primarily as the abbreviation for software that helps developers implement rollback netcode into their games. The terms \"rollback\" and \"GGPO\" are kinda interchangeable for this reason, even though you can code your own rollback solution without using the GGPO branded middleware.\n\nGGPO is now free to use under the MIT license, and you can read more about it and download its open-source code on the GGPO website.\nGGPO (written in English)",
77
+ "letter": "G",
78
+ "source": "https://glossary.infil.net/?l=G"
79
+ },
80
+ {
81
+ "term": "Gimmick",
82
+ "definition": "A plan of attack that requires either the element of surprise or a lack of knowledge from your opponent to work. The term is often meant in a negative way towards a strategy that wouldn't possibly work against well-prepared opponents, or something that can only work in the short term until your opponent understands the trick.\n\nThe term can also refer to a player who uses one linear but mostly effective strategy to beat lower skilled opponents, but who loses convincingly, with no backup strategy, when playing against better players who can defend properly. It may sound like gimmicks are kinda bad, but there's no better feeling in fighting games than to hit someone with a good one.\nネタ (neta) — Lit. trick, secret\nわからん殺し (wakaran goroshi) — Lit. killing someone with something they don't understand",
83
+ "letter": "G",
84
+ "source": "https://glossary.infil.net/?l=G"
85
+ },
86
+ {
87
+ "term": "Gimp",
88
+ "definition": "Intercepting a character who is trying to recover back to the stage and killing them, usually with a weak attack or technique not meant to deliver powerful knockback. The general goal is to interfere with their preferred method of recovery so they are at risk of dying at low percentages. Maybe you will knock Donkey Kong downwards so his mostly-horizontal recovery doesn't have the height to get back on the stage, or maybe you will try to absorb Ness's PK Thunder so he falls helplessly to his death. Early gimps can cause huge momentum swings in a match, so be careful.\nギンプ (ginpu) — Lit. gimp\n低パーセントで撃墜する (tei pāsento de gekitsui suru) — Lit. low percent kill\nSee video",
89
+ "letter": "G",
90
+ "source": "https://glossary.infil.net/?l=G"
91
+ },
92
+ {
93
+ "term": "Glass Cannon",
94
+ "definition": "A character that has very low health, but a ton of exceptional tools for movement, offense, damage, and often defense too. They're kind of an \"all or nothing\" character; you have all the tools necessary to implement lots of different gameplans and do huge grips of damage if you land a hit, but if you make a mistake and get touched yourself, you might explode.\n\nGlass cannons usually end up being strong characters, but like their related cousins, the pixies, they can be very stressful to play in tournament since you are on the knife's edge in every match. Examples include Mira from Killer Instinct, Akuma from many Street Fighter titles, and Phoenix from Marvel vs. Capcom 3.",
95
+ "letter": "G",
96
+ "source": "https://glossary.infil.net/?l=G"
97
+ },
98
+ {
99
+ "term": "Gold Throw",
100
+ "definition": "A throw that you attempt while your opponent is in block stun, or has very recently left block stun. Several gold rings will appear around the opponent to indicate this \"worse\" version of a throw. Gold throws allow for considerably longer throw tech windows, making it possible to tech throws on reaction, and therefore making tick throws in Under Night quite a bit less valuable. BlazBlue has a very similar mechanic, and the indicator in that game is purple exclamation marks over your head, so it's called a Purple Throw there.\n金投げ (kin nage) — Lit. gold throw",
101
+ "letter": "G",
102
+ "source": "https://glossary.infil.net/?l=G"
103
+ },
104
+ {
105
+ "term": "Gorilla",
106
+ "definition": "A character who wants to get in your face by whatever means necessary and start swinging wildly, knowing that whatever move they randomly choose will be very hard to stop. Gorillas tend to not care about trifling things like \"thinking\" or \"playing neutral\"... no, they're going to do some full screen move that is unnecessarily hard to punish and then do something wild that seems to always hit you. Gorillas can be very fun to play, but also very frustrating to play against. Playing solid against them can work, but sometimes you just need to try and match their level of crazy instead.\nゴリラ (gorira) — Lit. gorilla\n脳筋キャラ (noukin kyara) — Lit. musclebrain/meathead character",
107
+ "letter": "G",
108
+ "source": "https://glossary.infil.net/?l=G"
109
+ },
110
+ {
111
+ "term": "Gougi",
112
+ "definition": "A system in Fighting EX Layer that lets you choose a set of 5 rule-breaking buffs to your character. Each buff individually triggers after you have met some condition in the middle of the match (like, attacking your opponent 10 times, or using a set amount of super meter). Some of the benefits are relatively mild, like increasing your super meter gain by 10% for the rest of the match, while others can be absolutely wild, like gain permanent hyper armor on everything, freely cancel blocking into any special or super move, or turning invisible every time you dash. You can't freely customize your Gougi, though, you must choose one of the preset \"decks\" containing 5 buffs and use that.\n強氣 (gougi) — Lit. strong mind/will\nSee image",
113
+ "letter": "G",
114
+ "source": "https://glossary.infil.net/?l=G"
115
+ },
116
+ {
117
+ "term": "Gouki",
118
+ "definition": "The Japanese name for Akuma. Like with Vega, M. Bison and Balrog, there are some naming differences between some characters in the Japanese and English versions.\n豪鬼 (gouki) — Lit. great demon",
119
+ "letter": "G",
120
+ "source": "https://glossary.infil.net/?l=G"
121
+ },
122
+ {
123
+ "term": "Grab Release",
124
+ "definition": "The animation of you popping free of your opponent's grab in Smash Bros. This can happen if you mash hard enough while they are pummeling you and you escape before the throw is completed, or if the throw can't be completed for any other reason (say, for example, the platform you're standing on disappears under your feet during the throw). There are a few variations on this, including quickly landing on the ground or popping into the air, each with their own nuances. In Brawl, some characters could get chain grabbed infinitely by pummeling them, intentionally letting them release from the grab, and then regrabbing them when they land.\nつかみ抜け (tsukami nuke) — Lit. grab escape/break-free/slip-out",
125
+ "letter": "G",
126
+ "source": "https://glossary.infil.net/?l=G"
127
+ },
128
+ {
129
+ "term": "Grappler",
130
+ "definition": "A character whose primary offensive tools are throws and command throws. Grapplers usually move and jump slowly and fight poorly from long distances, but are terrifying when they get close to their opponent and apply their very strong throw-based mixups. Examples include Zangief from Street Fighter and Potemkin from Guilty Gear.\n\nA character that frequently uses command throws, but has better ways to move around the screen than traditional grapplers, are sometimes called \"hybrid\" or \"pseudo\"-grapplers. Grappler players live for that one moment when they can get close and win back all the damage they took trying to close the gap.\n投げキャラ (nage kyara) — Lit. throw character",
131
+ "letter": "G",
132
+ "source": "https://glossary.infil.net/?l=G"
133
+ },
134
+ {
135
+ "term": "Grappler Jump",
136
+ "definition": "Doing an empty jump from a specific range with a slow moving character with big air attacks (usually a grappler). Grapplers tend to have a hard time approaching, so they're given beefy air moves to make jumping scary. You, as the defender, should rightly be trying to anti-air them. However, if a grappler finds the sweet spot where a forward jump would hit with the tip of one of these air attacks, you're in trouble; if they empty jump instead, your anti-air will probably be out of range and you'll whiff, leading to a big punish.\n\nIf you ever see a match between two skilled players, watch for how often the grappler gets to jump forward and press an air attack without being anti-aired. The fear of a potential empty jump causing whiffs is the reason why. The alternative of simply not trying to anti-air is even worse, though. You don't want grappler players getting free approaches.\nSee video",
137
+ "letter": "G",
138
+ "source": "https://glossary.infil.net/?l=G"
139
+ },
140
+ {
141
+ "term": "Gravity Scaling",
142
+ "definition": "A game mechanic where the opponent in a prolonged air combo or being juggled will start to fall towards the ground faster as the combo gets longer. Eventually, the character gets too heavy and will thunk to the ground faster than the opponent can attack, ending the combo. It's not a super common system, usually implemented in NRS titles or the occasional anime game, but it's one way to prevent infinite combos.\n重力補正 (jūryoku hosei) — Lit. gravity correction\nSee video",
143
+ "letter": "G",
144
+ "source": "https://glossary.infil.net/?l=G"
145
+ },
146
+ {
147
+ "term": "GRD",
148
+ "definition": "A wholly unique system mechanic in the Under Night In-Birth series, representing a mini tug-of-war between the two players several times per round. In the bottom middle of the screen, you will see a GRD gauge (pronounced \"grid\"), with six squares for each player, meeting at a circular timer in the middle. As the players fight, they will fill (and lose) squares on this meter by taking specific actions. For example, you can earn GRD meter by blocking (or shielding) and landing hits, so playing aggressively and defending correctly are rewarded. You lose GRD meter by actions like backdashing, taking hits, or using your Force Function.\n\nWhen the timer completes a full cycle every 16.5 seconds, the person with more squares filled will \"win\" the cycle. They will enter a state called Vorpal, which grants them a damage boost and some other important benefits (like Chain Shift) for the entirety of the next cycle.\n\nThe cool thing about GRD is that it changes the risk and reward for mechanics in a very interesting way. If the timer is about to finish its cycle, you may stop attacking a blocking opponent, because you are filling their GRD meter and you don't want to help them win Vorpal. A smart opponent will recognize this, know you are going to stop attacking, and do something really bold like run up and throw you. GRD gives Under Night an extremely unique flavor that isn't in any other fighting game.\nグラインドグリッド (guraindo guriddo) — Lit. grind grid\nGRD (written in English)\nSee video",
149
+ "letter": "G",
150
+ "source": "https://glossary.infil.net/?l=G"
151
+ },
152
+ {
153
+ "term": "GRD Break",
154
+ "definition": "A state where you're unable to earn any GRD gauge or use any of the systems that require the D button (including Assault and Shield). In Under-Night 2, you become GRD broken only if you get hit or thrown while trying to Shield. In older versions of Under-Night, you could also be GRD broken in a few other ways, including getting hit by your opponent's Veil Off, using a defensive Guard Thrust, or launching your massive Infinite Worth EXS super attack.\n\nBeing GRD broken sucks. Not only are you less effective in battle, being unable to Shield or use movement options like Assault, but you can't win the GRD cycle while you are broken, basically handing Vorpal to your opponent. You'll be GRD broken for a set amount of time shown next to your GRD gauge. You can speed this timer up by blocking attacks, or clear it to 0 immediately by using Veil Off.\nGRDブレイク (GRD bureiku) — Lit. GRD break\nSee video",
155
+ "letter": "G",
156
+ "source": "https://glossary.infil.net/?l=G"
157
+ },
158
+ {
159
+ "term": "Green Shield",
160
+ "definition": "Performing a shield in Under Night In-Birth while already in block stun from a previous attack. Instead of the \"standard\" blue shield you get from neutral, your shield will be green and it will behave a little differently.\n\nUnlike normal shield, you cannot hold a green shield for as long as you like; instead, tapping the D button will make the green shield active for 15 frames. As a bonus for even trying a green shield, you'll immediately generate a fair bit of pushback (think along the lines of Guilty Gear's Faultless Defense). Then, if an attack hits you while the green shield is up, cool! You get all the benefits of a normal shield, like being put in less block stun which may let you punish something that's normally safe, and negating chip damage.\n\nIt's not free to attempt a green shield though. All green shields cost a small amount of super meter to try, and if they don't attack you while your green shield is up, you will lose a block of GRD as an extra penalty. And of course, if you get thrown or hit while trying to green shield, you get GRD broken just like regular shield.\n\nGreen shield is pretty important for UNI defense, though. If someone is doing a long block string on you, you can green shield in the middle to push them far away, and if they keep attacking, they'll probably whiff an attack and you can punish! This will force them to mix up their string options, perhaps adding some delays to bait green shield, trying to force you to lose GRD unnecessarily. Then you might be able to escape some other way! This give and take makes up a large part of how pressure works in UNI.\nガードシールド (gādo shīrudo) — Lit. guard shield\nシールド (shīrudo) — Lit. shield\nSee video",
161
+ "letter": "G",
162
+ "source": "https://glossary.infil.net/?l=G"
163
+ },
164
+ {
165
+ "term": "Groove",
166
+ "definition": "A set of mechanics you apply to your team in Capcom vs. SNK 2. When you pick your characters, you also pick one of six \"grooves\" (similar to ISMs in an older game), which apply different universal mechanics and playstyles to your team. Since it's a crossover game, three of the grooves (C, A, and P) approximate systems from Capcom games, and the other three (S, N, and K) approximate systems from SNK games.\n\nC-Groove: Uses a more traditional super meter, giving access to level 1, 2, and 3 supers. Probably the third-strongest groove behind A and K.\nA-Groove: A custom combo groove that allows for huge damage and nasty tricks. The strongest groove.\nP-Groove: Has access to a parry and one long super meter. Situationally decent but not used too often.\nS-Groove: Gives access to an in-place spot dodge, has super meter that is manually chargeable, and unlimited level 1 supers when you are low on life. Despite that, the worst groove in the game.\nN-Groove: Has three \"stocks\" of super meter, where one can be spent to charge your character up. Not the best, not the worst groove.\nK-Groove: Has just defend and a rage meter that charges up when you take damage for a persistent damage buff and access to a very powerful super attack. The best SNK groove.\n\nIt's worth noting that you can execute the incredibly powerful roll cancel technique only in C, A, and N grooves, which is one of the main reasons A is so lopsidedly strong.\nグルーヴ (gurūvu) — Lit. groove",
167
+ "letter": "G",
168
+ "source": "https://glossary.infil.net/?l=G"
169
+ },
170
+ {
171
+ "term": "Ground Bounce",
172
+ "definition": "Bouncing your opponent off the ground, rather than knocking them down. It's pretty common in team games as a stylish way to keep a combo going. Like wall bounces, you usually only get to do it once per combo.\n床バウンド (yuka baundo) — Lit. ground bounce",
173
+ "letter": "G",
174
+ "source": "https://glossary.infil.net/?l=G"
175
+ },
176
+ {
177
+ "term": "Grounded",
178
+ "definition": "The state of standing on the ground (as opposed to being airborne). Most of the time, this will reference your character as they are walking around or doing typical normal attacks. But it's also used to talk about certain moves that look like they're in the air, but the game considers them glued to the ground for the whole duration. This means if you were to hit that character while they were doing the move, they would immediately snap to the ground and you would combo them with your standard ground rules, as opposed to causing them to be hit out of the air and juggled like you might have thought.",
179
+ "letter": "G",
180
+ "source": "https://glossary.infil.net/?l=G"
181
+ },
182
+ {
183
+ "term": "GTE",
184
+ "definition": "A Virtua Fighter acronym that means \"guard throw escape\". As explained in the VF notation entry, this is a defensive option select that means \"guard for a brief window, then try to input throw escape\", which lets you defend against many attacks and throws with the same set of inputs. You'll also hear this called a \"lazy tech\" or \"yutori defense\", and it's very similar to delayed teching in many 2D games. It's a super common defensive tool for VF players.\nゆとり抜け (yutori nuke) — Lit. relaxed escape\nSee video",
185
+ "letter": "G",
186
+ "source": "https://glossary.infil.net/?l=G"
187
+ },
188
+ {
189
+ "term": "Guard Cancel",
190
+ "definition": "A technique in the King of Fighters series that lets you take an action while blocking for 1 bar of super meter. You can either roll forward or backward by pressing a direction with the A+B buttons (called Guard Cancel Roll), or you can perform an attack that knocks the opponent away by pressing C+D (called Guard Cancel Blowback). Since you can abbreviate Guard Cancel to GC, you'll see this called lots of things, like GC Roll or GCAB, referring to the buttons pressed. The Blowback attack is a common mechanic in many games, similar to things like Alpha Counters and V-Reversals.\n\nYou may also hear this term used in other fighting games to talk about any defensive move done out of block stun. Much like \"Alpha Counter\", it's taken on kind of a generic, catch-all meaning for this general class of technique, and you can ask questions like \"does this game have a guard cancel?\" pretty safely.\nガードキャンセル (gādo kyanseru) — Lit. guard cancel\nガーキャン (gākyan) — Lit. abbreviation of ガードキャンセル\nSee video",
191
+ "letter": "G",
192
+ "source": "https://glossary.infil.net/?l=G"
193
+ },
194
+ {
195
+ "term": "Guard Crush",
196
+ "definition": "A game mechanic where blocking too many attacks in a short period of time, or a special attack marked with the guard crush property, will shatter your defense and leave you wide open to a big attack. How close you are to disaster is usually measured by a guard meter. In general, guard crush gives another reason for players to not try to block forever, and instead encourage them to attack back or move out of the way. Guard crush, or variations on the mechanic, have been in Street Fighter, King of Fighters, Soulcalibur, and many other titles. The Guilty Gear series has its own unique take on a guard crush mechanic through something called RISC.\n\nIn some games, notably Marvel vs. Capcom titles and Melty Blood, \"guard crush\" can refer to simply hitting with an unblockable (as in, the unblockable defeats their guard). This often comes up when you make them block something first, then hit them with an unblockable while they are trapped in block stun (for example, hitting an airborne opponent with a grounded normal while they are trapped blocking something else, like a projectile).\n\nIn Guilty Gear Strive, certain attacks cause a special state called \"Guard Crush\", which causes your character to reel back painfully after blocking it. In essence, these moves just cause a lot of block stun — your guard is not defeated and you can continue to block normally, but the game takes away some other defensive options from you, like Yellow Roman Cancel, while you're reeling.\nガードクラッシュ (gādo kurasshu) — Lit. guard crush\nガークラ (gā kura) — Lit. abbreviation of ガードクラッシュ\nSee video",
197
+ "letter": "G",
198
+ "source": "https://glossary.infil.net/?l=G"
199
+ },
200
+ {
201
+ "term": "Guard Impact",
202
+ "definition": "A classic Soulcalibur mechanic that lets you parry incoming enemy attacks, pushing your enemy back and usually allowing a punish. While the enemy is reeling, though, they can always input a Guard Impact of their own, trying to start a GI war until someone outsmarts the other.\n\nA staple of the franchise, it's been implemented a few different ways over the years. In Soulcalibur VI, your opponent will get knocked back in three different ways, depending on what \"type\" of attack you parried (usually, the fastest attacks cause the most forceful knockback and allow the biggest punish). You can't GI Break Attacks, which act as a kind of armor breaker unless you also spend some super meter (if you do spend the bar, this is called a Resist Impact or Red Impact). Guard Impacts can whiff if your opponent doesn't attack, so be careful.\nガードインパクト (gādo inpakuto) — Lit. guard impact\nSee video",
203
+ "letter": "G",
204
+ "source": "https://glossary.infil.net/?l=G"
205
+ },
206
+ {
207
+ "term": "Guard Meter",
208
+ "definition": "A gauge that fills up as you block attacks, and begins to decrease if you do not block for a set amount of time. It's common in some older Street Fighter titles, as well as the King of Fighters series. If your guard meter fills up to its maximum value, you'll get guard crushed and the sweet embrace of death will often not be far behind.\nガードゲージ (gādo gēji) — Lit. guard gauge\nガード耐久値 (gādo taikyūchi) — Lit. guard endurance number",
209
+ "letter": "G",
210
+ "source": "https://glossary.infil.net/?l=G"
211
+ },
212
+ {
213
+ "term": "Guard Point",
214
+ "definition": "A state that allows you to block automatically while continuing to perform another move. Basically, for some window during your attack, you can be hit by your opponent but will \"shrug off\" the damage and keep attacking, rather than be counter hit and probably die. Guard points are relatively rare in fighting games, usually relegated to specific characters where it thematically fits rather than a system mechanic that applies to everyone.\n\nIt's similar to armor, except armor might lose to armor breaking moves and you usually still take the damage while armoring through attacks. Examples of guard points include Tusk in Killer Instinct (they call it a Deflect), Master Roshi in Dragon Ball FighterZ, and Anji in Guilty Gear.\nガードポイント (gādo pointo) — Lit. guard point\nSee video",
215
+ "letter": "G",
216
+ "source": "https://glossary.infil.net/?l=G"
217
+ },
218
+ {
219
+ "term": "Guard Thrust",
220
+ "definition": "A defensive technique in Under Night In-Birth that lets you attack while blocking. By inputting forward+A+B+C while in block stun (in older games, you had to input quarter circle back+D), you will perform some attack that knocks the opponent away for some space. It's a bit costly though; if you're in Vorpal, you'll immediately leave the mode, and if you're not in Vorpal, it costs half of your super meter (and in older versions, you'd even immediately GRD break yourself, although in Under-Night 2, you don't have to worry about this). It's similar to other mechanics like V-Reversal and Dead Angle, but each game gives it a unique name.\nガードスラスト (gādo surasuto) — Lit. guard thrust",
221
+ "letter": "G",
222
+ "source": "https://glossary.infil.net/?l=G"
223
+ },
224
+ {
225
+ "term": "Guess",
226
+ "definition": "Taking an action when you aren't sure if that action will have a good outcome. For example, you might have to guess which direction you will block for an ambiguous cross-up attack, since you don't know which side you'll get hit on, or you might be getting rushed down by offensive characters and have to make a guess on whether to throw tech or block. If your guess is based on some specific information from your opponent, you might call it a read instead, but the two terms are pretty similar.\n\nGuesses are important because fighting games are too fast to flawlessly react to everything, which means sometimes you have to act without knowing all the information. Accept that sometimes you'll guess right, and sometimes you'll guess wrong, and fighting games will be a lot more fun!",
227
+ "letter": "G",
228
+ "source": "https://glossary.infil.net/?l=G"
229
+ },
230
+ {
231
+ "term": "Guest Character",
232
+ "definition": "A character in a fighting game that comes from some other franchise. Sometimes it's from another fighting game franchise (for example, Tekken 7 has Akuma from Street Fighter), while other times it's from another genre entirely (for example, Nier's 2B in Soulcalibur, or Halo's Arbiter in Killer Instinct). They're good cross-promotional tools that can convince new players to pick the game up, and they'll usually add some fun, unique playstyle to the game.\nゲストキャラクター (gesuto kyarakutā) — Lit. guest character",
233
+ "letter": "G",
234
+ "source": "https://glossary.infil.net/?l=G"
235
+ },
236
+ {
237
+ "term": "Guts Scaling",
238
+ "definition": "A game mechanic that causes all of your attacks to do slightly less damage if your opponent's health bar is below some threshold. The purpose is to make the later periods of a round more exciting, since you might survive attacks that feel like they \"should\" kill you. Most 2D fighting games employ guts scaling — the Guilty Gear series is especially famous for its extremely pronounced guts system. There are also a few other common ways damage can be decreased, including proration, damage scaling, and stale moves.\n体力補正 (tairyoku hosei) — Lit. health correction\n根性値 (konjouchi) — Lit. guts value (more general term for power-up at low health)\nSee video",
239
+ "letter": "G",
240
+ "source": "https://glossary.infil.net/?l=G"
241
+ }
242
+ ]
pasta_json/glossary_H.json ADDED
@@ -0,0 +1,242 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Hadouken",
4
+ "definition": "The specific name for Ryu and Ken's fireballs in the Street Fighter series, but it can be used to talk about any generic, forward-traveling projectile that is not a charge move.\n波動拳 (hadouken) — Lit. wave motion fist",
5
+ "letter": "H",
6
+ "source": "https://glossary.infil.net/?l=H"
7
+ },
8
+ {
9
+ "term": "Hajiki Screw",
10
+ "definition": "A specific hand motion for executing 360s very quickly on an arcade stick. One way to do this is to hold right on the stick, pinch the ball of the stick between your thumb and index finger, and then \"snap\" or \"flick\" the stick down with your thumb. The momentum will carry the stick all the way around to the up direction (without touching your hand again), giving you enough inputs to complete the 360 incredibly fast. The namesake comes from Screw Piledriver, which is the Japanese name for an SPD.\n\nYou don't need to learn how to do a Hajiki Screw to do SPDs without jumping, and many good grappler players do not use the technique. It's more common if you play older games, like Super SF2 Turbo, since the speed of a Hajiki Screw lets you more consistently whiff punish attacks with Zangief or T.Hawk's SPDs, making you even scarier.\nはじきスクリュー (hajiki sukuryū) — Lit. repel/flick screw\nSee video",
11
+ "letter": "H",
12
+ "source": "https://glossary.infil.net/?l=H"
13
+ },
14
+ {
15
+ "term": "Half Circle",
16
+ "definition": "A motion used to input many common special moves that starts with the joystick at left or right, and moves in a semi-circle motion to the other side. The version towards your opponent is 41236 in numpad notation and is commonly abbreviated HCF for \"half circle forward\". Similarly, 63214 is called HCB for \"half circle back\". Half circles are somewhat common as inputs in fighting games, but there is no famous half circle move that is often used as a shortcut name, like \"fireball\" might be for the quarter circle.\n\nIt's also common for games to have a shortcut for the motion which lets you start at down-back or down-forward, just to make it easier to do from a crouching position. You might think this is getting awfully close to a quarter circle input, so why not just use that command instead? And, well... lots of games would agree with you, as the half circle is falling out of favor in several modern titles.\nヨガフレイムコマンド (yoga fureimu komando) — Lit. yoga flame command (for HCF)\n逆ヨガフレイムコマンド (gyaku yoga fureimu komando) — Lit. reverse yoga flame command (for HCB)\n半回転 (hankaiten) — Lit. half rotation\nSee image",
17
+ "letter": "H",
18
+ "source": "https://glossary.infil.net/?l=H"
19
+ },
20
+ {
21
+ "term": "Handshake Tag",
22
+ "definition": "The main system used to tag between your two characters in 2XKO. Handshake tag (often abbreviated to \"HST\") is a form of active tag: first, bring your off-screen character onto the screen using any method (such as calling their assist, pushblocking with them, or using a Break), and then at any time, press the Team button. A small yellow burst of energy will emit from the character and you will immediately gain control of them, while your point character leaves the screen.\n\nHandshake tagging is extremely versatile and you'll be doing it multiple times per match. You can use it to tag out a low-health character for a high-health character before they die, or call an assist while attacking with your point character, then handshake tag at a tricky moment for a mixup. The character you used to control remains briefly vulnerable before they leave the screen though, so you'll want to protect them and try to avoid both your characters getting hit at the same time. This is called a Happy Birthday and can lead to pretty rapid losses. 2XKO's various Fuses can modify how tagging works a bit, so you might want to check up on the differences between them.\nハンドシェイクタッグ (handosheiku taggu) — Lit. handshake tag",
23
+ "letter": "H",
24
+ "source": "https://glossary.infil.net/?l=H"
25
+ },
26
+ {
27
+ "term": "Happy Birthday",
28
+ "definition": "Hitting two characters at the same time in a team game. This usually happens because someone tried to call an assist but got hit immediately, and the assist gets caught up in the mayhem and has to go along for the ride too. In games like Marvel vs. Capcom 3, you can usually kill both characters if you recognize what's happening (especially if you have X-Factor available). The term comes from the wonderful, gracious gift your opponent gives you by making a bad assist call, although it's not quite as festive as saying Merry Christmas.\nハッピーバースデー (happī bāsudē) — Lit. happy birthday\nSee video",
29
+ "letter": "H",
30
+ "source": "https://glossary.infil.net/?l=H"
31
+ },
32
+ {
33
+ "term": "Hard Knockdown",
34
+ "definition": "A specific type of knockdown where the time you spend on the ground is set in stone and you typically do not have any extra options (like rolling) to choose from when you are waking up. This is in contrast to a soft knockdown, where you can choose to rise faster if you like. Hard knockdowns are typically a property of the move; for example, in Street Fighter IV, all successful sweeps earn a hard knockdown, but each game will have their own rules here.\n\nThey tend to lead to the scariest mixups and set play, since the offensive player has lots of time to launch any strategy they like, and they know exactly when you will be rising from the ground so there's not much you can do to trick them. Try not to get hit by these if you can!\n\nIn Street Fighter 6, certain moves will cause a Hard Knockdown state, which will prevent you from performing a back roll on your wakeup. You will instead be forced to rise in place, although the timing will remain the same as a normal knockdown.\n強制ダウン (kyousei daun) — Lit. forced down\nSee video",
35
+ "letter": "H",
36
+ "source": "https://glossary.infil.net/?l=H"
37
+ },
38
+ {
39
+ "term": "Hard-to-Blockable",
40
+ "definition": "A nonsensical combination of words meant to convey a situation that is almost an unblockable, but can be defended through extremely precise blocking (often changing your blocking direction as a just frame input). For example, in games with unblockable protection, instead of overlapping an overhead and a low attack on the same frame, you might try to offset one or the other by a frame or two, forcing the defender to guess which attack is coming first and then rapidly switch their blocking direction to cover the other. While these sequences are \"technically\" humanly blockable, they are so difficult that they are often effectively unblockable, hence this hodgepodge word soup of a term.",
41
+ "letter": "H",
42
+ "source": "https://glossary.infil.net/?l=H"
43
+ },
44
+ {
45
+ "term": "HD Mode",
46
+ "definition": "A unique custom combo install mode in King of Fighters XIII. When your Drive Gauge (the green bar above your super meter) is full, press LK + HP to activate Hyper Drive (HD) mode. While it is active, all of your normals now become cancelable into specials or supers, even if they weren't before. Drive Cancels become much cheaper, letting you string together long freeform combos. And lastly, you can cancel a Desperation Move directly into a Neo Max (called a \"Max Cancel\") for huge damage and at a cheaper cost than doing the moves individually.\nハイパードライブモード (haipā doraibu mōdo) — Lit. hyper drive mode\nSee video",
47
+ "letter": "H",
48
+ "source": "https://glossary.infil.net/?l=H"
49
+ },
50
+ {
51
+ "term": "Health Bar",
52
+ "definition": "A visual representation of your character's life points. Taking damage will lose health points, and if your health bar reaches the end, you will lose the round. You should be pretty used to health bars if you've played any video game in the last twenty years.\n体力ゲージ (tairyoku gēji) — Lit. health gauge",
53
+ "letter": "H",
54
+ "source": "https://glossary.infil.net/?l=H"
55
+ },
56
+ {
57
+ "term": "Heat",
58
+ "definition": "A Tekken 8 system that is available to power up a player's character once per round. While in Heat, you will deal chip damage with all your attacks (a first for the Tekken series!) and some of your character's moves will be enhanced in a unique way.\n\nYou can enter Heat in two different ways. First, you can use a Heat Engager, which is just one of your normal moves that has been specially marked by the developers. The first time one of these moves hits in a round, you will enter Heat instantly and sprint towards your opponent for more pressure. You'll get the full 15 seconds of Heat time this way. Second, you can use a Heat Burst, a universal attack done by pressing the 2 and 3 attacks together. You will perform a safe armored mid with a bit of a cinematic slowdown, but your Heat timer will have only 10 seconds instead of the normal 15.\n\nYour Heat will expire when the timer runs out (and the timer will slow down while you're attacking, allowing for more Heat time), but you can also manually end your Heat in two ways. The first way is by using a Heat Smash, a powerful attack very similar to Tekken 7's Rage Drive. The second way is by using a Heat Dash, letting you dash cancel any of your Heat Engagers for more pressure or combo extensions. In either case, all your remaining Heat time is instantly lost and you go back to fighting normally, and you'll have to wait until the next round to activate Heat again. Heat is a powerful system in Tekken 8 and you're likely to see each character use it every round.\n\nMelty Blood also has its own Heat system you can read about if you like.\nヒート (hīto) — Lit. heat\nSee video",
59
+ "letter": "H",
60
+ "source": "https://glossary.infil.net/?l=H"
61
+ },
62
+ {
63
+ "term": "Heat (Melty)",
64
+ "definition": "A powered-up state you can enter in Melty Blood. While in Heat, your super meter will turn into a timer and tick down to zero and you'll be able to perform EX moves at a reduced cost (similar to Under Night's Veil Off mechanic). Importantly, you'll also start healing the recoverable life accrued from past attacks, making it an important method to prolong your health bar. There's also a slightly more powerful version called Blood Heat.\n\nIn Melty Blood: Type Lumina, you can activate Heat manually by pressing A+B+C any time after you've earned 1 gauge of super meter. The game officially calls activating Heat \"Forced Release\", but don't worry about this, since everybody will just say Heat instead. You can turn Heat on in neutral, or while you're blocking as a sort of \"get off me\" move. This activation is both invincible and unblockable (although you can shield it), but it's got short range and if it whiffs, you're going to get punished. You can use your Arc Drive any time while Heat is active, but you'll drain the rest of your time.\n\nIn Melty Blood: AACC, Heat changes depending on what Moon you've selected. Crescent Moon works largely the same as Type Lumina's Heat mode; it is the only Moon that can manually activate Heat without needing full super meter. The other two Moons must fill their super gauge all the way before Heat is an option. In Half Moon, you'll automatically enter Heat at this time (sometimes called \"Auto-Heat\"). In Full Moon, you'll first enter MAX mode at full gauge, which starts to drain your super meter. You can now enter Heat by performing a powerful Roman Cancel-like technique called Initiative Heat, or just pop your Blood Heat raw instead.\n\nTekken 8 also has a system called Heat, if you'd like to read about that.\nヒート (hīto) — Lit. heat\nヒート状態 (hīto joutai) — Lit. heat status\nSee video",
65
+ "letter": "H",
66
+ "source": "https://glossary.infil.net/?l=H"
67
+ },
68
+ {
69
+ "term": "Heat Burst",
70
+ "definition": "A universal armored mid attack in Tekken 8 that enters Heat when the move hits or is blocked. To perform a Heat Burst, press 2+3 with any character. You'll trigger a screen freeze and perform a fast, safe attack which enters Heat immediately, but doesn't lead to any combo if it hits. You can also input back twice during the screen freeze to not perform the strike, in case you think you're going to whiff the move and get punished.\n\nBecause this is a very low-risk way of entering Heat that's useful on both offense and defense, you'll only get 10 seconds of Heat time instead of the usual 15. In addition to being an easy way to activate Heat in neutral, Heat Bursts can also be used in juggle combos as a combo extender! You won't use up your tornado when doing this, letting you perform longer combos than normal. Heat Burst is one of two ways to enter Heat mode, the other being the Heat Engager.\nヒートバースト (hīto bāsuto) — Lit. heat burst\nSee video",
71
+ "letter": "H",
72
+ "source": "https://glossary.infil.net/?l=H"
73
+ },
74
+ {
75
+ "term": "Heat Dash",
76
+ "definition": "A dash cancel mechanic in Tekken 8 that is available to any character in Heat. Performing a Heat Dash is as simple as doing any move marked as a Heat Engager, and then holding the forward direction. Your character will cancel the end of the move animation and run forward, allowing offensive pressure on block or (usually) a combo on hit. You will spend the rest of your Heat timer to do this, though, so you'll need to make it count.\n\nHeat Dashes are quite similar to many other dash cancel mechanics in 2D fighting games, like Street Fighter IV's FADC or Street Fighter 6's Drive Rush. You can only use Heat Engagers to do this, though, so you'll be limited in choice for which moves you can dash cancel. If you can't find an opportunity to apply tricky offense, you can always spend your Heat on raw damage by using a Heat Smash instead.\nヒートダッシュ (hīto dasshu) — Lit. heat dash\nSee video",
77
+ "letter": "H",
78
+ "source": "https://glossary.infil.net/?l=H"
79
+ },
80
+ {
81
+ "term": "Heat Engager",
82
+ "definition": "Any move in Tekken 8 that will automatically activate Heat the first time it hits in a round. Each character has about five different Heat Engagers, typically chosen to be common pressure or combo moves, and they're all animated with a purple trail around your fist or foot. When the move hits, Heat will automatically trigger for its full 15 second duration — you can't choose to not activate it — and you will sprint at the opponent for offensive pressure (combos will not be possible unless the Engager causes a wall splat). Heat Engagers are one of two ways to enter Heat mode, the other being a Heat Burst.\n\nIf you are already in Heat, you can still use your Heat Engager moves like normal, except you will have the option to dash cancel them (called a Heat Dash) by holding forward during the move. You'll drain your Heat timer to zero doing this, but you can gain pressure (on block) or a combo (on hit). Once your Heat is empty for the round, Heat Engagers act like normal moves again with no special properties.\nヒート発動技 (hīto hatsudou waza) — Lit. heat activation technique\nSee video",
83
+ "letter": "H",
84
+ "source": "https://glossary.infil.net/?l=H"
85
+ },
86
+ {
87
+ "term": "Heat Smash",
88
+ "definition": "A universal attack available to any Tekken 8 character after they have already entered Heat. To perform a Heat Smash, press 2+3 while in Heat. Your character will do a strong cinematic attack very similar to a Tekken 7 Rage Drive (basically, a small super move), and then leave Heat immediately, no matter how much time you have left. Because it shares the same input as the Heat Burst, which is used to enter Heat in the first place, you can think of the universal 2+3 command as your \"use the Heat system\" buttons, whether that's entering or leaving Heat.\n\nHeat Smashes can be high, mid, or low, are often safe on block (but not always), and are common ways to deal big damage at the end of a juggle combo, if you don't think you'll be needing the rest of your Heat timer. You can also spend the rest of your Heat on the Heat Dash if you want tricky offense instead of damage.\nヒートスマッシュ (hīto sumasshu) — Lit. heat smash\nSee video",
89
+ "letter": "H",
90
+ "source": "https://glossary.infil.net/?l=H"
91
+ },
92
+ {
93
+ "term": "Heavy Kick",
94
+ "definition": "One of the attack buttons in a 6-button or 4-button fighter. Commonly abbreviated as HK or called roundhouse. Heavy kicks have slow startup, but are often high damage and cover good space. Crouching heavy kicks, called sweeps, usually hit low and knock down. Jumping heavy kick followed by crouching heavy kick was the first combo you found in your first Street Fighter game, and many people still don't use better combos decades later.\n大キック or 大K (dai kikku) — Lit. big kick\n大足 (dai ashi) — Lit. big leg (only used for low attacks)",
95
+ "letter": "H",
96
+ "source": "https://glossary.infil.net/?l=H"
97
+ },
98
+ {
99
+ "term": "Heavy Punch",
100
+ "definition": "One of the attack buttons in a 6-button or 4-button fighter. Commonly abbreviated as HP or called fierce. Heavy punches are usually slow, but have long range and high damage. They are often great normals to use when you punish a very unsafe move from your opponent, or want to take up a large amount of space in front of your character if you are willing to accept some risk. It's the button you mashed the most as a kid, because you thought the most damaging attack was the best.\n大パン or 大P (dai pan) — Lit. big punch",
101
+ "letter": "H",
102
+ "source": "https://glossary.infil.net/?l=H"
103
+ },
104
+ {
105
+ "term": "Hellsweep",
106
+ "definition": "A Tekken attack typically belonging to Mishimas that hits low and is so fast that it's unreactable, but is big time punishable if it gets blocked. Some Hellsweeps knock down and maybe lead to a combo, while others leave the opponent standing but lead to more mixups, but either way, they are powerful threats and a core part of a Mishima's gameplan. In the English move list, you'll see this called Spinning Demon and it's an option you can do out of a Crouch Dash, the move that lets Mishimas wavedash and perform electrics, so it's kind of extra scary.\n\nBecause players tend to default to a standing block in Tekken, these fast lows really add a huge wrinkle to the offense, even if they don't do a ton of damage. While Mishimas are the source of the namesake, you can use it to refer to any low move that is super fast and dangerous. This is in contrast to the Snake Edge, which is also an unsafe low, but is slow and always leads to huge damage.\n奈落 (naraku) — Lit. hell/abyss\n奈落払い (naraku barai) — Lit. hell/abyss sweep\nSee video",
107
+ "letter": "H",
108
+ "source": "https://glossary.infil.net/?l=H"
109
+ },
110
+ {
111
+ "term": "High",
112
+ "definition": "Synonymous with an overhead attack in most 2D fighting games, although \"overhead\" is the term more frequently used for these games. A \"high\" is a much more common term in Tekken, Soulcalibur, Virtua Fighter and Mortal Kombat, referring to an attack that will whiff on crouching opponents. You'll hear phrases like \"you can duck the high\" often. Like the similarly confusing mid, it's especially difficult to keep straight if you play both 2D and 3D games often.\n\nNote that in Street Fighter 6, the word \"High\" is used in its training mode to refer to an attack that can be blocked both standing and crouching (basically, what most people would call a mid). Wow, this really is a mess, isn't it?\n上段 (joudan) — Lit. high level\n上段攻撃 (joudan kougeki) — Lit. high level attack\nSee video",
113
+ "letter": "H",
114
+ "source": "https://glossary.infil.net/?l=H"
115
+ },
116
+ {
117
+ "term": "High Crush",
118
+ "definition": "A move that is designed to avoid high attacks. \"High\", in this sense, can mean both an actual attack that hits high, or just a move that targets the \"upper half\" of a character's body, even if it may actually hit mid. In games with a crush system, this works because a high crush move is simply programmed to ignore all attacks that hit high.\n\nIn some communities, they may use it in a similar way to low profile, where the hurtbox is intentionally shrunk to dodge highs. You may also hear \"upper body invincible\" to describe this effect. Either way, you will \"crush\" the high attack and go right through it without any trouble. Check to see if your character has any low crush moves while you're at it.\n上半身無敵 (jouhanshin muteki) — Lit. upper body invincible",
119
+ "letter": "H",
120
+ "source": "https://glossary.infil.net/?l=H"
121
+ },
122
+ {
123
+ "term": "High Jump",
124
+ "definition": "A jump that has a higher trajectory than a \"normal\" jump. You usually input these by hitting down, then up in your chosen direction. Team games, anime games, and even many Street Fighter games will have this mechanic as part of their movement options. You'll also hear this called a Super Jump at times.\nハイジャンプ (hai janpu) — Lit. high jump",
125
+ "letter": "H",
126
+ "source": "https://glossary.infil.net/?l=H"
127
+ },
128
+ {
129
+ "term": "High Profile",
130
+ "definition": "A move that shifts your hurtbox high up so that you can't get hit by moves that attack close to the ground (usually low attacks). This term is really rare, and most people just use the much more common low crush, which means the same thing in the vast majority of instances. Why is low profile a super common fighting game term but high profile isn't? It's just the way it worked out, I guess.",
131
+ "letter": "H",
132
+ "source": "https://glossary.infil.net/?l=H"
133
+ },
134
+ {
135
+ "term": "Hit and Run",
136
+ "definition": "A playstyle that involves trying for lots of stray, low damage hits on offense, while using good movement options to keep the distance from your opponent the rest of the time. Contrasted with runaway, which is purely focused on evasion without basically any offense, hit and run mixes being evasive with occasionally sticking around and playing offense when you are at a good range for your character. It can be a frustrating playstyle to fight against, especially if you are unpredictable about when you hit and when you run.\nヒットアンドアウェイ (hitto ando awei) — Lit. hit and away",
137
+ "letter": "H",
138
+ "source": "https://glossary.infil.net/?l=H"
139
+ },
140
+ {
141
+ "term": "Hit Confirm",
142
+ "definition": "Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo. That is to say, you \"confirm\" that your first attack hit before you launch further attacks, and if the attack was blocked instead, you stop and don't follow through with anything else. This is important because, usually, you will be canceling into a move that would be unsafe if it was blocked, so you only want to do it if it won't get you killed.\n\nIn some games this can be a pretty advanced skill, since you might not have a ton of time to recognize if your attack hit or not. In really fast cases, good players may even employ special tricks, like looking at the opponent's health bar or using special audio cues, to help them react as fast as they can.\nヒット確認 (hitto kakunin) — Lit. hit confirm\nSee video",
143
+ "letter": "H",
144
+ "source": "https://glossary.infil.net/?l=H"
145
+ },
146
+ {
147
+ "term": "Hit Stun",
148
+ "definition": "The period of time when your character cannot perform any action after getting hit by an attack. Instead, you have to wait for your character to stop reeling from the hit and recover before you can take new actions. If the offensive player manages to land another hit before their opponent leaves hit stun, then that's how combos get formed! It's rare and super game-specific, but sometimes you can take actions during hit stun. Examples include combo breaking in Killer Instinct and bursting in Guilty Gear — it usually takes the form of some sort of risky combo escape. If you're not playing a game like this, then you just gotta sit there and hold the damage.\nのけぞり (nokezori) — Lit. to bend/lean backwards\nSee video",
149
+ "letter": "H",
150
+ "source": "https://glossary.infil.net/?l=H"
151
+ },
152
+ {
153
+ "term": "Hit Stun Deterioration",
154
+ "definition": "A game mechanic in some games, including the Versus series, where the character who is being hit in a combo will suffer increasingly less hit stun as the combo gets longer. After a while, the hit stun will be so low that you won't be able to keep the combo up with any attack, and they will recover out of the air. It is one of several ways games try to prevent infinite combos, although inventive people have found ways around this in some games.\n受身不能時間補正 (ukemi funou jikan hosei) — Lit. untechable time correction\nSee video",
155
+ "letter": "H",
156
+ "source": "https://glossary.infil.net/?l=H"
157
+ },
158
+ {
159
+ "term": "Hit Throw",
160
+ "definition": "An attack that animates like a throw if it hits you, but is blockable like any attack. Leave it to fighting games to put two opposite concepts together and call it a new thing, eh? They're pretty uncommon, and you can basically just think of them like normal, blockable strikes that have a special animation if they hit you. And because they don't operate like normal throws, you might be able to even combo into them!\n打撃投げ (dageki nage) — Lit. strike throw\nSee video",
161
+ "letter": "H",
162
+ "source": "https://glossary.infil.net/?l=H"
163
+ },
164
+ {
165
+ "term": "Hitbox",
166
+ "definition": "A predefined area (usually a group of rectangles or circles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing, although some training modes will let you view them, but most hitboxes try to cover the area where the strike is causing impact, so it \"makes sense\" to players when and how they get hit.\n\nHitboxes define a lot about how moves work. For example, the active period of a move is defined to be when a hitbox is present (there are no hitboxes during a move's startup or recovery). The size of the hitbox defines the move's range, so if you're getting smoked by a move that feels like it hits everywhere on the screen at once, it's probably because its hitbox is just very large. To determine whether a move connects with an opponent, the game will see if its hitbox intersects with the opponent's hurtbox. To keep some consistency, hitboxes are almost always red when viewed using training mode or online tools.\n\n\"Hitbox\" is also the name of the company that produced the first commercially available leverless controller, so you may hear the term used interchangeably with \"leverless\" at times.\n攻撃判定 (kougeki hantei) — Lit. attack collision\n当たり判定 (atari hantei) — Lit. collision detection (general use for both hitbox and hurtbox)\nSee video",
167
+ "letter": "H",
168
+ "source": "https://glossary.infil.net/?l=H"
169
+ },
170
+ {
171
+ "term": "Hitfall",
172
+ "definition": "A Rivals of Aether mechanic that lets you fast fall to the ground as soon as you hit your opponent. Specifically, you have the duration of hitstop to tap down on your analog stick to immediately start falling, even if you haven't reached the apex of your jump yet. This is different from how fast falling works in Smash Bros. titles (for example, SHFFLing), and it lets you string together some pretty freeform combos, as long as you keep hitting your opponent and reading their DI.\nSee video",
173
+ "letter": "H",
174
+ "source": "https://glossary.infil.net/?l=H"
175
+ },
176
+ {
177
+ "term": "Hitstop",
178
+ "definition": "An extremely brief moment where the game pauses for dramatic effect whenever an attack successfully hits. If you increase how many frames an attack's hitstop lasts for, you can greatly exaggerate the power and force of a strike, and usually when you feel like an attack is \"beefy\", it's because of this.\n\nThe frames of hitstop exist outside the standard startup, active and recovery measurement of a move's properties; think of it like the game putting the characters on hold while someone shakes the camera a bit. There's a similar mechanic for blocked moves called, you guessed it, blockstop.\nヒットストップ (hitto sutoppu) — Lit. hitstop\nSee video",
179
+ "letter": "H",
180
+ "source": "https://glossary.infil.net/?l=H"
181
+ },
182
+ {
183
+ "term": "Hold That",
184
+ "definition": "A phrase you'd say to someone who has no escape from a situation other than blocking. In other words, it's kind of a synonym for \"deal with it\". For example, if you have a scary offensive sequence versus a character without a dragon punch, and they ask \"how can I escape?\", you might tell them \"you just have to hold that\" as a way to indicate they'll have to take on all the risks of blocking the mixups with no other way out. Sometimes you'll use it to describe an inescapable situation, like an unblockable, where even blocking won't work. If you want, feel free to specify the thing the defense has to hold for some extra sass, like \"hold this mixup\".\n\n\"Hold that\" is also a way to trash talk a player that you just beat, and that you don't want to give a rematch to. You could say \"hold that L\" to tell them they'll just have to stew on their loss with no way to get a runback.",
185
+ "letter": "H",
186
+ "source": "https://glossary.infil.net/?l=H"
187
+ },
188
+ {
189
+ "term": "Homie Stock",
190
+ "definition": "Voluntarily self-destructing (that is, running off the stage to your death) in Smash Bros. when your opponent messes up and accidentally dies at a low percentage. Some players consider it an act of sportsmanship in friendlies, especially in games like Melee where tons of characters live on a knife's edge between life and death with difficult execution and accidental SDs are common. In tournament matches though, all bets are typically off and there's nothing wrong with accepting the free gift and trying to win.",
191
+ "letter": "H",
192
+ "source": "https://glossary.infil.net/?l=H"
193
+ },
194
+ {
195
+ "term": "Homing",
196
+ "definition": "An attack in a 3D game that forces the offensive character to turn and face you while you are sidestepping or running. In Tekken for instance, most moves will just attack forward, and you will have to rely on that move's tracking properties to see if it can hit a sidestepper. Homing moves don't have this issue; they will rotate the attacker to point at the moving defender during the move's startup, and there's not much dodging it. To beat homing moves, or the similar circular in Virtua Fighter, you'll have to try a strategy not involving sidestepping. Maybe just try blocking for once!\nホーミングアタック (hōmingu attaku) — Lit. homing attack\nホーミング (hōmingu) — Lit. homing\nSee video",
197
+ "letter": "H",
198
+ "source": "https://glossary.infil.net/?l=H"
199
+ },
200
+ {
201
+ "term": "Honest",
202
+ "definition": "A way to try to describe a character that beats you \"fair and square\", instead of by using tricks or broken, overpowered moves. It's the type of adjective you'd hear from someone trying to downplay their character, saying that nothing they have is overly strong.\n\n\"Honest\" is a loaded word that means different things to different people, so it's pretty hard to define. In my view, I think you can safely substitute \"honest\" for \"bad\" in more or less every situation. Strong characters will have some combination of gross mixups, pokes with absurdly large hitboxes that let them take control of the neutral easily, or moves with low risk but high reward. These things are not what most people would call honest. You won't have much fun (or much success) playing a character without strong tools, so don't let people trick you into thinking a game full of honest characters is what everybody should want.",
203
+ "letter": "H",
204
+ "source": "https://glossary.infil.net/?l=H"
205
+ },
206
+ {
207
+ "term": "Hood Perfect",
208
+ "definition": "A win that was almost a Perfect, but you only took chip damage. Your friend didn't \"really\" hit you, did they?",
209
+ "letter": "H",
210
+ "source": "https://glossary.infil.net/?l=H"
211
+ },
212
+ {
213
+ "term": "Hop Check",
214
+ "definition": "A pre-emptive, fast attack you use when you're scared that your King of Fighters opponent might short hop at you. Often times, anti-airing short hops in KoF is really hard to do on reaction, so instead, you'll just stick a fast jab out as a check and hopefully hit them if they try it.",
215
+ "letter": "H",
216
+ "source": "https://glossary.infil.net/?l=H"
217
+ },
218
+ {
219
+ "term": "Hop Kick",
220
+ "definition": "A Tekken move that hops off the ground and kicks into the air, dodging lows and launching the opponent if it hits. Not every character in Tekken has a hop kick, but you'll find them among several members of the cast, including characters like Claudio, Shaheen, and Law in Tekken 7. The input is usually up-forward with the 4 button. If you do a random hop kick, just hoping it works as a last-ditch effort without any real plan, you might slangily call that a \"hopekick\" (with similar vibes to the term wish punish).\nライジングトゥーキック (raijingu tū kikku) — Lit. rising toe kick\nライトゥー (raitū) — Lit. abbreviation of ライジングトゥーキック\nお願いライトゥー (onegai raitū) — Lit. wishful hop kick (translation of \"hopekick\")\nSee video",
221
+ "letter": "H",
222
+ "source": "https://glossary.infil.net/?l=H"
223
+ },
224
+ {
225
+ "term": "Hover Dash",
226
+ "definition": "A forward dash that doesn't move your character along the ground, but rather sends them into the air at a sharp angle. It's also commonly called a \"Morrigan Dash\" after the Darkstalkers character who often uses this style of approach. Hover dashes are scary, because they can grant very fast air actions without needing to jump, which tends to lead to scary overhead mixups. The downside, though, is that it can be more difficult for these characters to cover horizontal distance if they want to get closer. Every time they dash forward, they have to go into the air.\nSee video",
227
+ "letter": "H",
228
+ "source": "https://glossary.infil.net/?l=H"
229
+ },
230
+ {
231
+ "term": "Hurtbox",
232
+ "definition": "A predefined area (usually a group of rectangles or circles) that tells the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. You can't see your hurtboxes during a match, but some training modes will let you check them out, and most of the time, they will try to match your character's model pretty closely so things don't feel funky.\n\nHurtboxes will almost always be green if you're able to see them using an online tool or training mode. They may change to other colors (for example, red or yellow) if you can dodge certain types of attacks (for example, being projectile invincible). And usually there will be a second hurtbox that indicates where throws can hit you (in the KI video example below, it is hollow blue). As you might expect, if a throw's hitbox overlaps this \"throw hurtbox\", you will be thrown. It's not necessarily the same hurtbox as the one that tests for regular hits!\n\nIt should be noted that a lot people will often just call this a \"hitbox\" (for example, \"I couldn't hit you, your hitbox is messed up\"), which sometimes makes it hard to distinguish between the thing that is doing the attacking (the attack's hitbox), and the thing that is being hit (your character's hurtbox). But usually, through a bit of context, you can figure out which meaning is meant here.\n喰らい判定 (kurai hantei) — Lit. receiving detection\nやられ判定 (yarare hantei) — Lit. receiving detection\nSee video",
233
+ "letter": "H",
234
+ "source": "https://glossary.infil.net/?l=H"
235
+ },
236
+ {
237
+ "term": "Hyper Hop",
238
+ "definition": "One of the many ways to jump in a King of Fighters game. By pressing down, then up-left or up-right and quickly releasing the joystick, your character will travel low to the ground (at roughly short hop height), but travel much further horizontally. Lots of people input down after the up direction to make this complicated input more consistent; something like 393 in numpad notation should work great. Hyper hops are fantastic at covering long distances (much like the super jump), but low to the ground. Mixing up all these jump angles will constantly keep the opponent off balance and is a huge part of KoF offense.\n中ジャンプ (chū janpu) — Lit. medium jump\nSee video",
239
+ "letter": "H",
240
+ "source": "https://glossary.infil.net/?l=H"
241
+ }
242
+ ]
pasta_json/glossary_I.json ADDED
@@ -0,0 +1,164 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "IASA",
4
+ "definition": "A term commonly used in Super Smash Bros. to indicate when an attack's recovery can be interrupted with another action before it's complete. Stands for \"interruptible as soon as\", and often comes with a frame number after. It's also commonly called FAF, which stands for \"first actionable frame\".\n\nFor example, a move may take 50 total frames (including startup, active and recovery) to complete, but if it is \"IASA frame 40\" or \"has a FAF of 40\", then that means you can end the move early and do anything you want on the 40th frame or later. If you've seen Street Fighter V's supers, where characters often do some long pose after their super is complete but it can be \"skipped\" during matches by players moving early, it's the same idea.\nIASA (written in English)",
5
+ "letter": "I",
6
+ "source": "https://glossary.infil.net/?l=I"
7
+ },
8
+ {
9
+ "term": "Imbalance",
10
+ "definition": "Poor balance. The game might not be all the way to broken, but maybe the strong characters are way better than the weak characters, or some other strategy is just so good that it dominates play.\nゲームバランスが悪い (gēmu baransu ga warui) — Lit. Bad game balance",
11
+ "letter": "I",
12
+ "source": "https://glossary.infil.net/?l=I"
13
+ },
14
+ {
15
+ "term": "Impact Frame",
16
+ "definition": "A specific way to talk about a move's startup. If a move has 7 frames of non-hitting startup, and then has its first active frame on frame 8, you'll often see this notated as \"i8\" to indicate that the move can first make impact with its opponent on frame 8. This notation is common in Tekken, but you'll also hear \"impact frame\" used in Super Smash Bros. from time to time.\n発生 (hassei) — Lit. to occur/to generate",
17
+ "letter": "I",
18
+ "source": "https://glossary.infil.net/?l=I"
19
+ },
20
+ {
21
+ "term": "Inashi",
22
+ "definition": "A move that will catch (certain) incoming attacks, then push your opponent away, leaving you very plus. You'll be able to start offensive pressure with your frame advantage, or in some cases, maybe even get a guaranteed combo.\n\nBasically, an inashi is a reversal (the 3D game catch counter kind), but without the automatic follow-up attack. Instead of knocking your opponent down, an inashi leaves them standing up, so they're susceptible to different kinds of pressure. The inashi tends to be the rarest of the three \"I know you're going to attack, so check this out\" techniques in Virtua Fighter, with the most famous being Aoi's \"Tenchi In'you\" command. The other two techniques are the reversal and the sabaki.\nいなし (inashi) — Lit. to dodge (an attack) skillfully\n天地陰陽 (tenchi in'you) — Lit. heaven-earth yin-yang (Aoi's inashi move)\nSee video",
23
+ "letter": "I",
24
+ "source": "https://glossary.infil.net/?l=I"
25
+ },
26
+ {
27
+ "term": "Incoming",
28
+ "definition": "When your opponent's character in a team game is forced to come on screen while you are free to act. This happens in one of two main ways: from a snapback, or when your opponent's point character dies and the next character in line must jump into the fight.\n\nIn games like Marvel vs. Capcom, the mixups you can generate \"on incoming\" are some of the strongest, most difficult to block sequences in all of fighting games. It's a very scary part of the fight and if you can survive the incoming, you'll be in good shape. Some games try to remove the incoming mixup, like Dragon Ball FighterZ, which resets to a \"round start\" position each time a character is defeated. But you still have to worry about being snapped, so no matter how hard you try, people will find ways to make incoming scary.\n出現 (shutsugen) — Lit. appearance",
29
+ "letter": "I",
30
+ "source": "https://glossary.infil.net/?l=I"
31
+ },
32
+ {
33
+ "term": "Increase",
34
+ "definition": "The Under Night In-Birth term for charging up certain specific attacks by holding the button down. You'll add extra properties to the move, like more damage, extra frame advantage, or many other move-specific quirks. A lot of heavy normals and Force Functions in UNI have Increase versions, and you'll find them denoted with square brackets, like 5[C], or denoted with \"IC\" in the in-game combo trials. Melty Blood has a very similar mechanic to this called \"Blowback Edge\".\nインクリース (inkurīsu) — Lit. increase\nSee video",
35
+ "letter": "I",
36
+ "source": "https://glossary.infil.net/?l=I"
37
+ },
38
+ {
39
+ "term": "Infinite",
40
+ "definition": "Usually refers to an infinite combo. You might also see it used sarcastically, like \"got him in the infinite\"; this is when a bad player constantly gets hit by an easily avoidable technique many times in a row. If this happens to you, give blocking a try.\n永久コンボ (eikyū konbo) — Lit. infinite combo",
41
+ "letter": "I",
42
+ "source": "https://glossary.infil.net/?l=I"
43
+ },
44
+ {
45
+ "term": "Infinite Combo",
46
+ "definition": "A combo that can continue forever in theory, but in practice will end because either the clock or your opponent's health will run out. Infinite combos are generally seen as a poor design choice, and most games try to prevent infinites through various means, including hit stun deterioration, gravity scaling, juggle potential, or game-specific approaches like Killer Instinct's KV meter. Most infinite combos involve looping a sequence of moves over and over, and in modern games typically require a convoluted setup or a bug to trick the game into letting it happen.\n\nInfinite combos have a long and contentious history; most people consider it cheap and frustrating, but a surprising number of popular games have had their best strategies shaped by unintended infinite combos, including Marvel vs. Capcom 2, Street Fighter Alpha 3 (with Crouch Cancel Infinites), Ultimate Marvel vs. Capcom 3 (with TAC Infinites), and many kusoge, perhaps most famously Hokuto No Ken.\n永久コンボ (eikyū konbo) — Lit. infinite combo",
47
+ "letter": "I",
48
+ "source": "https://glossary.infil.net/?l=I"
49
+ },
50
+ {
51
+ "term": "Infinite Prevention System",
52
+ "definition": "A Skullgirls system that, as you might have guessed, is designed to prevent infinite combos. In Skullgirls, your combos are built off repeated chains (or put another way, attacks that are canceled into each other), separated by any attacks that link together. After a certain number of hits, the game keeps track of which normals and special moves you've used in your combo, and if you ever link into an attack you've previously used, the game lets the opponent burst and escape for free.\n\nThe idea is to force the opponent to vary the combo (thus, making sure it is not an infinite loop of the same sequence), but in practice, many combos just killed before the IPS made any difference. In the end, Skullgirls implemented a second system called Undizzy to help keep combos shorter.\n永久コンボ防止システム (eikyū konbo boushi shisutemu) — Lit. infinite combo prevention system\n無限コンボ阻止システム (mugen konbo soshi shisutemu) — Lit. infinite combo prevention system",
53
+ "letter": "I",
54
+ "source": "https://glossary.infil.net/?l=I"
55
+ },
56
+ {
57
+ "term": "Infinite Stage",
58
+ "definition": "A type of stage in Tekken that has no walls, extending infinitely in all directions. Infinite stages are highly favored by defensive players, since they can be constantly moving backwards (perhaps with a Korean backdash) and never run out of space, which means rounds tend to last longer as well. Tekken 4 and Tekken 8 are the only Tekken games to not have an infinite stage, although Tekken 8 still has some pretty big ones where you're unlikely to see the wall in regular play. Other 3D games like Soulcalibur and Virtua Fighter almost always have boundaries on their stages, although Soulcalibur V does have at least one infinite stage.\n無限フィールド (mugen fīrudo) — Lit. infinite field",
59
+ "letter": "I",
60
+ "source": "https://glossary.infil.net/?l=I"
61
+ },
62
+ {
63
+ "term": "Infinite Worth",
64
+ "definition": "A powerful super attack in the Under Night In-Birth series. Usually abbreviated to IW, they take your entire EXS gauge to use, and the command is universally half circle forward + D for all characters. There's also a more powerful version called Infinite Worth EXS.\nインフィニットワース (infinitto wāsu) — Lit. infinite worth",
65
+ "letter": "I",
66
+ "source": "https://glossary.infil.net/?l=I"
67
+ },
68
+ {
69
+ "term": "Infinite Worth EXS",
70
+ "definition": "An extra powerful super attack in the Under Night In-Birth series. Often abbreviated to IWEX. It costs you all of your EXS gauge, just like a regular Infinite Worth does, but you also need to have less than 30% health remaining. The command is A+B+C+D for all characters. In older versions of Under-Night, using IWEX would GRD break you, so you generally wanted to use it to finish off a round, but in Under-Night 2, you get to keep your GRD bar when you use it.\nインフィニットワースイグジスト (infinitto wāsu igujisuto) — Lit. infinite worth exist",
71
+ "letter": "I",
72
+ "source": "https://glossary.infil.net/?l=I"
73
+ },
74
+ {
75
+ "term": "Initiative Heat",
76
+ "definition": "A Melty Blood: AACC mechanic that lets you cancel any normal or special move and return to neutral. It shares a lot in common with Guilty Gear's Roman Cancel, but it's only available to Full Moon, and only after you've filled your super meter and activated MAX mode. It's got similar applications to a Roman Cancel too, including extending your combo or making moves safe.\n\nAlso, after Initiative Heat cancels your move, you immediately enter Heat mode. It's generally the preferred way for F Moon characters to enter Heat, since it's so safe and allows continued offense, and Heat is especially good for F Moon since they will instantly recover all their red life rather than slowly heal it over time! As a footnote, F Moon characters can choose to enter Blood Heat mode instead if they want, simply by performing the activation in neutral instead of canceling an attack, but it's generally riskier for not as much benefit.\nイニシアティブヒート (inishiatibu hīto) — Lit. initiative heat\nSee video",
77
+ "letter": "I",
78
+ "source": "https://glossary.infil.net/?l=I"
79
+ },
80
+ {
81
+ "term": "Input Lag",
82
+ "definition": "When your button presses happen on screen after a delay, rather than immediately. Input lag can come from a variety of sources, including limitations of the game engine, your big screen TV processing the image before showing it, or even netcode solutions intentionally delaying inputs to compensate for network problems.\n\nAll games suffer from some inherent input delay, but as long as the delay for all factors combined is around 3 to 5 frames, this is considered acceptable performance by fighting game standards. When the input delay fluctuates during matches, though, that's when it really starts to feel awful.\n入力遅延 (nyūryoku chien) — Lit. input delay",
83
+ "letter": "I",
84
+ "source": "https://glossary.infil.net/?l=I"
85
+ },
86
+ {
87
+ "term": "Install",
88
+ "definition": "A powered-up state some characters can enter that will change move properties and maybe grant new moves entirely. Installs are almost always on a timer that tells you how much longer you get to enjoy the benefits before you return to your mortal self. Custom combo supers like Genei Jin or A-Groove and systems like Street Fighter V's V-Trigger and Killer Instinct's Instinct mode are common installs you will find.\n\nYou'll hear the word \"activate\" or \"pop\" often used when people turn on these modes, as in \"Yun players like to do shoulder into activate\" or \"don't forget to pop Instinct once per round\". The source of the term probably comes from Sol Badguy's \"Dragon Install\" super move.\nSee video",
89
+ "letter": "I",
90
+ "source": "https://glossary.infil.net/?l=I"
91
+ },
92
+ {
93
+ "term": "Instant Air Dash",
94
+ "definition": "Doing an air dash as fast as possible after jumping. Usually abbreviated to IAD. Instant air dashing is great for closing the distance quickly. If your game has a dash macro, it can make the technique easier to execute, but if not, try jumping with up-forward, which will count as the first input of your dash. Then go to neutral and hit forward a single time to do the IAD with as few inputs as possible.\n低空ダッシュ (teikuu dasshu) — Lit. low altitude dash\nSee video",
95
+ "letter": "I",
96
+ "source": "https://glossary.infil.net/?l=I"
97
+ },
98
+ {
99
+ "term": "Instant Block",
100
+ "definition": "A Guilty Gear and BlazBlue mechanic where you press back to block immediately before an incoming attack hits you. With correct timing, you will flash white, build a bit more super meter, and not push your opponent away as much. In Guilty Gear Xrd, you will also recover a little faster out of block stun than you normally would, while in Guilty Gear Strive, you are at the same frame advantage whether you Instant Blocked or not. But in either game, you might be able to punish moves you wouldn't be able to with a normal block!\n\nThe Guilty Gear series displays the \"Just!\" message on the screen to let everybody know you Instant Blocked; this makes sense considering that this mechanic is pretty similar to Just Defend in SNK games. In Guilty Gear Strive, you can also combine this with Faultless Defense for even more blocking goodness.\n直前ガード (chokuzen gādo) — Lit. just before/last minute guard\n直ガ (chokuga) — Lit. abbreviation of 直前ガード\nSee video",
101
+ "letter": "I",
102
+ "source": "https://glossary.infil.net/?l=I"
103
+ },
104
+ {
105
+ "term": "Instant Double Jump",
106
+ "definition": "A Smash Bros. Ultimate technique where you jump and then immediately double jump (within 4 frames of your first jump, before you leave the ground). You'll usually attack with an aerial at the same time. Compared to most characters' normal first jump, you'll gain a bit of extra vertical height by using IDJ while also making sure your aerial attack comes out as fast as possible when you leave the ground. It also halts your forward momentum much like attack canceling, so you can use it to turn around on a dime if needed. Don't mistake this for a double jump cancel, which is a pretty different thing.\nSee video",
107
+ "letter": "I",
108
+ "source": "https://glossary.infil.net/?l=I"
109
+ },
110
+ {
111
+ "term": "Instant Kill",
112
+ "definition": "A Guilty Gear super that instantly wins you the round. You first must press all attack buttons except Dust to enter Instant Kill mode, which turns your Tension gauge into a timer and prevents you from using your Tension for anything else (although you can revert this state to normal by pressing the buttons again). You then get one shot to try and hit your Instant Kill attack, and if you use it but it doesn't land, your Tension bar disappears until next round.\n\nNormally, it is very hard to hit with an IK. They have very slow startup and are easily avoided. However, in Guilty Gear Xrd, if you are one round away from winning the match and your opponent is low on life, your Tension gauge will turn gold. When this happens, your IK attack will freeze the screen for longer than normal, allowing you to combo into your Instant Kill. Since the round was almost over anyway, this can make for some stylish finishes.\n一撃必殺技 (ichigeki hissatsu waza) — Lit. one hit killing technique\nSee video",
113
+ "letter": "I",
114
+ "source": "https://glossary.infil.net/?l=I"
115
+ },
116
+ {
117
+ "term": "Instant Overhead",
118
+ "definition": "Hitting someone with a jumping attack the instant you leave the ground. In most games, this will be an overhead (like all jumping attacks are), and because it happens more or less instantly, they are very hard to block, especially if this character does not normally have a grounded overhead. However, these attacks are usually low damage and quite unsafe, since you'll be flying in the air helplessly after your attack. Try to use them to finish off a round if you can.\n昇り中段 (nobori chūdan) — Lit. ascending overhead\nSee video",
119
+ "letter": "I",
120
+ "source": "https://glossary.infil.net/?l=I"
121
+ },
122
+ {
123
+ "term": "Instinct",
124
+ "definition": "A comeback mechanic in Killer Instinct that greatly enhances each character's fighting abilities. You build your Instinct gauge by taking damage or by performing combo breakers, and usually when you have about 30% life remaining on your first life bar, you'll have filled it. You'll almost always be able to build and use your Instinct mode twice in a game, as long as you use your first instance soon after you build it.\n\nInstinct mode lasts for 15 seconds and is effectively a game-changing install that is unique to each character; possibilities include more damage, new attacks, new movement options, more invincibility on things, unlimited use of resources, you name it. They take strong KI characters and make them even stronger, so watch out.\nインスティンクト (insutinkuto) — Lit. instinct\nSee video",
125
+ "letter": "I",
126
+ "source": "https://glossary.infil.net/?l=I"
127
+ },
128
+ {
129
+ "term": "Interactable",
130
+ "definition": "A system mechanic in modern Mortal Kombat and Injustice games where you reach into the stage background and interact with something. Some stages have offensive-minded interactables, where you can pick up a weapon and throw it at your opponent or extend a combo, while others have defensive-minded ones where you can run off stage elements to create distance. In Injustice, it even depends what character you're playing, as different character \"classes\" will use the interactables in different ways.\nフィールドオブジェクト (fīrudo obujekuto) — Lit. field object\nインタラクト (intarakuto) — Lit. interact",
131
+ "letter": "I",
132
+ "source": "https://glossary.infil.net/?l=I"
133
+ },
134
+ {
135
+ "term": "Invalid Combo",
136
+ "definition": "A \"combo\" in some anime games that the opponent could have air teched out of. This happens when you mess up the timing of your air combo, but the opponent does not correctly air tech when they were able, so you got to continue hitting them anyway. Invalid Combo is the general term, but some communities will have a name specific to their game, and it's usually related to how the color of the combo counter changes when an invalid combo happens. For example, Dragon Ball FighterZ players will call it a \"Blue Combo\" and the Guilty Gear community calls it a Black Beat Combo.",
137
+ "letter": "I",
138
+ "source": "https://glossary.infil.net/?l=I"
139
+ },
140
+ {
141
+ "term": "Invincible",
142
+ "definition": "A state where you are impossible to hit, fully impervious to everything. Invincible moves usually just remove all your hurtboxes so no incoming attack or throw can connect with you. As you can imagine, invincible attacks are very strong, so they are usually very unsafe or risky to attempt, and are commonly used as a reversal in situations where your opponent has a clear attacking advantage, like on wakeup.\n\nMany dragon punches and supers have some period of invincibility to them, and these are common to see used in most fighting games. Also note that some moves may be invincible only to certain things and not others; you might see throw invincible, strike invincible, or projectile invincible moves, and you might see terms like high crush and low crush thrown around too.\n無敵 (muteki) — Lit. invincible\nSee video",
143
+ "letter": "I",
144
+ "source": "https://glossary.infil.net/?l=I"
145
+ },
146
+ {
147
+ "term": "ISM",
148
+ "definition": "A set of mechanics you apply to your character in Street Fighter Alpha 3. They change a few rules around and also give you different types of supers to work with.\n\nX-ISM: One long super bar, no air blocking, and no alpha counter.\nA-ISM: Three levels of super. Called Z-ISM in Japan.\nV-ISM: Instead of a standard super, you have access to a \"variable combo\" mode (i.e., a custom combo). A popular ISM among top players due to the crouch cancel infinite bug.\n\nThis sort of \"pick your system\" mechanic spread to other games shortly after, such as CvS2's Grooves.\nイズム (izumu) — Lit. ism",
149
+ "letter": "I",
150
+ "source": "https://glossary.infil.net/?l=I"
151
+ },
152
+ {
153
+ "term": "Issen",
154
+ "definition": "A powerful super attack in Samurai Shodown available only when you are in Rage Explosion. Sometimes you'll hear this called Lightning Blade as well. If you hit A+B+C, you will lunge super far across the screen very quickly, spending the rest of your Rage Explosion gauge.\n\nYou're invincible at the start of the attack, and projectile invincible while traveling. On hit, you will turn the screen a dark red and run through the opponent with your weapon. Early on in your Rage Explosion timer, Issen attacks will do monstrously huge damage, but will get weaker the longer your RE is active. If blocked, though, you'll be left hugely punishable, which in a high damage game like this is probably the end of you, so watch out.\n一閃 (issen) — Lit. flash\nSee video",
155
+ "letter": "I",
156
+ "source": "https://glossary.infil.net/?l=I"
157
+ },
158
+ {
159
+ "term": "Izuna Drop",
160
+ "definition": "A style of move in a fighting game where you grab your opponent out of the air, flip upside down, and then body slam them to the ground head first. It's a common move given to ninja-like archetypes, like Street Fighter's Vega, Guy, or Kimberly. It's a stylish, fan favorite move that boosts a character's cool factor by quite a bit, especially if you get to use it often in combos.\n飯綱落とし (izuna otoshi) — Lit. least weasel drop\nイズナドロップ (izuna doroppu) — Lit. izuna drop\nSee video",
161
+ "letter": "I",
162
+ "source": "https://glossary.infil.net/?l=I"
163
+ }
164
+ ]
pasta_json/glossary_J.json ADDED
@@ -0,0 +1,92 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Jab",
4
+ "definition": "Another name for light punch. This one is pretty common and easy to understand. You might also hear this called \"One Jab\" in a game like Tekken, based on Tekken's notation using 1 for a left punch. They're super fast check moves you can use to keep your opponent off balance. You might also hear \"dick jab\" to refer to a crouching jab, typically in 3D games. I probably don't need to explain that one.\n小パン or 小P (ko pan) — Lit. small punch",
5
+ "letter": "J",
6
+ "source": "https://glossary.infil.net/?l=J"
7
+ },
8
+ {
9
+ "term": "Jab Reset",
10
+ "definition": "Knocking your opponent down in a certain way (usually because your opponent missed a tech), then hitting them with a jab (in Smash Bros., this is just your neutral A attack). If you do it right, Smash Bros. Melee will force the opponent to stand straight up off the ground, where they will have lots of recovery time and will be wide open to a huge punish.\n\nThe act of hitting your opponent while they are in this weird prone, slightly-bouncing-off-the-ground state is called a \"lock\", and each Smash game handles these locks differently. In Brawl, you could sustain the lock state more or less infinitely by constantly jabbing them or firing certain projectiles at them, and then finally force them to stand up into a free killing blow. It was basically a 0 to death combo. Smash Ultimate changes the mechanics a bit to prevent free kills, letting you optionally tech roll away after you've been jab reset out of the lock state.\n叩き起こし (tataki okoshi) — Lit. to wake someone up forcefully\nSee video",
11
+ "letter": "J",
12
+ "source": "https://glossary.infil.net/?l=J"
13
+ },
14
+ {
15
+ "term": "Jail",
16
+ "definition": "When you are forced to block an attack that you can normally avoid by crouching or sidestepping. You'll usually talk about a string that \"jails\"; the later parts of the string might be (for example) high attacks, and if the first part whiffs, you can crouch under them like normal. However, if you end up blocking the first hit, you'll be trapped in jail and stuck blocking all of it.\n\nYou'll also sometimes hear people talking about offense that jails in other games, like Street Fighter or Guilty Gear, and usually they just mean a string of attacks that has no gap (in other words, a true block string). In general, thinking about jailing in any game as \"being forced to block\" is pretty helpful.\n連続ガード (renzoku gādo) — Lit. continuous guard\n連ガ (renga) — Lit. abbreviation of 連続ガード\nSee video",
17
+ "letter": "J",
18
+ "source": "https://glossary.infil.net/?l=J"
19
+ },
20
+ {
21
+ "term": "John",
22
+ "definition": "A Smash Bros.-specific term meaning \"excuse\". You'll hear Smash players saying \"No Johns\" to each other to remind them not to blame the game or the sun in their eyes for their loss, and to take responsibility for their gameplay and knowledge. To be honest, a lot of fighting game communities could stand to learn this lesson.",
23
+ "letter": "J",
24
+ "source": "https://glossary.infil.net/?l=J"
25
+ },
26
+ {
27
+ "term": "Juggernaut Fuse",
28
+ "definition": "A Fuse in 2XKO that focuses on controlling only one character. You won't have access to any handshake tagging or assists, but to make up for truly piloting the match solo, your lone character is pretty buffed. You'll have considerably more health, five super meters to hold instead of three, you'll be building towards Fury Break at round start (since you have only one character), and you can cancel your own level 1 supers into other level 1 or level 3 supers, kind of like a one-character Double Down, making up for a bit of the lost combo potential with no assists available.\n\nYou also won't have Tag Launcher, but this is replaced with a system called Eject, which is basically a snapback (force your opponent's reserve character to enter the fight) that only Juggernaut can do. Note that Juggernaut is still forced to pick two characters on character select, but that's because each round, you are able to choose which of those characters to play, in case you maybe want to protect yourself against a bad matchup. Once the round starts, though, you'll be locked in to that choice.\nジャガーノート (jagānōto) — Lit. juggernaut",
29
+ "letter": "J",
30
+ "source": "https://glossary.infil.net/?l=J"
31
+ },
32
+ {
33
+ "term": "Juggle",
34
+ "definition": "The act of comboing an airborne opponent while you are on the ground. Moves that work well in juggles tend to launch the opponent high into the air and keep them close to the offensive player, so they can be hit again as they fall to the ground. As with a lot of fighting game terminology, the line between a juggle and an air combo is sometimes up for debate, so you may see the term used to describe any situation where you're comboing someone in the air.\n空中コンボ (kūchū konbo) — Lit. air combo\nSee video",
35
+ "letter": "J",
36
+ "source": "https://glossary.infil.net/?l=J"
37
+ },
38
+ {
39
+ "term": "Juggle Potential",
40
+ "definition": "A game mechanic in some Street Fighter titles where moves that can normally be used to juggle the opponent will simply start to whiff after the combo has gone on long enough. For some games, like Street Fighter III: 3rd Strike, this is implemented with a hidden timer, whereas for other games, it's based on how many times you've hit the opponent. It is one way to keep combos from being too damaging and remove the possibility of infinite combos.",
41
+ "letter": "J",
42
+ "source": "https://glossary.infil.net/?l=J"
43
+ },
44
+ {
45
+ "term": "Jump",
46
+ "definition": "Leaping off the ground, usually by pressing up on the analog stick. If you press the up-forward or up-back directions, you will jump forwards or backwards, or you can press straight up to get a \"neutral jump\" where you land in the same place you jumped from. Some games, such as Guilty Gear or Marvel vs. Capcom titles, will allow you to block while in the air, but most fighting games have no air blocking.\n\nJumping has a brief amount of startup, and may also have a brief amount of recovery when you land. Every character can attack with specific normals while they are jumping (a normal used while jumping towards the opponent is often called a \"jump in\"), and some characters also have access to airborne special moves. New players like to jump way too much, which means you can anti-air them for a lot of free damage.\n飛び (tobi) — Lit. flying, leaping\nジャンプ (janpu) — Lit. jump",
47
+ "letter": "J",
48
+ "source": "https://glossary.infil.net/?l=J"
49
+ },
50
+ {
51
+ "term": "Jump Cancel",
52
+ "definition": "Canceling a move with a jump. You'll just stop right in the middle of your normal or special move and immediately leave the ground. Not every game lets you do this; the ones that do tend to be high-octane team games or anime games where aerial combat is much more common than, say, Tekken or Street Fighter.\n\nAnother common application of this term is when you cancel a jump into something else before you leave the ground, usually in your pre-jump. As long as the game lets you do something during your pre-jump, your attempt to jump will stop and you'll get the grounded action instead. This is commonly how you'll do 360 motions, for instance, but depending on the game you might also transfer the throw invincibility property of your pre-jump to the new move. For example, in SFIII: 3rd Strike, you can use a \"high jump cancel\" to phase through throws while doing grounded normals or special moves.\nジャンプキャンセル (janpu kyanseru) — Lit. jump cancel\nジャンキャン (jankyan) — Lit. abbreviation of ジャンプキャンセル\nSee video",
53
+ "letter": "J",
54
+ "source": "https://glossary.infil.net/?l=J"
55
+ },
56
+ {
57
+ "term": "Jump Install",
58
+ "definition": "An advanced Guilty Gear technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. This is common particularly in GG Accent Core and GG Xrd.\n\nOne way to do this is to cancel a grounded normal into a jump, but then before you leave the ground, do another grounded attack. You've now tricked the game into thinking you have the normal air options you'd get after a jump, even though you haven't actually jumped yet. Later in your combo, if you do something that would restrict your air options (like a super jump or a special move like Chipp's teleport), your earlier \"jump install\" takes precedence and you can now double jump! It takes a bit of practice to get used to, but jump installs can unlock cool new combo opportunities and more damage.\nジャンプ仕込み (janpu shikomi) — Lit. jump stocking/preparation\nSee video",
59
+ "letter": "J",
60
+ "source": "https://glossary.infil.net/?l=J"
61
+ },
62
+ {
63
+ "term": "Jump Test",
64
+ "definition": "A quick and dirty way to get a sense of how plus or minus on block an attack is. In training mode, pick the same character for both P1 and P2. Then, record the dummy character to do the move you're testing, and then hold up for a few seconds after. Lastly, take control of the first character, block the move in question, and then hold up yourself.\n\nIf the dummy character (that is, the attacker) jumps first, your attack is plus. If you (the defender) jump first, your attack is minus. You won't really know the exact number, but you can usually get a sense of whether it's plus by \"a lot\" or \"a little\" very quickly, and that's often enough to make a rough gameplan.\n\nOf course, if your game has frame data built into training mode, you don't always need to do this method, but not all games have that, and you might also want to test some meaty situations where the frame data gets altered a bit. Fun fact: when fans want to verify the frame data for a game, one method is to record video of a jump test of the attack, then study the frame-by-frame footage using video software to get the exact number!\nSee video",
65
+ "letter": "J",
66
+ "source": "https://glossary.infil.net/?l=J"
67
+ },
68
+ {
69
+ "term": "Just Defend",
70
+ "definition": "A mechanic, originally popularized by Garou: Mark of the Wolves, where you press back to block immediately before an attack is going to hit you. It's also present in some other SNK-published games, like Samurai Shodown and some modern King of Fighters titles. The input is pretty similar to a parry, except if you miss the timing, you'll often just safely block, so it's not nearly as risky to try. As a result, the reward usually isn't nearly as good as a parry either; usually you just build a little bit of extra meter and perhaps avoid taking any chip damage. There are similar mechanics in other games too, like instant blocking in the Guilty Gear series.\nジャストディフェンス (jasuto difensu) — Lit. just defense",
71
+ "letter": "J",
72
+ "source": "https://glossary.infil.net/?l=J"
73
+ },
74
+ {
75
+ "term": "Just Frame",
76
+ "definition": "An input that must be performed on exactly one specific frame in order for it to work. For example, a 1-frame link is a combo that needs one frame timing to succeed (although sometimes input tricks can help make this easier), and advanced combos like Taunt Jet Upper will involve just frame precision. Even some basic moves on a character's move list might require a just frame; the Soulcalibur series has many moves like this, while Tekken has the Electric Wind God Fist and the ability for some moves to be enhanced with the blue spark mechanic.\nジャスト入力 (jasuto nyūryoku) — Lit. just input",
77
+ "letter": "J",
78
+ "source": "https://glossary.infil.net/?l=J"
79
+ },
80
+ {
81
+ "term": "Just Guard",
82
+ "definition": "A mechanic in some Soulcalibur titles where you block attacks by tapping the Guard button right before an attack hits you. It debuted in Soulcalibur V where it was very strong; a successful Just Guard acted more like a parry, letting you punish all sorts of otherwise safe attacks. In Soulcalibur VI, your frame advantage is the same whether you did a regular guard or a Just Guard, and instead you just gain a bit of super meter and slightly heal your guard meter. If you want to parry an attack, instead try using Soulcalibur's signature mechanic, Guard Impact.\nジャストガード (jyasuto gādo) — Lit. just guard",
83
+ "letter": "J",
84
+ "source": "https://glossary.infil.net/?l=J"
85
+ },
86
+ {
87
+ "term": "JV",
88
+ "definition": "Winning a match in Smash Bros. when your current stock is at 0%. Imagine that you're about to win a match with 4 stocks remaining, but your opponent manages to kill you. You jump back into the match and immediately finish the job with 0% and 3 stocks left; this is a JV 4-stock (or JV4). You were pretty close to an actual 4-stock victory, but you failed, so you have to settle for the consolation prize. JV sounds like it might stand for \"junior varsity\", and indeed you might hear school-related inside jokes around the term, but its name comes from Michigan Smash player \"Jv3x3\".",
89
+ "letter": "J",
90
+ "source": "https://glossary.infil.net/?l=J"
91
+ }
92
+ ]
pasta_json/glossary_K.json ADDED
@@ -0,0 +1,116 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "K.O.",
4
+ "definition": "Draining a character's health bar to zero, causing a knockout and ending the round. Pretty much every fighting game round will end in someone getting KOed, although you will occasionally see some time out or ring out victories as well.\nK.O. (kē ō) — Lit. k.o.",
5
+ "letter": "K",
6
+ "source": "https://glossary.infil.net/?l=K"
7
+ },
8
+ {
9
+ "term": "Kameo",
10
+ "definition": "The second character in Mortal Kombat 1 that fights alongside your primary fighter in much the same way as a Marvel vs. Capcom assist. Chosen on the character select screen, your Kameo fighter stays off-screen until you press a button to summon them. They'll run into the battle, perform a pre-determined move based on your command, and then leave.\n\nEach Kameo has three possible attacks, input with neutral, forward/back, or down plus your Kameo button. These attacks are divided into two categories. One is called an \"ambush\", which lets your Kameo attack while you are free to move around and take any action yourself, while the other category is a \"summon\", which causes your character to do a little pose while your Kameo attacks, freezing you in place so you can't take actions. Each one has their own use in pressure, block strings and combos for you to find.\n\nWhen you call your Kameo, you will spend either 50% or 100% of your \"Kameo gauge\", a little circle underneath your health bar, depending on the attack you chose. Once they leave the screen, you can call your Kameo again basically instantly, as long as you have enough gauge for a new attack. This gauge rapidly fills up over time while your Kameo is off-screen, letting you call them multiple times per round. Kameos will also be responsible for executing forward throws, some reversals, and performing MK1's equivalent of a combo breaker, so which Kameo you choose will be thoroughly entwined in all aspects of your strategy.\nカメオ (kameo) — Lit. kameo",
11
+ "letter": "K",
12
+ "source": "https://glossary.infil.net/?l=K"
13
+ },
14
+ {
15
+ "term": "Kara Cancel",
16
+ "definition": "The ability to very quickly cancel a move into another move, before the first move completes its startup. Normally, in order to cancel a move, you'll have to make contact with your opponent, but kara cancels bypass that restriction and cancel immediately, often before you even see the first move on screen at all. The reason you want to do this is added range; the first move is chosen specifically because it will move your character forward during its first few frames. Then, if you quickly transition to the second move, it will be executed from this new position.\n\nNot every game allows kara cancels, but when it does happen, it's usually the result of the game engine allowing sloppy inputs. They intentionally permit moves to cancel into other moves within the first few frames so players do not have to be incredibly precise in case they fat-finger some buttons. Depending on the game, this can have wild effects, including famous bugs like roll canceling. The most common use of kara canceling is the kara throw, but often times you can kara cancel special moves or supers as well. A related term is the whiff cancel.\n空キャンセル (kara kyanseru) — Lit. empty cancel\nSee video",
17
+ "letter": "K",
18
+ "source": "https://glossary.infil.net/?l=K"
19
+ },
20
+ {
21
+ "term": "Kara Throw",
22
+ "definition": "A specific type of kara cancel where the second move is a throw. In games where kara throws are possible, you'll pick a normal attack that moves your character forward a little bit during the first few frames, and then you immediately input the throw; it will feel like you're pressing the attack and the throw buttons almost simultaneously. Your character will then lurch forward suddenly and throw, greatly increasing its range.\n\nIn fact, you'll often be able to throw from way outside the opponent's throw range which, as you might guess, makes defending against throws very hard. The running joke is that Chun-Li in SFIII: 3rd Strike, a character with a super powerful kara throw, is the game's best grappler, but it certainly won't feel like much of a joke when you're playing.\n移動投げ (idou nage) — Lit. moving throw\n空キャンセル (kara kyanseru) — Lit. empty cancel (general term for kara cancel)\nSee video",
23
+ "letter": "K",
24
+ "source": "https://glossary.infil.net/?l=K"
25
+ },
26
+ {
27
+ "term": "Keeper Jin",
28
+ "definition": "An advanced combo for Yun in Street Fighter III: 3rd Strike, named after Japanese player Keeper. While in Genei Jin, Yun rapidly switches between crouching medium kick and standing heavy punch (that has been kara'ed from a standing medium punch). This combo requires very precise timing and spacing, but does quite a bit of damage and can lead to further mixups. It is also closely related to (and often mistaken for) Yun's daipan loop, which does more damage and is more commonly seen in today's 3rd Strike matches.\nキーパー陣 (kīpā jin) — Lit. keeper jin\nSee video",
29
+ "letter": "K",
30
+ "source": "https://glossary.infil.net/?l=K"
31
+ },
32
+ {
33
+ "term": "Ken Combo",
34
+ "definition": "A specific Marth combo popularized by Ken Hoang (a.k.a, \"Ken\"), one of the pioneers of early Smash Bros. Melee play. The combo involves you juggling the opponent with Marth's forward-air repeatedly towards the edge of the stage, followed by a carefully spaced down-air spike for the kill. This combo isn't really possible in Smash titles after Melee, due to various system changes, but it remains effective in Melee even in the modern day.\nSee video",
35
+ "letter": "K",
36
+ "source": "https://glossary.infil.net/?l=K"
37
+ },
38
+ {
39
+ "term": "Ki Blast",
40
+ "definition": "A basic projectile common to most characters in Dragon Ball FighterZ. Executed with just a single button press on the ground or in the air, ki blasts are useful for basic hit and run style gameplay and to annoy your opponents from a distance. As you get better, you can even hit confirm a ki blast into a vanish and start a combo to earn some extra damage!\n気弾 (kidan) — Lit. spirit shot",
41
+ "letter": "K",
42
+ "source": "https://glossary.infil.net/?l=K"
43
+ },
44
+ {
45
+ "term": "Ki Charge",
46
+ "definition": "A move available to all characters in Dragon Ball FighterZ that stops them in place and starts earning super meter. It's not too easy to just use at any old random time, since you'll leave yourself wide open for a smack in the face as you're charging up, but you might be able to sneak a bit of charging in while your opponent is knocked down, or while certain assists are hitting them.\n\nIn the Tekken series, a Ki Charge is a taunt-like move that powers up your character's next attack, doing much more damage and automatically causing a counter hit. Unfortunately, you won't be able to block while you're charged up, and your opponent will also get higher damage and counter hit properties on their next attack. It's pretty uncommon to see ki charges in Tekken, apart from players trying to show off, or aggravate their opponent.\n気合溜め (kiai tame) — Lit. spirit charge",
47
+ "letter": "K",
48
+ "source": "https://glossary.infil.net/?l=K"
49
+ },
50
+ {
51
+ "term": "Kill Confirm",
52
+ "definition": "A series of attacks that leads to a character with high damage being KOed. Usually the combo will start with a pretty safe move, and if that move hits, you move into an automatic sequence that leads to death; in many ways, this is a Smash Bros. hit confirm, but specifically planned for situations involving high percentage characters.\n\nNote that directional influence can sometimes make these kill confirms harder, and they can be character specific as well, due to the multitude of different weights and falling speeds Smash characters have. Examples in Melee include Captain Falcon's neutral air or throw to his devastating forward air knee attack, or Fox's up throw to up-air on floaty characters.\n撃墜コンボ (gekitsui konbo) — Lit. shoot down combo",
53
+ "letter": "K",
54
+ "source": "https://glossary.infil.net/?l=K"
55
+ },
56
+ {
57
+ "term": "Kire",
58
+ "definition": "A motion that combines a tiger knee input with an instant air dash input. This will let you do a very low to the ground air dash, and then instantly execute your air special move. The numpad notation for this move would be 236956, which overlaps the TK (2369) and the IAD (956). You'll hear this used mostly in Guilty Gear, and primarily to describe executing powerful air attacks like Baiken's \"Tatami Gaeshi\" special move. With a kire input, these can be performed low to the ground at high horizontal speed.\nキレ畳 (kire tatami) — Lit. angry tatami\nSee video",
59
+ "letter": "K",
60
+ "source": "https://glossary.infil.net/?l=K"
61
+ },
62
+ {
63
+ "term": "Knockback",
64
+ "definition": "How far you get sent flying when you get hit in a platform fighter. Each move has its own base knockback value and angle, which gets amplified as you take more damage, until eventually you get launched so far you hit a blast zone and die.\n\nIn most Smash games, you can change the angle with directional influence, but not the distance you get sent. In some cases, you can prevent being knocked back by using crouch canceling. The term \"knockback\" is also used occasionally in more traditional fighters, but if you are getting hit on the ground, we tend to use the term pushback a bit more often.\nふっとばし力 (futtobashi ryoku) — Lit. blow off power",
65
+ "letter": "K",
66
+ "source": "https://glossary.infil.net/?l=K"
67
+ },
68
+ {
69
+ "term": "Knockdown",
70
+ "definition": "Being knocked off your feet and landing on your back. Certain attacks commonly cause knockdowns, like sweeps, throws, many special moves, and in some games, simply getting hit out of the air. There are generally two types of knockdowns, hard knockdowns and soft knockdowns, which describe how long you have to lie on the ground before you can get up and fight again, and what options you may have (if any) while standing up.\n\nIn most games, while you are lying on your back, you are invincible to all attacks (except if a game employs OTG moves). The moment when you stand up and become vulnerable again, called the wakeup game or okizeme, is an incredibly important cornerstone of virtually every fighting game. If you are on offense, you may choose to attack with a meaty or execute some planned mixup or set play. If you are rising from the knockdown, you usually should try to block, but you may also choose to reversal to escape, or try to abare your way out. Knockdowns can lead to huge swings in the match and learning to maximize your advantage in these situations and play the mind games well will earn you lots of wins.\nダウン (daun) — Lit. down",
71
+ "letter": "K",
72
+ "source": "https://glossary.infil.net/?l=K"
73
+ },
74
+ {
75
+ "term": "Knowledge Check",
76
+ "definition": "Testing whether your opponent understands how to beat a certain attack or strategy. If they don't, you loop it until they die. Gimmicks are often good examples of knowledge checks; these attacks tend to have somewhat non-obvious answers that need very specific practice to stop, but knowledge checks don't have to be obscure or wildly unsafe.\n\nYou can test more basic things too, like whether your opponent knows there is a gap in your string, or if they know how to punish certain marginally unsafe attacks. You're basically asking your opponent \"how well do you understand the basics of this matchup?\" and if they answer poorly, you'll win pretty easily.",
77
+ "letter": "K",
78
+ "source": "https://glossary.infil.net/?l=K"
79
+ },
80
+ {
81
+ "term": "Korean Backdash",
82
+ "definition": "A method common to Tekken games that lets you backdash multiple times in a row extremely quickly. In Tekken, you can cancel the recovery of a backdash with pretty much anything (called, predictably, \"Backdash Canceling\"). Korean backdashing cleverly uses down-back to cancel a backdash in progress, and immediately count as the first back input for your next backdash. After backdashing once, repeat (down-back, neutral, back) in rapid succession to continually cancel your backdash into crouch, and then start a new backdash as fast as possible.\n\nThe technique is named for Korean players who discovered it in Tekken Tag Tournament, and used it to great success in some American events. The execution takes a fair bit of practice to get used to, but the fast movement it allows is very powerful, and it's often seen as a benchmark skill to transition into higher level Tekken play. If you want to learn more, I'd recommend this excellent video on KBD and its implications.\n山田ステップ (yamada suteppu) — Lit. yamada step\n山ステ (yamasute) — Lit. abbreviation of 山田ステップ\nSee video",
83
+ "letter": "K",
84
+ "source": "https://glossary.infil.net/?l=K"
85
+ },
86
+ {
87
+ "term": "Krushing Blow",
88
+ "definition": "A system in Mortal Kombat 11 that greatly powers up certain moves, but only if a unique condition is met before using it. For example, if you crouch under a high attack and then use a down+2 uppercut to punish, your uppercut will get Krushing Blow properties and launch the opponent high in the air for a huge combo. Krushing Blows are always shown by zooming in on some bones breaking.\n\nThe conditions for triggering the KBs are different for each character (and for each move!), and some of them are pretty wacky. It might be as simple as using a certain special move while fully charged, or maybe you have to use a move three times first, and the fourth time will Krushing Blow. You'll have to take a look at the move list to see what KBs your character has, and how to activate them. Soulcalibur has a similar mechanic called Lethal Hit.\nクラッシュブロウ (kurasshu burou) — Lit. crushing blow",
89
+ "letter": "K",
90
+ "source": "https://glossary.infil.net/?l=K"
91
+ },
92
+ {
93
+ "term": "Kubota Escape",
94
+ "definition": "A bug in Ultimate Marvel vs. Capcom 3 that tries to tag your character for a dead character. For this to work, you need to have exactly one dead character on your team and be in neutral. Then, during the screen freeze of an opponent's super, press and hold your first assist button, then perform a QCF followed by pressing and holding your second assist button. Your point character will try to tag out, and then after a few seconds, they will come back into the fight as if they were tagged in.\n\nThe Kubota Escape was named after Kubo, a Japanese player who found the technique. You can use it to avoid having to block certain supers or team supers which would normally cause a ton of chip damage or setup a gross mixup, and your character might even be able to punish the opponent when they come back in. It's a pretty niche technique not often seen at high-level play, but it can be situationally useful.\nクボタエスケープ (kubota esukēpu) — Lit. kubota escape\nSee video",
95
+ "letter": "K",
96
+ "source": "https://glossary.infil.net/?l=K"
97
+ },
98
+ {
99
+ "term": "Kumite",
100
+ "definition": "Mostly used in the fighting game context as a synonym for \"battle\" or \"competition\". Some tournaments, like Red Bull Kumite, use the word as part of their brand. You'll sometimes see it used to refer to a series of exhibition matches against a single opponent, often a visiting foreign player that the local players want to test their skills against. If Tokido comes to your town to win all your lunch money, you should at least schedule a Tokido Kumite and force him to beat all of you in a row.\n組手 (kumite) — Lit. sparring",
101
+ "letter": "K",
102
+ "source": "https://glossary.infil.net/?l=K"
103
+ },
104
+ {
105
+ "term": "Kusoge",
106
+ "definition": "Literally \"shitty game\" in Japanese. The term tends to somewhat lovingly refer to highly broken fighting games that end up being fun to play despite bad design choices or bugs that are so severe that they impact every aspect of strategy. Many kusoge have small but devoted followings in Japanese arcades. If you can bounce your opponent off the ground like a basketball for 99 seconds any time you hit them, there's a strong chance you are playing kusoge.\nクソゲー (kusogē) — Lit. shitty game\nSee video",
107
+ "letter": "K",
108
+ "source": "https://glossary.infil.net/?l=K"
109
+ },
110
+ {
111
+ "term": "KV Meter",
112
+ "definition": "A meter in Killer Instinct that limits how long your combo can be. Once the gauge hits 100, the next attack that isn't a throw or a shadow move will cause a blowout and knock the opponent down. The KV stands for Knockdown Value.",
113
+ "letter": "K",
114
+ "source": "https://glossary.infil.net/?l=K"
115
+ }
116
+ ]
pasta_json/glossary_L.json ADDED
@@ -0,0 +1,194 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "L-Cancel",
4
+ "definition": "A technique specific to Smash Bros. 64 and Melee that let you reduce the recovery when you land during an aerial attack. By pressing L (or Z) a few frames before you hit the ground, you will cut down the normal landing recovery significantly, letting you start your next attack much more quickly. Virtually every aerial attack in these games is L-canceled by good tournament players (usually as part of a SHFFL). Smash games after Melee do not have L-canceling, instead opting to rely more heavily on auto-canceling.\n着地キャンセル (chakuchi kyanseru) — Lit. landing cancel\n着キャン (chakukyan) — Lit. abbreviation of 着地キャンセル",
5
+ "letter": "L",
6
+ "source": "https://glossary.infil.net/?l=L"
7
+ },
8
+ {
9
+ "term": "Lab",
10
+ "definition": "The training room. It's here where you'll practice your combos, learn how your moves work, and try to create strategies for how to play against certain characters. You'll hear people say things like \"I have to lab that later\" when they get hit by a strong move or mixup and they need to figure out what to do about it. Not everyone is a \"lab monster\" and loves to spend dozens of hours in training mode, but every player should at least know their way around it so they can practice the basics of the game.\n練習 (renshū) — Lit. training\n研究 (kenkyū) — Lit. research",
11
+ "letter": "L",
12
+ "source": "https://glossary.infil.net/?l=L"
13
+ },
14
+ {
15
+ "term": "Ladder Combo",
16
+ "definition": "A Super Smash Bros. combo that slowly raises your opponent upwards, often by repeated use of up-airs and strategically landing on platforms in order to get more height. The hope is that you can eventually kill them by hitting the upper blast zone. Ladder combos go back to Captain Falcon in the original Smash 64 title, and are still prominently used in modern games like Smash 4 and Smash Ultimate where they can lead to KOs at frighteningly low percents. Aesthetically they're pretty similar to a staircase combo.\nSee video",
17
+ "letter": "L",
18
+ "source": "https://glossary.infil.net/?l=L"
19
+ },
20
+ {
21
+ "term": "Land Cancel",
22
+ "definition": "Canceling the frames after you land from a jump into some other technique. This is a pretty general term that can apply to lots of things. For example, the crouch cancel infinite in Street Fighter Alpha 3 involves canceling landing frames into a crouch to trick the game into thinking you never landed. Meanwhile, games like Skullgirls let you cancel air blocking into attacks right when you land, so you might prefer to jump and block something in the air on purpose so you can counterattack faster than you could if you blocked it on the ground. Even just general techniques like L-canceling in Melee or using trip guard are technically \"land cancels\", although the term itself is pretty rarely used.\n着地キャンセル (chakuchi kyanseru) — Lit. landing cancel\n着キャン (chakukyan) — Lit. abbreviation of 着地キャンセル",
23
+ "letter": "L",
24
+ "source": "https://glossary.infil.net/?l=L"
25
+ },
26
+ {
27
+ "term": "Lariat",
28
+ "definition": "A style of move named after a prominent wrestling technique, often given to grapplers. There are two types of lariats in fighting games. The first is when your opponent spins in circles with both arms extended, often seen with Zangief (Street Fighter) and Haggar (Marvel vs. Capcom 3). These moves are often projectile invincible at the very least, and in some cases, even fully invincible, but your character is mostly planted in place while spinning.\n\nThe second type of lariat is a move that causes a character to run forward, one arm extended, ready to give a clothesline when they reach their opponent. These forward-advancing moves are often strong combo finishers or may even be a scary approach tool, depending on the game. You'll see examples of this with Hugo (Street Fighter), Bardock (Dragon Ball FighterZ), and Ladiva (Granblue Fantasy Versus).\nラリアット (rariatto) — Lit. lariat\nダブルラリアット (daburu rariatto) — Lit. double lariat\nSee video",
29
+ "letter": "L",
30
+ "source": "https://glossary.infil.net/?l=L"
31
+ },
32
+ {
33
+ "term": "Last Arc",
34
+ "definition": "The granddaddy of all supers in Melty Blood. The primary way you'll be landing this is by first entering Blood Heat and then shielding an attack (in MB: AACC, you must use EX shield). Your Last Arc will automatically launch and is guaranteed to punish your opponent for 50% damage or more. In MB: Type Lumina, you can also manually activate your Last Arc at any point by spending 4 bars of super meter and pressing A+B+C+D at the same time. You can't cancel attacks into this move though, so you'll have to find a way to land it raw.\nラストアーク (rasuto āku) — Lit. last arc",
35
+ "letter": "L",
36
+ "source": "https://glossary.infil.net/?l=L"
37
+ },
38
+ {
39
+ "term": "Launch",
40
+ "definition": "Hitting an opponent who is on the ground high into the air. You might chase after them into the air to perform an air combo, or you might stay on the ground and juggle them for more damage. In either case, you probably used a launcher to start the whole thing.\n浮かせ技 (ukase waza) — Lit. floating technique",
41
+ "letter": "L",
42
+ "source": "https://glossary.infil.net/?l=L"
43
+ },
44
+ {
45
+ "term": "Launcher",
46
+ "definition": "A move that launches the opponent high into the air, usually for more combo opportunities. Most modern fighting games have moves that launch the opponent and allow for some type of combo extension. For example, the Tekken series uses launchers as a staple combo mechanic that most characters frequently use; having a fast or safe launcher in Tekken can be the sign of a strong character. Marvel vs. Capcom 3 cuts directly to the chase and simply has a universal button called \"launcher\" that can start all sorts of fancy air combos.\n浮かせ技 (ukase waza) — Lit. floating technique\nSee video",
47
+ "letter": "L",
48
+ "source": "https://glossary.infil.net/?l=L"
49
+ },
50
+ {
51
+ "term": "Layer",
52
+ "definition": "A way to classify how deep your mind games are against your opponent. For example, if you knock someone down, you might try to apply basic pressure by using a simple strike/throw mixup. You could call this the \"first layer\"; it's relatively easy to defend against, but you want to test whether your opponent can stop this before you try other, riskier things.\n\nIf they pass the test and defend well, you might go to the next \"layer\", which could involve slower moves like overheads, or delaying your button for a frame trap. If they can't stop your first mixup though, there's no need to advance to the next layer. You may also hear the term outside of the mind game context and talking about how many times you have to guess correctly before you can escape your opponent's mixup. Statements such as \"that mixup has so many layers\" are talking about layered mixups.",
53
+ "letter": "L",
54
+ "source": "https://glossary.infil.net/?l=L"
55
+ },
56
+ {
57
+ "term": "Layered Mixup",
58
+ "definition": "A mixup that has more mixups behind it if you manage to successfully block the first one. As you fight stronger players, they will have better defense, so you'll need some backup plans once your first attempt to hit them doesn't work. Multi-way, layered mixups are commonplace in the Versus games, which is why basically nobody manages to escape when Zero's got them cornered.",
59
+ "letter": "L",
60
+ "source": "https://glossary.infil.net/?l=L"
61
+ },
62
+ {
63
+ "term": "LCQ",
64
+ "definition": "A last-minute tournament held at the venue of a big invitational event, where the winner gets a spot in the main tournament. Stands for Last Chance Qualifier. These LCQs are not needed for events where anyone can sign up (including mainstays like EVO), but you'll often find them happening on the day before the year-end finals for certain events like the Capcom Pro Tour or the Tekken World Tour. It's the last opportunity for people who didn't qualify for the event throughout the year, and it's a giant bloodbath of high-stakes matches for the final spot.\nラストチャンス予選 (rasuto chansu yosen) — Lit. last chance qualifier\n最終予選 (saishū yosen) — Lit. final qualifier",
65
+ "letter": "L",
66
+ "source": "https://glossary.infil.net/?l=L"
67
+ },
68
+ {
69
+ "term": "Ledge Trump",
70
+ "definition": "Grabbing the edge while another character is holding it, which lets you grab it from under them and forces them into the air. Ledge trumping is only present in later Super Smash Bros. titles like Smash 4 and Smash Ultimate, and is a replacement for the edge hog mechanic of earlier Smash games. Maybe Nintendo wanted to give recovering players an easier time returning to the stage, but ledge trumping still allows edgeguarding tricks, since you can hit players after they float off the edge.\n崖奪い (gake ubai) — Lit. cliff takeover\nSee video",
71
+ "letter": "L",
72
+ "source": "https://glossary.infil.net/?l=L"
73
+ },
74
+ {
75
+ "term": "Ledgedash",
76
+ "definition": "Falling off a ledge in Smash Bros. Melee, then jumping and wavelanding onto the stage very quickly. If you do this correctly, you'll retain the invincibility you get from grabbing the ledge, and slip back onto the stage without a ton of risk.\n\nYou can even attack during this invincibility period, which makes this method of recovery pretty strong! Smash players have a term for how many frames your character is both invincible and able to attack after a ledgedash; they call it GALINT for Grounded Actionable Ledge INTangibility. It's a bit of a mouthful, but having lots of GALINT is good, so try to do your ledgedashes crisply to maximize the GALINTial benefits.\n崖絶空 (gake zekkū) — Lit. ledge wavedash\nSee video",
77
+ "letter": "L",
78
+ "source": "https://glossary.infil.net/?l=L"
79
+ },
80
+ {
81
+ "term": "Ledgetrap",
82
+ "definition": "Trying to hit someone who is hanging on a ledge while you are still on the stage. Ideally, you will be thinking about the many ways a ledge-grabber can get off the ledge, and your attack patterns will try to cover as many of them as possible without a ton of risk. Coupled with a solid read on your opponent's habits, you can make returning to the stage really difficult for them.\n崖狩り (gake kari) — Lit. cliff hunting",
83
+ "letter": "L",
84
+ "source": "https://glossary.infil.net/?l=L"
85
+ },
86
+ {
87
+ "term": "Legacy Skill",
88
+ "definition": "Knowledge that players have acquired over playing a certain game for many years which will give them a strong advantage over new players. It's pretty similar to the term fundamentals, but where that term is super general and applies to things like being good at walking back and forth, legacy skill is often used to talk about really esoteric game-specific knowledge.\n\nTekken is a game that has a lot of legacy skill; the various versions of Tekken have a lot in common, so people who have been playing for two decades just have slowly built up a wealth of small tricks that would crush a beginner and can't be learned or explained in a short amount of time. It's basically hundreds of important knowledge checks all at once.",
89
+ "letter": "L",
90
+ "source": "https://glossary.infil.net/?l=L"
91
+ },
92
+ {
93
+ "term": "Let's Go Justin",
94
+ "definition": "A phrase some people will shout in excitement as soon as somebody starts parrying something difficult. This phrase was yelled during EVO Moment #37 by an onlooker cheering on Justin Wong, right before he launched the super that Daigo famously parried. It has since become a term of endearment in both the English and Japanese FGC alike regardless of the game being played, but it holds even more significance if you are playing 3rd Strike against Chun-Li and you're low on life.\nレッツゴージャスティーン (rettsugō jasutīn) — Lit. let's go Justin\nSee video",
95
+ "letter": "L",
96
+ "source": "https://glossary.infil.net/?l=L"
97
+ },
98
+ {
99
+ "term": "Lethal Hit",
100
+ "definition": "An attack in Soulcalibur VI that gets powered up if certain conditions are met first. As an example, if your Break Attack hits a normal Guard Impact, you'll earn a Lethal Hit, which gives more damage and better combo extensions. But the conditions will vary wildly between characters for other Lethal Hits.\n\nSome conditions include: hitting someone who whiffed an attack, hitting someone with a move enough times, or hitting someone in the previous round with a certain attack. Maybe my favorite Lethal Hit belongs to Ivy, who gains extra properties on a groin kick if the character is male. It's incredibly similar in concept and execution to Mortal Kombat's Krushing Blow.\nリーサルヒット (rīsaru hitto) — Lit. lethal hit\nSee video",
101
+ "letter": "L",
102
+ "source": "https://glossary.infil.net/?l=L"
103
+ },
104
+ {
105
+ "term": "Leverless",
106
+ "definition": "A type of controller that has the layout of an arcade stick for its attack buttons, but replaces the joystick lever with four buttons that control up, down, left and right. Usually, the button for up is placed low on the controller, within reach of the thumbs of both hands, which can make tiger knee inputs very easy. In addition to \"leverless\", you may hear it called a Hitbox, which was the name of the company that produced the first commercially available leverless device. You may also hear generic terms such as \"all button controller\", \"button box\", or, sarcastically, \"cheatbox\" since the device lets you do some things a normal arcade stick struggles with.\n\nLeverless controllers can be rather difficult to get used to at first, since a lot of your muscle memory for a regular stick or a controller is lost. But the benefits for some games can be very high; games like Tekken where there are difficult just frame inputs for moves like electrics are now much easier, since pressing two buttons is much more consistent than timing the movement of a joystick to a button press. It also takes less time to press a button than to move a joystick, which means your movement can be much crisper and you can do some moves faster on reaction. Leverless devices have to be careful about SOCD inputs, which can sometimes create techniques that can break a game if they aren't handled properly. Mixbox is also a very similar device.\nレバーレスコントローラー (rebāresu kontorōrā) — Lit. leverless controller\nヒットボックス (hitto bokkusu) — Lit. hitbox\nSee image",
107
+ "letter": "L",
108
+ "source": "https://glossary.infil.net/?l=L"
109
+ },
110
+ {
111
+ "term": "Light Kick",
112
+ "definition": "One of the attack buttons in a 6-button or 4-button fighter. Commonly abbreviated as LK or called short. Light kicks are often fast and crouching versions hit low, but they have short range and low damage. They are good for fighting in close quarters, especially against opponents who try to walk backwards.\n小キック or 小K (shou kikku) — Lit. small kick\n小足 (ko ashi) — Lit. small leg (only used for low attacks)",
113
+ "letter": "L",
114
+ "source": "https://glossary.infil.net/?l=L"
115
+ },
116
+ {
117
+ "term": "Light Punch",
118
+ "definition": "One of the attack buttons in a 6-button or 4-button fighter. Commonly abbreviated LP or called jab. Light punches are often fast and advantage on block, but short range and low damage. They are good for fighting in close quarters and when you are panicking uncontrollably.\n小パン or 小P (ko pan) — Lit. small punch",
119
+ "letter": "L",
120
+ "source": "https://glossary.infil.net/?l=L"
121
+ },
122
+ {
123
+ "term": "Limit Break",
124
+ "definition": "A comeback mechanic in Dragon Ball FighterZ that increases your damage by 20% when you have only one character left. This damage boost is automatically applied and doesn't have a time limit; you get it as soon as you're on your last character, and you keep it until you die. This can even be amplified a bit further if you still have access to Sparking. Because comebacks in DBFZ are pretty hard to make normally, this added juice is supposed to make your last character a bit scarier and help the match not be a foregone conclusion.\nリミットブレイク (rimitto bureiku) — Lit. limit break",
125
+ "letter": "L",
126
+ "source": "https://glossary.infil.net/?l=L"
127
+ },
128
+ {
129
+ "term": "Limit Strike",
130
+ "definition": "An attack that happens any time you try to perform more than one wall bounce, ground bounce or tumble in the same combo. In 2XKO, you're only allowed to do one of these attacks per combo (you might hear them called \"hit reactions\" or \"major hit reactions\"). If you try to do a second major reaction of any kind after your first, you'll instead get a Limit Strike, which will instead just knock the opponent down and give you a little bit of extra damage, super meter, and Break meter, and your combo will immediately end.\n\nThis sounds like a bad thing, but it can be situationally good! Gaining extra super or Break meter might be more valuable than extending combos in certain situations, so this isn't something to always avoid. Most of the time though, you'll want to try extending the combo as long as you can without using two major reactions.\nリミットストライク (rimitto sutoraiku) — Lit. limit strike",
131
+ "letter": "L",
132
+ "source": "https://glossary.infil.net/?l=L"
133
+ },
134
+ {
135
+ "term": "Link",
136
+ "definition": "A technique where two moves can combo into each other by letting the first move entirely complete (including its recovery) before starting the second move. It's different from a cancel, which interrupts the first move by skipping its recovery and going into the second move early. In order for two moves to link into each other, the first move needs to be plus on hit by at least as much as the second move's startup. This way, the opponent is trapped in hit stun the whole time and has to eat the combo.\n\nLinks are common in Street Fighter games, but some games are more focused on chains and strings and don't rely on links much at all. You'll hear phrases like \"link together\" or \"you have to link it\" to indicate that you need to wait for the first move to completely finish before trying the second move.\n目押し (meoshi) — Lit. press button at the right time (slang from pachinko/slots)\nSee video",
137
+ "letter": "L",
138
+ "source": "https://glossary.infil.net/?l=L"
139
+ },
140
+ {
141
+ "term": "Linker",
142
+ "definition": "A special move performed during a Killer Instinct combo. After any opener is performed, perform one of your character's special moves to get (usually) a 1, 2, or 3-hit version. After the linker completes, press a single attack to transition into an auto-double. Repeating this process over and over (auto-double > linker > auto-double > linker > ...) is the core structure of a KI combo.\n\nLinkers can be done in light, medium, or heavy strengths; to get a heavy linker, you must do your joystick motion and then press and hold either the L or M button (if you press the heavy button, you'll get an ender instead). Linkers are always combo breakable at any point after their startup.\nリンカー (rinkā) — Lit. linker",
143
+ "letter": "L",
144
+ "source": "https://glossary.infil.net/?l=L"
145
+ },
146
+ {
147
+ "term": "Local",
148
+ "definition": "An offline gathering of people that play fighting games together, usually meeting at regular intervals like weekly or monthly. There could be a small tournament involved, but even without that, there will be several people meeting up at a friend's place or finding a venue like a bar or restaurant where they can accommodate a slightly larger group. The goal is mostly to just play casuals, meet other people who like the genre, and make new friends in a setting that is much more personal than online play can often be.\n対戦会 (taisenkai) — Lit. competition, competitive bouts\nオフライン対戦会 (ofurain taisenkai) — Lit. offline competition\nオフ対戦会 (ofu taisenkai) — abbreviation of オフライン対戦会",
149
+ "letter": "L",
150
+ "source": "https://glossary.infil.net/?l=L"
151
+ },
152
+ {
153
+ "term": "Lockout",
154
+ "definition": "What happens when you fail a combo breaker in Killer Instinct. You'll get a giant X over your head and you can't try to combo break again until 3 seconds have passed. Meanwhile, your opponent can see that you've locked out and pummel you for huge damage, knowing you can't break.\n\nYou can get locked out in three ways. If you input a breaker that doesn't match the strength of your opponent's attack, the X will be either blue, yellow, or red with a giant L, M, or H letter inside to indicate the strength you should have used. If you try to break when there is no allowable break window, you'll get a gray X with a clock icon (this is usually called a \"timing lockout\", since you mistimed the input). And lastly, if you get counter broken, you'll get a purple X over your head. This lockout lasts 4 seconds instead of 3 and you're in for some serious pain.\nロックアウト (rokku auto) — Lit. lockout\nSee video",
155
+ "letter": "L",
156
+ "source": "https://glossary.infil.net/?l=L"
157
+ },
158
+ {
159
+ "term": "Longcut",
160
+ "definition": "Intentionally using more steps than necessary to do a motion input's command. It's kind of the opposite of a shortcut, which gives you a special move with a shorter than normal input sequence. Most often, you will use a longcut to make sure the game doesn't interpret your input as the wrong move.\n\nFor example, if you tried to walk forward and do a fireball with a quarter circle command, many modern games will interpret this as you trying to do a DP motion, and you'll probably get yourself killed by doing a shoryuken in the middle of nowhere. To avoid this, players will intentionally longcut the fireball motion to be a half circle forward instead. By starting all the way at back, the game will be much more likely to think your command is a quarter circle. King of Fighters players in particular are well known for using longcuts to avoid input overlap.",
161
+ "letter": "L",
162
+ "source": "https://glossary.infil.net/?l=L"
163
+ },
164
+ {
165
+ "term": "Loop",
166
+ "definition": "Any sequence of moves (or maybe even just one move) that repeats itself several times in a row, usually in a combo. Some famous fighting game combos are based on loops, like the Dust Loop in Guilty Gear, Daipan Loop in 3rd Strike, Paint the Fence in Capcom vs. SNK 2, and Run Stop Fierce in Street Fighter IV. If you're playing kusoge, you'll probably run into lots of infinite combos that use loops to sneak past certain game rules and keep the combo going forever.\nループ (rūpu) — Lit. loop",
167
+ "letter": "L",
168
+ "source": "https://glossary.infil.net/?l=L"
169
+ },
170
+ {
171
+ "term": "Losers Bracket",
172
+ "definition": "All the players who have lost once in a double elimination tournament, lined up and ready to fight to the death. Getting knocked out of the Winners Bracket early is tough, since not only will you be one loss away from elimination, but you'll also have to fight a lot more matches along the way. A politically-correct alternate term you might hear is the \"Lower Bracket\", but it's generally not used too often. Fighting game players can handle the truth; you lost, you're in the losers bracket.\nルーザーズ側 (rūzāzu gawa) — Lit. losers side",
173
+ "letter": "L",
174
+ "source": "https://glossary.infil.net/?l=L"
175
+ },
176
+ {
177
+ "term": "Low",
178
+ "definition": "An attack that must be blocked in a crouching position. Since most games don't let you block both low and high at the same time, low attacks (usually crouching kick normals) are intended to beat a standing guard. In most fighting games, this means you need to hold both down and away from your opponent on the analog stick, which means you cannot walk backwards while trying to block a low attack. Low attacks are good! You use them to catch people who try to walk backwards out of your pressure, or who expect to be hit by an overhead instead. You'll see this term used like \"must be blocked low!\" or \"hits low\", and it can also refer to the crouching version of a normal, for example, \"low medium kick\". See also mids and overheads.\n下段 (gedan) — Lit. low level\n下段攻撃 (gedan kougeki) — Lit. low level attack\nSee video",
179
+ "letter": "L",
180
+ "source": "https://glossary.infil.net/?l=L"
181
+ },
182
+ {
183
+ "term": "Low Crush",
184
+ "definition": "A move that is designed to avoid low attacks. In games with a crush system, this is because your move is specifically programmed to be unhittable by any attack marked as a low hit. In some communities, though, it's also used to describe a move that pulls your hurtbox up a bit so it just avoids attacks that are low to the ground. This can also be described as \"lower body invincibility\" to indicate that your lower body will phase through attacks. The opposite effect is a high crush. You might very, very rarely hear the term high profile used instead of low crush, but it's so rare that I wouldn't worry about it.\n足元無敵 (ashimoto muteki) — Lit. foot invincible",
185
+ "letter": "L",
186
+ "source": "https://glossary.infil.net/?l=L"
187
+ },
188
+ {
189
+ "term": "Low Profile",
190
+ "definition": "A move that shifts your hurtbox very low to the ground... so low, in fact, that you can use it to dodge many moves that try to target the middle of a character's body. You can also use this as a verb, like \"I can't believe that move low profiles my jab\". It's pretty related to a high crush.\n低姿勢 (teishisei) — Lit. low pose\nSee video",
191
+ "letter": "L",
192
+ "source": "https://glossary.infil.net/?l=L"
193
+ }
194
+ ]
pasta_json/glossary_M.json ADDED
@@ -0,0 +1,326 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Macro",
4
+ "definition": "Assigning a single button to act as pressing multiple buttons. For example, if you have a hard time pressing all three punch buttons in a Street Fighter game, you can assign a spare button to be a 3 punch macro, making it a lot easier to do EX moves or similar attacks. Most games will let you macro several common multi-button commands, like throw, in your controller settings.\n\nNote that \"macro\" can also mean a long series of pre-programmed inputs automatically played by the computer. With special software, you could program a macro to do a complicated combo that will never fail, and then just press one button to watch it all happen. Using macros in this sense is extremely illegal in tournaments, and I'd better not catch you doing it online either. The general rule is to stick to what the in-game controller options allow.\nマクロ (makuro) — Lit. macro",
5
+ "letter": "M",
6
+ "source": "https://glossary.infil.net/?l=M"
7
+ },
8
+ {
9
+ "term": "Magic 4",
10
+ "definition": "When a character's basic 4 attack causes a launch when it counter hits. Not every Tekken character has a magic 4 — for some characters, pressing 4, even on counter hit, won't cause a launch or anything special to happen. And not all magic 4s are made equally, since some characters get a fat combo when it hits, while others don't get much. But when your character has a fast 4 that you can easily fish with, you have the beginning of a useful strategy that even beginners can work with.\nSee video",
11
+ "letter": "M",
12
+ "source": "https://glossary.infil.net/?l=M"
13
+ },
14
+ {
15
+ "term": "Magic Number",
16
+ "definition": "A specific frame advantage number that allows you to divide all moves in a game into one of two categories. For example, if the fastest common attack in a game is 3 frames, this means that all moves that are -2 on block or better are safe (not counting the rare exception). You might say that \"-2 is the magic number\". It means that if you want to lump moves broadly into \"safe\" (-2 or better) or \"unsafe\" (worse than -2) categories, all you care about is what side of this magic number it falls on.\n\nEach game has different magic numbers depending on their frame data and how the mechanics operate. For example, 10 is a magic number in Tekken (because the jab starts up in 10 frames, so you'll be looking for gaps of 10 frames or more in your opponent's pressure), and +6 is a magic number in Virtua Fighter (since that is when nitaku situations start to work due to the startup of throws and attacks).",
17
+ "letter": "M",
18
+ "source": "https://glossary.infil.net/?l=M"
19
+ },
20
+ {
21
+ "term": "Magic Pixel",
22
+ "definition": "A term used to describe an opponent who has no visible health remaining on their health bar, but are somehow still alive and fighting. It's normally only a big deal if someone is making a huge, unlikely comeback with no life remaining. Especially in games with chip damage, these usually end up being pretty exciting.\nドット (dotto) — Lit. dot (only have a single dot, or pixel, of health left)",
23
+ "letter": "M",
24
+ "source": "https://glossary.infil.net/?l=M"
25
+ },
26
+ {
27
+ "term": "Magic Series",
28
+ "definition": "Canceling normals into each other in ascending order (from light to medium to heavy). The odd Street Fighter title will have this as a universal system feature, like Street Fighter Alpha 1 and Street Fighter x Tekken (also called \"Boost Chains\" there), but it's particularly prevalent in Marvel vs. Capcom, where comboing light, to medium, to heavy shows up very often in pretty much every character's BnB combo.\n\nLike most terms in fighting games, there are multiple ways to refer to the same mechanic, depending on the game. Guilty Gear fans will often call this a Gatling, for instance, and you may even hear generic words like target combo, chain, or string used. Trying to keep all of it straight is difficult, but in practice they're all somewhat interchangeable.",
29
+ "letter": "M",
30
+ "source": "https://glossary.infil.net/?l=M"
31
+ },
32
+ {
33
+ "term": "Magnet Hands",
34
+ "definition": "Grabbing the ledge from very far away. Each character and recovery move has a different hitbox which indicates how they can grab the edge, and in some games like Super Smash Bros. Brawl, these hitboxes can be so large that you'll kinda zip to the ledge seemingly from a different area code. I wish you the best of luck trying to stop these recoveries.",
35
+ "letter": "M",
36
+ "source": "https://glossary.infil.net/?l=M"
37
+ },
38
+ {
39
+ "term": "Main",
40
+ "definition": "The character you're the best with and play the most. Sometimes you might be forced to switch off this character if they have a bad matchup, but it's the character you'll hope to ride with most of the way in a tournament. People switch mains all the time as the game's meta changes, or as new patches come out that nerf or buff your favorite move. If you never switch mains, maybe you're a character loyalist.\nメインキャラ (mein kyara) — Lit. main character",
41
+ "letter": "M",
42
+ "source": "https://glossary.infil.net/?l=M"
43
+ },
44
+ {
45
+ "term": "Major Counter",
46
+ "definition": "What Virtua Fighter calls its counter hits. You can counter hit in the \"standard\" way, by hitting an attack during its startup, or also by hitting players trying to Defensive Move, hitting a whiffed reversal (the catch counter variety), or a few other ways. Major counters earn a percentage damage increase which scales higher if you picked a high-damage attack (the \"Counter!\" notification will be yellow or red in VF5US, depending on the damage), so big swings and gutsy reads are greatly rewarded! If you're curious about \"minor counters\" (colored blue in VF5US), that's what VF uses when you punish something.\nカウンタヒット (kaunta hitto) — Lit. counter hit",
47
+ "letter": "M",
48
+ "source": "https://glossary.infil.net/?l=M"
49
+ },
50
+ {
51
+ "term": "Manual",
52
+ "definition": "A normal attack during a Killer Instinct combo that skips the regular cancel window for an auto-double. Instead of canceling your opener or linker into one of these two-hit auto-doubles, you instead wait longer until your character returns to neutral and perform a link.\n\nManuals are a relatively advanced part of the KI combo system and not needed to enjoy the game, but they do add some spice and depth to the game. Manuals are much harder to combo break due to smaller breaker windows, and the delayed timing is really good at causing lockouts. You can usually identify manuals because they will hit once (and a bit later), instead of auto-doubles which hit twice (and a bit earlier).\nマニュアル (manyuaru) — Lit. manual",
53
+ "letter": "M",
54
+ "source": "https://glossary.infil.net/?l=M"
55
+ },
56
+ {
57
+ "term": "Manually Timed",
58
+ "definition": "A setup (usually after a knockdown) that requires the player to eyeball the spacing or timing of an attack, making it relatively easy to mess up without a lot of practice. For example, Luke in Street Fighter 6 can throw his opponent in the corner and be in range for another throw. However, he must walk forward \"a little bit\" to be in range, and none of his attacks will help him set the timing and spacing up correctly (that is to say, he has no frame kills that work here). The only option for the player is to practice what it feels like to walk this \"little bit\", manually timing the whole thing themselves.\n\nThe opposite of a manually timed setup is an autotimed one, and those are way easier to execute and preferable, if you can find them. Sometimes though, the game just works out such that you'll have to practice the manual timing for something.\n目押し (meoshi) — Lit. spot pressing / press button at the right time (slang from pachinko/slots)\nSee video",
59
+ "letter": "M",
60
+ "source": "https://glossary.infil.net/?l=M"
61
+ },
62
+ {
63
+ "term": "Marvel Second",
64
+ "definition": "The length of an in-game second in a Marvel vs. Capcom game. These seconds are longer than one real-life second, so usually you'll joke about how a long combo \"took 10 Marvel seconds\", implying that it was actually an eternity. The length of a Marvel second can also make close matches near time out extra tense, since nobody is really sure when the last second will tick off the clock.\n\nAs a side project, I did a fun experiment measuring how long in-game seconds are in various fighting games. So if you want to see the actual length of a Marvel second, feel free to check out the results.",
65
+ "letter": "M",
66
+ "source": "https://glossary.infil.net/?l=M"
67
+ },
68
+ {
69
+ "term": "Mash",
70
+ "definition": "The act of pressing a ton of buttons rapidly without any thought. Lots of beginners will randomly mash, because they don't know what attacks they should be using. Try not to do this if you can! Even if you're confused, it's better to try and find one or two useful attacks and use those. That said, mashing is a mechanic in some fighting games. You can usually mash buttons to reduce the amount of time you are stunned, and in some Versus games, mashing will increase the damage done by certain super attacks.\n\nMashing can also be used to describe trying to input the same move repeatedly, usually on defense while you are being pressured. For example, while blocking or waking up, you may be slamming your joystick into the diagonals and hitting punch repeatedly, trying to get a dragon punch reversal to come out. You'd be \"mashing DP\" in this case.\n連打 (renda) — Lit. striking repeatedly\n擦る (kosuru) — Lit. to rub\nこすり連打 (kosuri renda) — Lit. the act of sliding the hand across buttons rapidly\nガチャガチャ (gacha gacha) — Lit. rattling noise\nガチャプレイ (gacha purei) — Lit. playing a game by mashing buttons randomly",
71
+ "letter": "M",
72
+ "source": "https://glossary.infil.net/?l=M"
73
+ },
74
+ {
75
+ "term": "Match",
76
+ "definition": "A tournament set between two players, usually a FT2 or FT3. The term \"match\" can also refer to a planned showmatch between two players, but it's not commonly heard outside tournaments.\n試合 (shiai) — Lit. match",
77
+ "letter": "M",
78
+ "source": "https://glossary.infil.net/?l=M"
79
+ },
80
+ {
81
+ "term": "Matchup",
82
+ "definition": "The strategy and game knowledge that applies for one specific character against another specific character. You can use the term generally, such as \"I struggle in the Ryu vs. Guile matchup\" or \"in the Sagat matchup, try not to jump very often\". It's also quite common to try to measure one character's advantage over another by stating how many games out of 10 they should win if two high-level players of equal skill played against each other. Opinions differ on exactly how to interpret the numbers, but here's a generally accepted meaning:\n\n5-5: An equal matchup.\n6-4: A favorable matchup, but the disadvantaged character can still win without huge difficulty.\n7-3: A quite favorable matchup, the winning character does not have to take many risks to win, but can still lose with a few key reads by the opponent. Most modern games have a few 7-3s but not much worse.\n8-2: A very favorable matchup, the winning character almost wins by default with one or two dominating strategies.\n9-1: The matchup is so favorable that there is almost literally nothing the opponent can do to stand any chance of winning. These basically don't exist in modern fighting games.\n10-0: The worst matchup in fighting game history. An incredibly easy strategy dominates the match with absolutely zero counter-play possible.\n\nMatchup numbers are often up for debate, especially since people of different skill and knowledge are discussing it, but there is real value in the discussion nonetheless. You can make matchup charts this way, which might give insight into a game's balance.\n組み合わせ (kumi awase) — Lit. matching / pairing",
83
+ "letter": "M",
84
+ "source": "https://glossary.infil.net/?l=M"
85
+ },
86
+ {
87
+ "term": "Matchup Chart",
88
+ "definition": "A collection of all of a game's matchups in a spreadsheet. Each character's row represents their matchup spread against the characters in the columns, with numbers above 5 meaning favorable, and numbers below 5 meaning unfavorable. The row is then summed together to give a general score related to how they compare to an \"average\" row of all 5s. Matchup charts are one statistical approach to making a tier list.\n\nLike most attempts to rank character strength, these are not the be-all and end-all when it comes to discussing game balance. Factors such as character difficulty, degeneracy and tournament stability are not easily reflected in the numbers, and people will often disagree about the values themselves, but they do a good job of prompting interesting discussions in the game's community.\nダイヤグラム (daiyaguramu) — Lit. diagram\nSee image",
89
+ "letter": "M",
90
+ "source": "https://glossary.infil.net/?l=M"
91
+ },
92
+ {
93
+ "term": "Max Mode",
94
+ "definition": "An install possible in many different King of Fighters titles that can lead to highly damaging combos. The specifics depend on the game; often times, it will let you cancel certain special moves into other special moves (much like KoF13's HD mode). In a game like KoF14, it costs you 1 bar of super meter to enter Max, and you can use EX moves only while in this mode. These act as powerful combo tools themselves, so the effect on the match is kind of similar to doing lots of special move cancels.\n\nYour Max Mode usually runs out over time, or if you perform a strong Desperation move, which often costs less meter than normal but will end Max mode immediately. If you cancel a normal attack into Max Mode, this is called \"Quick Max\" and there is often an extra cost with that (for example, in KoF15, your Max Mode timer will be half as long as normal).\n\nMAX Mode is also a mechanic in Melty Blood, and I've moved that discussion over to its own term.\nMAXモード (max mōdo) — Lit. max mode\nSee video",
95
+ "letter": "M",
96
+ "source": "https://glossary.infil.net/?l=M"
97
+ },
98
+ {
99
+ "term": "MAX Mode (Melty)",
100
+ "definition": "A mechanic in Melty Blood: AACC that automatically launches as soon as you fill your super meter to maximum and powers up your character. It's available only to Crescent and Full Moons; if you fill up your super gauge while in Half Moon, you'll just directly enter Heat instead. While in MAX, your super meter changes to a timer and slowly ticks down. EX moves are a little cheaper, and you'll get access to your special Arc Drive super as well.\n\nYou might be thinking \"this sounds an awful lot like Heat\"; they both have a timer that ticks down, Arc Drive becomes available, and EX moves are cheaper. The main difference is that Heat will recover your red life (while MAX does not), and in MAX you can also perform a Circuit Spark (basically a Guilty Gear burst) as a one-time escape from a combo, which ends your MAX immediately. If you're in MAX and you try to turn on Heat, you'll instead enter Blood Heat, which is slightly more powerful than regular Heat.\n\nI've separated this discussion from the MAX mode that applies to King of Fighters to hopefully keep things a bit cleaner.\nゲージMAX (gēji makkusu) — Lit. gauge max",
101
+ "letter": "M",
102
+ "source": "https://glossary.infil.net/?l=M"
103
+ },
104
+ {
105
+ "term": "Max Rage",
106
+ "definition": "The state you enter in Samurai Shodown when your Rage meter fills up from taking damage or Just Defending. During Max Rage, your attacks gain additional damage, one of your special moves gains additional properties (similar to an EX move), and you gain access to a super move called Weapon Flipping Technique, which will empty your rage if you hit with it. Otherwise, your Rage meter will slowly drain over time.\n怒り頂点 (ikari chouten) — Lit. peak/climax rage",
107
+ "letter": "M",
108
+ "source": "https://glossary.infil.net/?l=M"
109
+ },
110
+ {
111
+ "term": "Meaty",
112
+ "definition": "A term with two distinct but sometimes overlapping definitions.\n\nThe most common definition of meaty is an attack that hits an opponent on the very first frame possible after they rise from a knockdown (or other similar situations, like being flipped out). This guarantees the opponent must either block the attack, or immediately do an invincible move (like a dragon punch). If they just press any random button, they will get counter hit because their attack still has to go through its non-hitting startup, but your attack is already active on top of them. Learning how to time a meaty is extremely important to fighting game strategy, and you can often just beat beginners by meatying them over and over as they insist on attacking at all times.\n\nThe other definition of meaty is an attack that makes contact with the opponent not on its first active frame like normal, but on a later active frame instead. This will generate the same hit stun or block stun, but you'll recover sooner and you'll generate more frame advantage, and possibly unlock some new combos. These two definitions often go hand in hand! When you attack someone as they rise from a knockdown, sometimes your attack won't hit on the first active frame, but rather some later frame. That would be a meaty that hits meaty. A little confusing, for sure, but just wait until you try to understand what a fuzzy is.\n重ね (kasane) — Lit. to stack/overlap\n持続当て (jizoku ate) — Lit. continuous / lasting hit\nSee video",
113
+ "letter": "M",
114
+ "source": "https://glossary.infil.net/?l=M"
115
+ },
116
+ {
117
+ "term": "Medium Kick",
118
+ "definition": "One of the six attack buttons in a 6-button fighter. Commonly abbreviated as MK or called forward. Medium kicks tend to be strong close-range attack buttons since they often have good frame advantage on block. Crouching medium kick is often your character's most useful low attack, so you'll learn to love this button.\n中キック or 中K (chū kikku) — Lit. medium kick\n中足 (chū ashi) — Lit. medium leg (only used for low attacks)",
119
+ "letter": "M",
120
+ "source": "https://glossary.infil.net/?l=M"
121
+ },
122
+ {
123
+ "term": "Medium Punch",
124
+ "definition": "One of the six attack buttons in a 6-button fighter. Commonly abbreviated as MP or called strong. Medium punches are often excellent at controlling space in front of your character without taking much risk, and they also tend to be good during close-range offense. Basically, they're usually very good buttons.\n中パン or 中P (chū pan) — Lit. medium punch",
125
+ "letter": "M",
126
+ "source": "https://glossary.infil.net/?l=M"
127
+ },
128
+ {
129
+ "term": "Mental Frame Advantage",
130
+ "definition": "The ability to cancel a minus on block move into further attacks that can frame trap your opponent. Normally when you block a move that's negative on block, you should be able to take your turn by attacking. But if your opponent has the option of canceling this move into some fast follow-ups, you might choose to not press a button and let your opponent off the hook for being negative.\n\nIn this sense, this move carries a lot of the benefits of a move with positive frame advantage, even though the game says your character is technically negative; you can think of it as additional frame advantage due to your opponent's hesitation. Because the advantage is based on mental conditioning, some people refer to this as mental frame advantage. As long as you have a way to scare your opponent into not pressing buttons, you might as well be plus.\nSee video",
131
+ "letter": "M",
132
+ "source": "https://glossary.infil.net/?l=M"
133
+ },
134
+ {
135
+ "term": "Mental Stack",
136
+ "definition": "How much focus a player can devote to different strategies in a match. It's common that a player will struggle to do seemingly easy tasks because their mind is trying to focus on multiple things at once. For example, a player might be trying to play footsies on the ground, while at the same time watching for a jump so they can anti-air, while at the same time trying to hit confirm a basic poke. Each task is doable by itself, but after trying to balance all these tasks for a while, the opponent jumps and they don't anti-air, because their mental bandwidth was simply too taxed to handle it.\n\nManaging your mental stack is something that takes a lot of practice and time. Don't feel bad if you practice something in training mode for hours, yet struggle to implement it in real matches when it's not your only focus. It also explains why very good players get hit by theoretically reactable mixups. People aren't robots, and you just can't be ready for everything.\n意識配分 (ishiki haibun) — Lit. conscious distribution",
137
+ "letter": "M",
138
+ "source": "https://glossary.infil.net/?l=M"
139
+ },
140
+ {
141
+ "term": "Mercy",
142
+ "definition": "A way to extend a Mortal Kombat match after you have already won it. Instead of performing a Fatality or accepting your win by doing nothing, you can instead input a command which will give the opponent a small percentage of their life back and let them keep fighting. If you're looking to humiliate your opponent, this is a quick way to do it, but be sure to not lose the round after showing mercy!\nマーシー (māshī) — Lit. mercy",
143
+ "letter": "M",
144
+ "source": "https://glossary.infil.net/?l=M"
145
+ },
146
+ {
147
+ "term": "Merry Christmas",
148
+ "definition": "Hitting all three characters at the same time in a team game. This is extremely rare, because you need to have all three characters on screen at the same time, and this usually only happens if you get hit during the start of a team super in games like Marvel vs. Capcom 3. When it happens though, barring a combo drop, the game is almost always immediately over, as all three characters just get nuked. There is a less severe version called the Happy Birthday, but even that is pretty crippling.\nメリークリスマス (merī kurisumasu) — Lit. merry christmas\nSee video",
149
+ "letter": "M",
150
+ "source": "https://glossary.infil.net/?l=M"
151
+ },
152
+ {
153
+ "term": "Meta",
154
+ "definition": "The general state of a game's strategy. Is rushdown the best way to play? Are zoners really strong this patch? How do people generally use their super meter? Who are the best characters, and what impact are they having on how the game is played? These are common questions you'd want to have answered when asking about a game's meta.\n\nSome language purists hate the use of this term, since the traditional definition of \"metagame\" tends to reference things outside of the game itself, like messing with your opponent's confidence by asking for a blind pick. Using the term to directly discuss in-game strategy seems to be misusing it a bit. But sometimes words shift their meaning as they find a common use by speakers, so I'd say not to worry about it too much. We don't really have a better word to use anyway.\nメタ (meta) — Lit. meta",
155
+ "letter": "M",
156
+ "source": "https://glossary.infil.net/?l=M"
157
+ },
158
+ {
159
+ "term": "Meteor Smash",
160
+ "definition": "An attack that hits the opponent at a sharp downwards angle. These are great for interrupting a recovering opponent and maybe even gimping them when they have low damage.\n\nIn Smash Bros. Melee and Brawl, characters were able to jump or use an up+B recovery move right after being hit by a meteor smash, which canceled their downward momentum and could maybe save them from death. This is called \"meteor canceling\". In the other Smash Bros. titles, meteor canceling is not possible, so you'll have to get sent the full downward distance before you can try to recover. A downward hit that can't be meteor canceled is called a spike, and since meteor canceling is not a thing in modern Smash games, \"meteor smash\" and \"spike\" are often used interchangeably. For older titles like Melee, though, there is a difference between the terms.\nメテオスマッシュ (meteo sumasshu) — Lit. meteor smash\nSee video",
161
+ "letter": "M",
162
+ "source": "https://glossary.infil.net/?l=M"
163
+ },
164
+ {
165
+ "term": "Meter",
166
+ "definition": "Almost always a shorthand for super meter, but it can also extend to any gauge on the screen as long as it's clear from context which gauge you're talking about.\nゲージ (gēji) — Lit. gauge",
167
+ "letter": "M",
168
+ "source": "https://glossary.infil.net/?l=M"
169
+ },
170
+ {
171
+ "term": "Meter Burn",
172
+ "definition": "A term for enhancing a special move that is specific to NetherRealm Studios games, specifically the Mortal Kombat and Injustice franchises. Basically, it's NRS lingo for an EX move, but unlike Street Fighter's EX moves that requires two button presses immediately, you can press a button to enhance your special within a window after your special move has started. This means, for some specials with large enough windows, you might even be able to Meter Burn them as a hit confirm! You'll also hear this called an \"amplified\" move from time to time.",
173
+ "letter": "M",
174
+ "source": "https://glossary.infil.net/?l=M"
175
+ },
176
+ {
177
+ "term": "Meterless",
178
+ "definition": "When a combo does not spend any super meter. Most combos you execute in a match will probably be meterless, either because you haven't been able to build up a full super gauge yet, or because you've chosen to save it for a more important future use. It's common to learn a few meterless BnBs so you're able to convert combos even without any resources.\n\nYou can use the term more generally as well. A statement like \"Ryu does good meterless damage\" is a compliment, since it means Ryu does not have to constantly rely on spending super meter to make his openings hurt. You may also find yourself talking about situations that don't involve combos (for example, meterless approach options or meterless pressure strings), or using meterless to talk about a different resource besides super meter (for example, Street Fighter 6's Drive gauge).\nノーゲージ (nōgēji) — Lit. no gauge",
179
+ "letter": "M",
180
+ "source": "https://glossary.infil.net/?l=M"
181
+ },
182
+ {
183
+ "term": "Mexican Uppercut",
184
+ "definition": "Old school slang for any normal that looks like Ryu's crouching heavy punch, a giant upwards swing of the fist. It's not as powerful as a regular uppercut, but it can be easier to perform and still anti-air pretty effectively.",
185
+ "letter": "M",
186
+ "source": "https://glossary.infil.net/?l=M"
187
+ },
188
+ {
189
+ "term": "Microdash",
190
+ "definition": "Dashing forward (really, running forward) for a very short amount of time, usually 1 or 2 frames. It's almost identical in practice to the microwalk, which means you'll use it to gain a few extra pixels of distance so certain attacks or combos will reach. Using a dash or run instead of walking can help you cover a few extra pixels of distance, or can be used in situations where walking is not possible (for example, you may be able to cancel a move into a dash).\n微ダッシュ (bi dasshu) — Lit. microdash",
191
+ "letter": "M",
192
+ "source": "https://glossary.infil.net/?l=M"
193
+ },
194
+ {
195
+ "term": "Microwalk",
196
+ "definition": "Walking for an incredibly short amount of time, usually 1 or 2 frames. This will reposition your character by a few pixels and sometimes allow certain combos to work where they normally would not (because the hitboxes and hurtboxes would otherwise miss each other by a millimeter). Microwalk combos are often incredibly difficult; if you don't walk at all, or walk slightly too much, the combo won't work and they can often trigger unwanted input shortcuts because of the added forward input. Fortunately, they are rarely mandatory to learn and are usually reserved for combo video fare. There's a very similar concept called the microdash.\n微歩き (bi aruki) — Lit. microwalk\nSee video",
197
+ "letter": "M",
198
+ "source": "https://glossary.infil.net/?l=M"
199
+ },
200
+ {
201
+ "term": "Mid",
202
+ "definition": "In a 2D fighting game, an attack that can be blocked in either a standing or crouching position. The vast majority of attacks in 2D games are mid attacks, which means choosing to block in any direction is all that's needed to survive against them. Attacks that must be blocked crouching are called lows, while attacks that must be blocked standing are called overheads.\n\nIn 3D games like Tekken and Virtua Fighter, hitting mid instead refers to an attack that must be blocked standing (what a 2D game would call an overhead). It's a good example of just how confusing fighting game terminology can be, and how 2D and 3D games can use the same term for different purposes (kinda like how reversal also changes meaning). It's just one of those annoying things you'll have to get used to, unfortunately.\n上段攻撃 (joudan kougeki) — Lit. high level attack (in 2D games, can be blocked standing or crouching)\n中段攻撃 (chūdan kougeki) — Lit. mid level attack (in 3D games, must be blocked standing)\nSee video",
203
+ "letter": "M",
204
+ "source": "https://glossary.infil.net/?l=M"
205
+ },
206
+ {
207
+ "term": "Mid Dispenser",
208
+ "definition": "A character who relies mostly on strong mid-hitting safe pokes to do damage, rather than trying to hit you with gross mixups that have to be blocked high or low. These pokes will often control tons of space and might lead to a high damage combo if they hit you, but as long as you're safely blocking, you shouldn't get hit too often. All they can do is just constantly dispense mids, after all.\n\nThis term's often used as a bit of an insult towards a character whose mixup game is weak, and labeling your own character as a mid dispenser is also kinda meant to insult your opponent, since they refused to block and constantly got hit by easy-to-defend mids. But don't be too fooled; many mid dispensers have very strong footsies tools that can make fighting against them suffocating, and they'll often have a very powerful strike/throw gameplan to back up their offense if they get close to you. It won't be the flashiest offense you've seen, but it can easily get the job done.",
209
+ "letter": "M",
210
+ "source": "https://glossary.infil.net/?l=M"
211
+ },
212
+ {
213
+ "term": "Midscreen",
214
+ "definition": "Any space on the screen where neither player is in the corner. This term is mostly used to describe combos that will work even if you don't have the benefit of pushing your opponent against the corner. You'll hear phrases like \"you can do that midscreen\", even if you're not at the direct center of the stage.\n画面中央 (gamen chūou) — Lit. middle of screen",
215
+ "letter": "M",
216
+ "source": "https://glossary.infil.net/?l=M"
217
+ },
218
+ {
219
+ "term": "Mind Game",
220
+ "definition": "Trying to trick your opponent into taking the wrong action, usually by making it look like you will do one thing, and then doing another. A common mind game in a Street Fighter game would be knocking someone down and then threatening to attack them when they wake up. This threat might make them do a reversal to escape, but instead you just do nothing and block, which leads to a huge punish combo. Mind games are in all facets of a fight, and being crafty and unpredictable is how you win more of these situations than you lose.",
221
+ "letter": "M",
222
+ "source": "https://glossary.infil.net/?l=M"
223
+ },
224
+ {
225
+ "term": "Minus",
226
+ "definition": "When you cannot freely act, but your opponent can (usually because you're too busy recovering from your own move). It's not too much fun to be minus (or \"negative\") in a fighting game. First of all, if you're too minus, you can be punished. And even if you're only slightly minus, if you and your opponent attack as soon as possible with attacks that have the same startup, you'll always lose the race and get hit.\n\nBeing minus and being plus are two sides of the same coin — when you are minus, your opponent is plus, and vice versa. You'll almost always use it with the phrase \"on block\", as in, \"my fireball is -3 on block\". This means you will fully recover 3 frames after your opponent leaves block stun. Being slightly minus is not the end of the world, but you'll probably have to block after and not try to take your turn. Throwing caution to the wind and swinging with an attack while you are minus is called abare.\n不利 (furi) — Lit. disadvantage\nSee video",
227
+ "letter": "M",
228
+ "source": "https://glossary.infil.net/?l=M"
229
+ },
230
+ {
231
+ "term": "Mirror Match",
232
+ "definition": "When your opponent picks the same character as you, except they got the good color. The term originates from the original Mortal Kombat, where you had to fight your own character near the top of the arcade ladder.\nミラーマッチ (mirā macchi) — Lit. mirror match",
233
+ "letter": "M",
234
+ "source": "https://glossary.infil.net/?l=M"
235
+ },
236
+ {
237
+ "term": "Mishima",
238
+ "definition": "A character archetype in the Tekken series, most notable for their ability to wavedash and perform Electric Wind God Fists and Hellsweeps. Usually, the character will share the last name Mishima, or be related to the Mishima family in some way. Kazuya, Heihachi, and Devil Jin are all Mishimas, and sometimes Jin is included in the list depending on who you ask. They're typically known for being high execution characters that are fun to watch when controlled by experts.\n三島 (mishima) — Lit. mishima",
239
+ "letter": "M",
240
+ "source": "https://glossary.infil.net/?l=M"
241
+ },
242
+ {
243
+ "term": "Mixbox",
244
+ "definition": "A type of controller that has the layout of an arcade stick for its attack buttons, but replaces the joystick lever with up, down, left, and right arrow keys from a keyboard. It is, effectively, the keyboard arcade stick. It is another style of leverless controller, except the movement keys are arranged like WASD on a keyboard, rather than putting the up key at the bottom of the device. These are less common than a normal leverless, but have similar benefits; converting directions to button presses instead of moving a joystick can allow for faster reactions and easier execution for certain moves.\nMixbox\nSee image",
245
+ "letter": "M",
246
+ "source": "https://glossary.infil.net/?l=M"
247
+ },
248
+ {
249
+ "term": "Mixup",
250
+ "definition": "A situation where the offensive player has several ways to attack that each require a different defensive action to stop (such as blocking in different directions and avoiding throws). Most mixups contain several fast options that are extremely difficult, or impossible, to avoid on reaction, and thus the defensive player must make a read to escape taking damage.\n\nSimple mixups that only require choosing between two defensive options are often called 50/50s. Very powerful mixups can exist which force a defender to choose between four or five different options (you would call these 4-way or 5-way mixups) — for example, the attacker might attack high or low on both sides and could also throw.\n択 (taku) — Lit. choice\nSee video",
251
+ "letter": "M",
252
+ "source": "https://glossary.infil.net/?l=M"
253
+ },
254
+ {
255
+ "term": "Modern Controls",
256
+ "definition": "A control scheme in Street Fighter 6 that changes the standard 6-button layout to make it easier for beginners to control. Instead of six different attack strengths, you are only given three, a generic \"light\", \"medium\", and \"heavy\" attack. Each character has a standing and crouching version chosen from their normal movelist. You also have access to a single special move button, and together with a direction, you can input special moves similar in style to Smash Bros. You'll also get dedicated Drive Impact and Drive Parry buttons, and a special \"Assist\" button which will help you do some auto combos.\n\nModern controls simplify each character's move list down to some core moves and remove many execution barriers, allowing people to pick up the game while feeling less intimidated. As a result, certain normals and special moves will be unavailable for each character, as there aren't enough buttons to assign to them all. Moves performed with the special move button also only do 80% of their normal damage, a penalty for allowing incredibly fast execution of strong moves like DPs or invincible supers. SF6 has two other control schemes called Classic and Dynamic.\nモダンタイプ (modan taipu) — Lit. modern type",
257
+ "letter": "M",
258
+ "source": "https://glossary.infil.net/?l=M"
259
+ },
260
+ {
261
+ "term": "Money Match",
262
+ "definition": "Playing a set where each player puts up some cash and the winner takes it all. There have been some incredibly high profile money matches in FGC history, with some pot totals exceeding $10,000. But most money matches will be for small amounts like $10, and you can use them as a way to get experience handling your nerves while playing, or to settle a grudge with a rival.\nマネーマッチ (manē macchi) — Lit. money match",
263
+ "letter": "M",
264
+ "source": "https://glossary.infil.net/?l=M"
265
+ },
266
+ {
267
+ "term": "Mook",
268
+ "definition": "A type of Japanese strategy guide that published the complete breakdown of a fighting game, usually including all its frame data and visualizations of all the hitboxes. The term stands for \"magazine book\", as these huge special edition magazines are almost always made by Japanese video game magazine publishers, often with help from the company that made the game. It was relatively common for Japanese arcades to have the mooks for their most popular games available for players to browse between matches.\nムック (mukku) — Lit. mixed of Magazine and Book",
269
+ "letter": "M",
270
+ "source": "https://glossary.infil.net/?l=M"
271
+ },
272
+ {
273
+ "term": "Moon Charge",
274
+ "definition": "A system ability in Melty Blood: Type Lumina that lets you manually charge your super meter and your moon gauge at the cost of some of your health. Simply press and hold down+A+B for as long as you'd like to charge, but you'll be open to attacks while you're doing it, so maybe try to be far away from your opponent. It's similar to Under Night In-Birth's Concentration mechanic.\n\nIn Melty Blood: AACC, if you pick Full Moon, you can do a very similar thing called a Circuit Charge. By pressing A+B+C (the same command as Heat activation in other Moons), you'll stop in place, focus your energy and charge up your super meter. This gives you more uses of EX moves while also helping you reach MAX mode faster.\nゲージ溜め (gēji tame) — Lit. gauge storing",
275
+ "letter": "M",
276
+ "source": "https://glossary.infil.net/?l=M"
277
+ },
278
+ {
279
+ "term": "Moon Drive",
280
+ "definition": "A unique install power-up mode in Melty Blood: Type Lumina. When your moon gauge is 50% full or more, press B+C to activate moon drive (make sure no directions are held, or you'll get a moon skill instead). Your moon gauge turns red and starts ticking down on a timer, giving you several new abilities until your timer runs out.\n\nThe main advantage you'll gain are new air mobility options. You can air dash twice and jump three times in (mostly) any combination you want, giving you much improved evasion or nutty mixups. Your super meter will also slowly gain over time, your moon skills will be cheaper, and depending on your character, some of these moon skills might be able to power through attacks using clash frames.\n\nYou can cancel into moon drive activation pretty much any time you want, leading to combo extensions or keeping attacks safe. You can also pop it as a reversal, using the screen freeze to check out what the opponent is doing and immediately input an invincible move to beat them. It's a versatile tool, but you'll have to build your moon gauge back up from scratch when it's over.\nムーンドライブ (mūn doraibu) — Lit. moon drive\nSee video",
281
+ "letter": "M",
282
+ "source": "https://glossary.infil.net/?l=M"
283
+ },
284
+ {
285
+ "term": "Moon Gauge",
286
+ "definition": "A resource available in Melty Blood: Type Lumina. Located near your portrait in the top left or right corner, the moon gauge (or \"moon icon\") is a circle that fills with yellow segments and controls your Moon Skills and Moon Drive abilities. While it looks like a continuous gauge, the moon gauge is actually segmented into 10 individual bars that fill from bottom to top.\n\nEach time you hit your opponent in neutral, you will both gain one stock of moon gauge (the combo after doesn't matter). If you land a fatal counter, you'll get two stocks, and your opponent loses one! Performing a moon skill costs 3 stocks (although you'll get 1 back if you hit them), a failed shield costs 1 stock (if you have it), and entering your moon drive mode can be done any time you have 50% gauge or more. You always start the match with full moon gauge, so go nuts!\nムーンアイコン (mūn aikon) — Lit. moon icon",
287
+ "letter": "M",
288
+ "source": "https://glossary.infil.net/?l=M"
289
+ },
290
+ {
291
+ "term": "Moon Skill",
292
+ "definition": "A powerful special move mapped to a single direction plus B+C in Melty Blood: Type Lumina. In fact, each moon skill is a more powerful version of a regular special move your character has, and the moon skill inputs always line up the same way compared to the base special move's inputs. Along with B+C, press forward for a moon skill version of your character's 236 command, press back for 214, press down for 22, and press down-forward for 623.\n\nEach moon skill will cost you 3 bars (30%) of your moon gauge, although you'll get one back if you hit the opponent. It makes a lot of sense to think of these as EX moves from a Street Fighter game, just tied to the moon gauge instead of the more usual super meter. Melty Blood: TL also has 1-bar EX moves (coupled with a screen freeze that makes them look kind of like supers), so in a cool twist, you get two ways to power up each special move!\nムーンスキル (mūn sukiru) — Lit. moon skill\nSee video",
293
+ "letter": "M",
294
+ "source": "https://glossary.infil.net/?l=M"
295
+ },
296
+ {
297
+ "term": "Moon System",
298
+ "definition": "A system in the Melty Blood Actress Again series that changes foundational mechanics for your character, and may even gives you entirely new moves too (if you're looking for Type Lumina information, check out Moon Gauge). You can think of them kind of like a cross between Street Fighter Alpha's ISMs or Capcom vs. SNK 2's Grooves and Mortal Kombat's Variations. There are three different Moons, and you pick your flavor on the character select screen. It's too hard to give an exhaustive list of all differences between Moons, but here's a summary for you. Hope you like clicking links.\n\nIn Crescent Moon (or C Moon), your character is kind of a versatile jack of all trades. You can reverse beat, dodge, circuit spark, and use EX guard, EX shield and shield bunkers. You have a maximum of 300% meter, and you can choose to manually activate Heat any time after it reaches 100%, or wait until it hits full to automatically enter MAX mode (which allows the stronger Blood Heat mode). Crescent Moon is the only moon that can manually activate Heat early.\n\nIn Half Moon (or H Moon), decision making around meter management is a bit more automatic. Your super meter only goes to a maximum of 200%, and Heat will automatically activate when it reaches the top instead of being able to choose when Heat starts. If you get hit during your Heat, you will instantly Circuit Spark, so this process is hands-off too. You won't have access to EX guard and you can only try to shield attacks by tapping the button, unlike other Moons that can hold it down for much bigger windows. But you'll gain access to a universal string (6AAA) that starts combos.\n\nIn Full Moon (or F Moon), your character is more of a powerhouse, with emphasis on stronger hits and buffed normals with better frame advantage. Notably, this Moon can't Reverse Beat, dodge or use EX shield. Your meter goes to 300% and you automatically enter MAX mode when it hits the top, but unlike other Moons, you can use Circuit Charge and manually charge your meter to get there faster. You don't have access to normal Heat, but instead have to wait until you hit MAX and enter the stronger Blood Heat. Most importantly, this moon also has exclusive access to Initiative Heat, a mechanic similar to Guilty Gear's Roman Cancel. Coupled with no Reverse Beat, offense from this Moon should feel more familiar to players of other anime games.\nスタイルセレクト (sutairu serekuto) — Lit. style select\nクレセントムーンスタイル (kuresento mūn sutairu) — Lit. crescent moon style\nフルムーンスタイル (furu mūn sutairu) — Lit. full moon style\nハーフムーンスタイル (hāfu mūn sutairu) — Lit. half moon style",
299
+ "letter": "M",
300
+ "source": "https://glossary.infil.net/?l=M"
301
+ },
302
+ {
303
+ "term": "Moonwalk",
304
+ "definition": "A Smash Bros. Melee technique where you slide backwards while trying to dash in the other direction. If you pick the right character, the end result really does look like you're moonwalking like Michael Jackson. It's not a super important competitive technique, but people like to do it to style and show off their execution.\n\nYou perform this by performing an initial forward dash, and then immediately tilting the control stick backwards. In order to avoid just turning around, though, you have to master some precise control stick magic involving a backwards half circle, which gets the game caught halfway between moving your character forward with a dash and sliding them backwards with your new direction. Hey, half circles are used in more than just traditional fighters after all!\nムーンウォーク (mūn wōku) — Lit. moonwalk\nSee video",
305
+ "letter": "M",
306
+ "source": "https://glossary.infil.net/?l=M"
307
+ },
308
+ {
309
+ "term": "Moral",
310
+ "definition": "A Virtua Fighter playstyle that greatly prefers to attack while you are at plus frames and defend while you are at minus frames. It is a solid, low-risk style that always \"does the right thing\" in a sense (that is, you act \"morally\"); you aren't looking to surprise someone by trying to steal a turn unexpectedly. It is the opposite of abare, which is the act of attacking while you are negative. It really just comes down to whether you want to listen to the angel on your shoulder, or the devil.",
311
+ "letter": "M",
312
+ "source": "https://glossary.infil.net/?l=M"
313
+ },
314
+ {
315
+ "term": "Motion Input",
316
+ "definition": "Any special move command that requires a multi-way joystick input without any charge time. This is just a way to group the quarter circle, half circle, DP motion, and 360 inputs in a nice package. Characters that use these commands for their special moves might be called \"motion characters\" (as opposed to charge characters).\nコマンド技 (komando waza) — Lit. command technique",
317
+ "letter": "M",
318
+ "source": "https://glossary.infil.net/?l=M"
319
+ },
320
+ {
321
+ "term": "Movement",
322
+ "definition": "Moving your character around the screen. This is not a particularly hard term to figure out, but I figured I'd throw it in here because everybody loves movement in fighting games! Being able to move your character fast and with high precision is probably the most satisfying feeling in the entire genre, and it's no coincidence that basically all of the most beloved fighting games have tons of fast, often highly technical movement options.\n移動 (idou) — Lit. movement",
323
+ "letter": "M",
324
+ "source": "https://glossary.infil.net/?l=M"
325
+ }
326
+ ]
pasta_json/glossary_N.json ADDED
@@ -0,0 +1,92 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Negative Edge",
4
+ "definition": "The act of releasing a button (instead of pressing it) to perform a special move. You might be surprised to learn that, in pretty much all fighting games, you can throw a fireball by first pressing and holding a punch button by itself, then doing your quarter circle input, and finally releasing the button.\n\nThis input leniency helps quite a bit to correct for sloppiness on when you press the button during your motions, and you can use negative edge to your advantage with, for example, piano inputs. You might also hear the term used to talk specifically about specials that only activate on a button release, like Cody's Zonk Knuckle. Many modern games, like Street Fighter 6, let you enable or disable negative edge inputs in your controller settings based on your preference.\n離し入力 (hanashi nyūryoku) — Lit. release input\nSee video",
5
+ "letter": "N",
6
+ "source": "https://glossary.infil.net/?l=N"
7
+ },
8
+ {
9
+ "term": "Negative Penalty",
10
+ "definition": "A mechanic in Guilty Gear and BlazBlue that punishes you if you are turtling too much. If you move backwards a lot and refuse to attack for long periods of time, the game will first give you a Negative Warning, and then if you don't start moving forward and attacking, it will actually inflict the Penalty by resetting your Tension Gauge or Barrier Gauge to 0, depending on the game. Negative Penalty tries to force its players to play offense much more than runaway, but in practice the penalty doesn't happen too often and the degree to which it actually prevents defensive playstyles is debatable.\nネガティブペナルティ (negatibu penaruti) — Lit. negative penalty",
11
+ "letter": "N",
12
+ "source": "https://glossary.infil.net/?l=N"
13
+ },
14
+ {
15
+ "term": "Neo Max",
16
+ "definition": "A super in King of Fighters XIII that costs 3 bars to use (as well as all of your Drive Gauge). Depending on the situation, you can cancel regular special moves or supers (in KoF games, they're often called Desperation moves) into a Neo Max attack; when you do this, it's called a \"Max Cancel\".\n\nThroughout the years, King of Fighters' level 3 supers have had many different names, from \"Dream Canceling\" into a \"Super Special Leader Move\", to \"Climax Canceling\" into a \"Climax Super Special Move\". The particulars of how you can use them in each game differ slightly, but the overall idea is the same; spend 3 bars to do a ton of damage, often by canceling other attacks into it. Like all fighting games, they try to throw as many variations on the term as possible at you, just to see if you can keep up.\nNEO MAX超必殺技 (neo max chou hissatsu waza) — Lit. neo max super killing technique\nSee video",
17
+ "letter": "N",
18
+ "source": "https://glossary.infil.net/?l=N"
19
+ },
20
+ {
21
+ "term": "Nerf",
22
+ "definition": "When the developers make a character worse. They might adjust the character's health, make moves slower or do less damage, remove certain combos from being possible, or any number of other things. Some people don't like when characters get nerfed and would prefer the weaker characters get buffed to match, but sometimes characters are too powerful for the game's own good and need to be toned down a bit. Nerfs don't always feel great, but they are often needed.\n弱体化 (jakutaika) — Lit. weaken",
23
+ "letter": "N",
24
+ "source": "https://glossary.infil.net/?l=N"
25
+ },
26
+ {
27
+ "term": "Netcode",
28
+ "definition": "Describes the exact method a fighting game uses to implement online play. There are two primary methods used for fighting games, delay-based netcode and rollback netcode. In short, delay-based is slightly easier to implement, but does not feel good in practice, while rollback is more work for the developers, but allows for online play that feels very close to offline. For an extremely thorough breakdown and discussion of these two netcode methods, you're best off reading this article on netcode.\nネットコード (netto kōdo) — Lit. netcode",
29
+ "letter": "N",
30
+ "source": "https://glossary.infil.net/?l=N"
31
+ },
32
+ {
33
+ "term": "Neutral",
34
+ "definition": "The stage of a fight where neither player is blocking or getting hit by anything, and you are trying to figure out the best way to start or continue your gameplan. There's also a bit of an implicit assumption that the characters are not point blank from each other, so there is some wiggle room to move around and use a wide assortment of attacks.\n\nFootsies is one important aspect of playing the neutral game, and you'll often hear people talk about \"the neutral\". For example, \"Ryu loses the neutral in that matchup\" means that Ryu has a hard time finding a place on screen where he can start his gameplan without putting himself at risk.\n\nYou may also hear the term occasionally used to describe any time your character is not blocking, being hit, or knocked down (even if you're point blank), and your character is able to take any action. If your opponent attacks you with a string, you might say \"I return to neutral in the middle of that string\". It's quite a bit less common than the first definition, though, and most people will instead just say \"there's a gap there\" to indicate that the pressure is not airtight.\nニュートラル (nyūtoraru) — Lit. neutral\n立ち回り (tachi mawari) — Lit. walking around",
35
+ "letter": "N",
36
+ "source": "https://glossary.infil.net/?l=N"
37
+ },
38
+ {
39
+ "term": "Neutral Skip",
40
+ "definition": "The ability for a character to go from a long range away to extremely close very quickly. Typically you'll be using a move that is pretty fast and probably also safe on block to do this. Your opponent, who is probably expecting you to close the gap by playing footsies or navigating the neutral game in a slow and methodical way, will be surprised when you come flying at their face with a move that skips past all that space. Your opponent will have to try to intercept or avoid your move, or if that's not an option, go complain on Twitter about how thoughtless your character is.\n\nBe careful about overusing this term, though. If many characters are good at approaching quickly in a given game, it's probably no longer a neutral skip, but rather just the style of that game's regular neutral play.",
41
+ "letter": "N",
42
+ "source": "https://glossary.infil.net/?l=N"
43
+ },
44
+ {
45
+ "term": "Ninja",
46
+ "definition": "A slang term used to refer to any of the male Mortal Kombat characters that dress up in ninja garb of a solid color. This includes Sub-Zero, Scorpion, Ermac, Smoke, and others across the franchise. While it's not really accurate to call it a gameplay archetype like the shoto or the Mishima, they do often share hurtbox similarities which means certain combo paths tend to work on all male ninjas equally well.\n忍者 (ninja) — Lit. ninja",
47
+ "letter": "N",
48
+ "source": "https://glossary.infil.net/?l=N"
49
+ },
50
+ {
51
+ "term": "Nitaku",
52
+ "definition": "A mixup in Virtua Fighter where the offensive player is at strong frame advantage and can primarily choose between two options (a common combination being a fast mid or a throw), each of which requires a different defensive action to avoid taking damage. Nitaku is Japanese for \"2 choices\", indicating the binary 50/50 nature the defender finds himself in. You might also hear this called Forced Choice, or 2AFC (2-Alternate Forced Choice).\n\nDue to the wealth of defensive options in Virtua Fighter (including jumping, crouching, backdashing, using Defensive Move, and many more), each offensive action usually has multiple ways to defend. However, if you can generate enough plus frames (in VF5, +6 or higher is the magic number), you can eliminate a lot of these defensive choices. To take the mid-or-throw example, a defender facing a nitaku would be left with a more or less binary guess; block the mid (and lose to throw), or try and attack so the throw doesn't work (and get counter hit by the mid); picking any other defensive choice is very likely to lose to both offensive options. The guess is heavily in the offense's favor, leading to big reward if they are correct.\n\nSometimes you'll hear \"reverse nitaku\", which is the same situation but talking about it from the defender's point of view. That is, rather than say \"you can attack or throw\", reverse nitaku suggests \"the defender can block or attack\". More advanced situations can crop up that branch into three options. You might have guessed this is called \"santaku\" for \"3 choices\".\n二択 (nitaku) — Lit. two choices\nSee video",
53
+ "letter": "N",
54
+ "source": "https://glossary.infil.net/?l=N"
55
+ },
56
+ {
57
+ "term": "No Round Brown",
58
+ "definition": "Beating someone three rounds to zero, usually in a Tekken match. If you announce that it's gonna happen before the game starts, the trash talk becomes even stronger. The phrase was made famous by an American Tekken player named Pokchop, known for being one of the most aggressive trash talkers in fighting game history.",
59
+ "letter": "N",
60
+ "source": "https://glossary.infil.net/?l=N"
61
+ },
62
+ {
63
+ "term": "Normal",
64
+ "definition": "A basic attack usually activated by a single button press. In most fighting games, you will have different normals if you are standing on the ground, holding down to crouch, or jumping (a normal used while jumping at the opponent is often called a \"jump in\"), and some characters may have special attacks, called command normals, if you hold a direction while pressing a button. Some fighting games also have different normals depending on how close you are standing to your opponent. Normals aren't nearly as flashy as special moves. but they are extremely important, and will often form the backbone of your strategy. Don't overlook them!\n通常技 (tsūjou waza) — Lit. normal move",
65
+ "letter": "N",
66
+ "source": "https://glossary.infil.net/?l=N"
67
+ },
68
+ {
69
+ "term": "Notation",
70
+ "definition": "A common language used to refer to directions and attacks so it's easier to talk about fighting games. I'll use this glossary entry to outline a few of the familiar notation styles that every player should know.\n\nAttacks: You shouldn't use the names of your console's buttons (like X or Square) to talk about attacks, since this is not universal. Instead, use abbreviations for the moves themselves. A 6-button fighter will use LP, MP, HP for punches, and LK, MK, HK for kicks. Anime games might use ABC or LMH for light, medium, and heavy attacks, as well as a \"unique\" attack button like S or D. Tekken and Mortal Kombat use numbers for their attacks, specifically 1 and 2 for punches and 3 and 4 for kicks.\n\nDirections: Many games use one lowercase letter for each cardinal direction: d (down), u (up), f (forward), and b (back). Leaving your stick in a neutral position is \"n\", or some games like Tekken will use a star (★). Note that nobody uses \"left\" or \"right\", but rather terms that are relative to where your opponent is. Diagonals, like down+back, will be \"db\" or \"d/b\". Common special move inputs will also have abbreviations, often with a direction attached: quarter circle (qcf or qcb), half circle (hcf or hcb), and DP (dp or rdp — \"reverse DP\"). It's also quite common to see numpad notation, which uses numbers instead of letters. It's unfortunate that sometimes numbers will mean a direction and sometimes they will mean an attack, but like most confusing things in fighting games, you'll get used to the context over time.\n\nModifiers: Here are some common ways attacks can be modified. Talk about close and far normals with \"cl\" and \"f\" (for example, cl.HP). Talk about standing and crouching normals with \"s\"/\"st\" and \"cr\" (for example, cr.HP). If you see \"c\" by itself, this usually means crouching but is ambiguous with \"close\" so we try to avoid it. Talk about jumping attacks with \"j\" (for example, j.HP). Moves that are canceled from a previous attack are separated with \"x\" or \"xx\" (for example, cr.MK xx qcf+HP).\n\nThis isn't an exhaustive list, but hopefully it gives you enough to understand most examples!\n表記 (hyouki) — Lit. notation\nコマンド表記 (komando hyouki) — Lit. command notation",
71
+ "letter": "N",
72
+ "source": "https://glossary.infil.net/?l=N"
73
+ },
74
+ {
75
+ "term": "Notation (VF)",
76
+ "definition": "A specific set of abbreviations that Virtua Fighter players use to talk about defensive option selects. Each letter (or set of letters) describes one defensive option, and if you perform each of them in a row quickly, you'll cover multiple offensive options.\n\nSome of the component parts are E (evade), R (reversal), G (guard), FG (fuzzy guard), TE (throw escape), DC (dash cancel), and CD or CDC (crouch dash cancel). So if you see a sequence like GTE, this means \"guard, then throw escape immediately after\", which is a way to try and defend against attacks and throws at the same time.\n\nThere's lots of examples here, including EDC (evade, then dash cancel) and ECD (evade, then crouch dash cancel); both of these let you turn evades into dashes which can be canceled into blocking or other techniques. If you want to try and sidestep/evade (E), while teching a throw (TE), and then guard at the end (G), you might call this ETEG. If you want more examples, I'll point you to this handy forum thread.",
77
+ "letter": "N",
78
+ "source": "https://glossary.infil.net/?l=N"
79
+ },
80
+ {
81
+ "term": "NRS Game",
82
+ "definition": "A fighting game made by NetherRealm Studios, whose modern franchises are Mortal Kombat and Injustice. Games made by NRS share a lot of similarities, including graphical style, animations, combo possibilities, and game flow. They also handle frame data a bit differently than most games, where being hit while you are in hit stun does not guarantee you will be comboed (only certain strings can do that; other hits will just jail you and force you to block). In many ways, NRS games are kind of a hybrid middle ground between 2D games and 3D games.",
83
+ "letter": "N",
84
+ "source": "https://glossary.infil.net/?l=N"
85
+ },
86
+ {
87
+ "term": "Numpad Notation",
88
+ "definition": "A way to describe joystick inputs using numbers instead of letters or words. Each direction is mapped to a number, following the same layout as a keyboard's numpad. For example, holding down is \"2\", and if you wanted to talk about a crouching medium kick, you'd call it \"2MK\". Or, holding forward and pressing punch would be \"6P\" (a common Guilty Gear anti-air). You can also describe special move inputs this way. For example, a standard quarter circle forward would be 236, and a DP motion would be 623. Note that numpad notation always assumes you are facing right; QCF is always 236, no matter which way your character is pointing.\n\nNumpad notation can be used for pretty much every game, although the Mortal Kombat and English-speaking Tekken communities use numbers for attack buttons (rather than directions) in their notation, so be careful of that. In particular, it is preferred among fans of anime games since it is language independent, letting people share combo notation and strategies between cultures in ways that \"qcf\" can struggle to do. It also lets you describe moves or techniques with wacky inputs very precisely, which makes it versatile and succinct.\n\nWhile some people find it easier to parse notation when English abbreviations are used, there's no denying that numpad notation has some strong advantages. You should be comfortable understanding both methods, especially since it only takes a few minutes to learn.\nテンキー表記 (tenkī hyouki) — Lit. ten key notation\nSee image",
89
+ "letter": "N",
90
+ "source": "https://glossary.infil.net/?l=N"
91
+ }
92
+ ]
pasta_json/glossary_O.json ADDED
@@ -0,0 +1,134 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Octo Gate",
4
+ "definition": "A plastic device under the joystick of your arcade stick that dictates how it can move. An octo gate is shaped like an octagon, which gives you 8 grooves matching all 8 cardinal directions to nestle your joystick into. If you've played on a Gamecube controller before, you know what an octo gate is. Some people much prefer octo gates to the default square gate you'll find on most arcade sticks, although many others find doing motions like quarter circles on it harder because of the added ridges.\n八角ガイド (hakkaku gaido) — Lit. octagonal guide",
5
+ "letter": "O",
6
+ "source": "https://glossary.infil.net/?l=O"
7
+ },
8
+ {
9
+ "term": "OCV",
10
+ "definition": "One player beating an entire team in a Pokemon style team tournament without losing. Stands for \"One Character Victory\", since one player playing one character did all the damage. It can also apply to team games where the point character defeats the entire opposing team. If a player is the last person standing for their team and manages to OCV the opponent, it's called a reverse OCV. Try not to let this happen to you.\nOCV (written in English)",
11
+ "letter": "O",
12
+ "source": "https://glossary.infil.net/?l=O"
13
+ },
14
+ {
15
+ "term": "OD",
16
+ "definition": "New York slang that means \"too much\" or \"very powerful\". This is not a term that originated from fighting games, but you'll hear it used when someone loses to something really cool, strong, or ridiculous. Stuff like \"that mixup was OD\" is commonly heard from east coast personalities.\n\nIn Street Fighter 6, you will often hear \"OD\" to talk about an Overdrive Move, which is basically just an EX move rebranded.",
17
+ "letter": "O",
18
+ "source": "https://glossary.infil.net/?l=O"
19
+ },
20
+ {
21
+ "term": "Offense",
22
+ "definition": "The act of trying to do damage to your opponent, typically from ranges closer than full screen away. Offense is a broad, encompassing term that can include your ability to apply effective mixups, keep good frame advantage during your attacks, and convert openings into high damage. Players and characters with strong offense tend to be able to win rounds quickly when they get into their favorite spot on screen, and will usually make defensive players throw their controller at the nearest wall.\n攻め (seme) — Lit. attack",
23
+ "letter": "O",
24
+ "source": "https://glossary.infil.net/?l=O"
25
+ },
26
+ {
27
+ "term": "Offensive Meter",
28
+ "definition": "A meter in Mortal Kombat 11 that can only be used to perform offensive techniques. Like your Defensive Meter, you can hold 2 bars and it gradually refills at a set rate over the course of the match. You commonly use your Offensive Meter to do Meter Burn moves, amplifying your special moves, and a Getup Attack also costs you one Offensive bar. Unlike other fighting games though, your Fatal Blow (which is effectively MK11's super) is not tied to your Offensive Meter, instead separated into another resource.\nオフェンスゲージ (ofensu gēji) — Lit. offense gauge",
29
+ "letter": "O",
30
+ "source": "https://glossary.infil.net/?l=O"
31
+ },
32
+ {
33
+ "term": "Offensive Move",
34
+ "definition": "A more aggressive form of sidestepping in Virtua Fighter, primarily used to get positioning at your opponent's side or back. Almost always shortened to \"OM\". To perform this, do a Defensive Move (that is, do a sidestep), then immediately press P+K+G at the same time.\n\nOffensive Moves look very similar to Defensive Moves, but they go a lot farther and your character makes a whooshing sound. Unlike DMs, which are specifically programmed to avoid (most) attacks, an OM is unable to avoid any attacks at all. In other words, you sacrifice the ability to dodge attacks in order to go further with your sidestep, hopefully putting yourself closer to your opponent's side. If you can successfully get to the side, your offensive options are stronger; your attacks gain damage bonuses, can generate more frame advantage, and your opponent's defensive options get worse as well, so a well-timed OM can be worth the risk. You'll also find OMs used in some combos!\nオフェンシブムーブ (ofenshibu mūbu) — Lit. offensive move\nSee video",
35
+ "letter": "O",
36
+ "source": "https://glossary.infil.net/?l=O"
37
+ },
38
+ {
39
+ "term": "Okizeme",
40
+ "definition": "The moment during a fighting game when your opponent is knocked down and you get to attack them as they stand back up. The defender's options are limited, so the offensive player gets to attack with all sorts of mixups or apply any mind game they choose. Some options include attacking with a basic meaty, doing a cross-up, or trying to bait their opponent's desperate dragon punch by simply doing nothing and blocking.\n\nOkizeme (pronounced oh-kee-zeh-meh and often shortened to \"oki\") means \"wake up offense\" in Japanese, so the term mostly focuses on the offensive choices. If you hear someone ask \"what's the oki going to be?\", they are wondering what method of attack (or non-attack) the offensive player will choose to assert their advantage. It's closely related to the term wakeup, although that tends to focus more on the defensive choices (you might hear \"I can't believe they did a wakeup DP!\").\n\nIf someone asks \"do I get oki after this move?\", they're asking whether that move leaves them close enough, and with enough time, to threaten multiple different offensive options. Moves that \"don't give you oki\" will leave you far away and mostly end your offensive pressure.\n起き攻め (okizeme) — Lit. wake up offense\nSee video",
41
+ "letter": "O",
42
+ "source": "https://glossary.infil.net/?l=O"
43
+ },
44
+ {
45
+ "term": "On Block",
46
+ "definition": "How you describe what happens after a move is blocked. You can talk about general strategy, like \"in Killer Instinct, Riptor's Shoulder Charge will cause a stance change on block\". But by far, the most common use of this phrase is to discuss frame advantage, like \"crouching MK is -2 on block\", since how safe or unsafe a move is on block is one of the most important considerations for how you'll use that move. Not surprisingly, you can talk about what happens on hit too.\nガード時 (gādo ji) — Lit. on guard",
47
+ "letter": "O",
48
+ "source": "https://glossary.infil.net/?l=O"
49
+ },
50
+ {
51
+ "term": "On Hit",
52
+ "definition": "How you describe what happens after a move hits. You can talk about general strategy, like \"When you use standing HK, you should cancel into V-Trigger on hit\". Or, very often, you'll use it to talk about frame advantage, like \"Standing HK is +4 on hit\". As you might expect, there is also on block.\nヒット時 (hitto ji) — Lit. on hit",
53
+ "letter": "O",
54
+ "source": "https://glossary.infil.net/?l=O"
55
+ },
56
+ {
57
+ "term": "One Chance Combo",
58
+ "definition": "A Killer Instinct combo that has exactly one breakable attack between its opener and its ender. One chance combos are short, fast, and don't do a lot of damage, but they are good at throwing curveballs at your opponent so they don't know when and how to attempt a combo breaker. They're also useful if you have a good setup ender and want to put your opponent in a lot of gross mixups, since it's the shortest possible combo where the ender can be used.",
59
+ "letter": "O",
60
+ "source": "https://glossary.infil.net/?l=O"
61
+ },
62
+ {
63
+ "term": "Open Up",
64
+ "definition": "To successfully hit someone with a mixup, or to overcome your opponent's defense and hit them with an attack. They tried to block, but you cracked them open.\n崩し (kuzushi) — Lit. to break/destroy",
65
+ "letter": "O",
66
+ "source": "https://glossary.infil.net/?l=O"
67
+ },
68
+ {
69
+ "term": "Opener",
70
+ "definition": "Any Killer Instinct attack that triggers KI's unique combo (and combo breaker) system. Every jumping normal and every special move are openers; in KI, hitting with a special move is usually the key point that transitions between \"regular\" unbreakable Street Fighter-style attacks to combo breakable, KI-specific techniques. After openers, you can usually transition into auto-doubles, linkers, or manuals, do a combo that cycles between normal attacks and special attacks, then finish off with an ender.\nオープナー (ōpunā) — Lit. opener",
71
+ "letter": "O",
72
+ "source": "https://glossary.infil.net/?l=O"
73
+ },
74
+ {
75
+ "term": "Opener-Ender",
76
+ "definition": "A Killer Instinct combo that has zero breakable attacks between its opener and its ender. These combos are mistakes! They are always breakable for \"free\" by pressing both heavy attacks — you can't counter break it or correct the error in any way, so the defense always gets to escape without any risk.\n\nWhen you're first learning KI's combo system, it can be hard to realize what is an opener-ender combo, so my advice is to always press HP+HK every time you see an ender, no matter what. You'll break any opener-ender mistakes your opponent makes, and nothing bad will happen to you on \"legitimate\" combos. Don't let opener-enders slip past you!\nオープナー・エンダー (ōpunā endā) — Lit. opener-ender\nSee video",
77
+ "letter": "O",
78
+ "source": "https://glossary.infil.net/?l=O"
79
+ },
80
+ {
81
+ "term": "Optimal",
82
+ "definition": "Responding to a situation with the best possible action. It's almost always talked about in terms of combos that give you the maximum possible damage, and you may even have several different optimal combos that use varying amounts of super meter (for example, an optimal 1-bar combo if you wanted to save the rest of your meter for later), or have different starting attacks.\n\nYou always want to be optimal, but the fast, stressful pace of fighting games and you losing control of your mental stack means that sometimes you'll just mess up. Players who are consistently optimal under pressure, especially when the optimal choice has high execution and is easily dropped, are super impressive. It's not easy.\n最大 (saidai) — Lit. maximum",
83
+ "letter": "O",
84
+ "source": "https://glossary.infil.net/?l=O"
85
+ },
86
+ {
87
+ "term": "Option Select",
88
+ "definition": "A situation where performing the same inputs can lead to several different outcomes depending on how the characters interact. Often abbreviated as \"OS\". A common option select is the buffer: press a normal attack and then try to cancel into a special. If you do this from far away, the normal attack will whiff and your special cancel does nothing. However, if your opponent gets hit by your attack, the special cancel will work automatically, without any extra thought or changes to the input on your part.\n\nGood option selects tend to reduce the burden on a player to perfectly predict or react to everything happening in the game. You can perform one set of inputs, and the game will \"select an option\" automatically depending on what the other character did. Some OSes are common enough that we even give them names: delayed tech (try to block and throw tech), safe jumps (try to attack and block), and fuzzy guard (try to block multiple directions) are all specific examples of option selects that will help the player cover multiple choices at the same time.\n自動二択 (jidou nitaku) — Lit. auto two choices/auto mixup\n仕込み (shikomi) — Lit. preparation (mainly used for buffer option select)\nSee video",
89
+ "letter": "O",
90
+ "source": "https://glossary.infil.net/?l=O"
91
+ },
92
+ {
93
+ "term": "Orbital",
94
+ "definition": "A safe mid attack in the Tekken series that causes a launch and hops over low attacks. The downside is that they are usually pretty slow, so strong players may be able to block them on reaction. It shares similarities with the hop kick, except those attacks are fast and unsafe instead of slow and safe.\n\nThe move is named after Bryan's Orbital Heel, where Bryan hops upwards and swings his foot down in an orbit on top of your head. Like many fighting game moves, though, lots of other characters have a similar looking move with similar effects, and they're all just called \"orbitals\". From Snake Edge to Taunt Jet Upper, Bryan sure has a lot of famous techniques named after him!\nフライングヒール (furaingu hīru) — Lit. flying heel\nフラヒ (furahi) — Lit. abbreviation of フライングヒール\nSee video",
95
+ "letter": "O",
96
+ "source": "https://glossary.infil.net/?l=O"
97
+ },
98
+ {
99
+ "term": "OTG",
100
+ "definition": "Using specific moves to hit the opponent while they are knocked down. OTG stands for \"off the ground\" (or \"on the ground\", depending on who you ask). Not every game has OTG as a mechanic, and even those that do, usually only a few specially marked moves can do it. OTG moves are pretty common in team games like Marvel vs. Capcom 3, where knocking your opponent down isn't the end of your combo, it's the start of it.\nダウン追撃 (daun tsuigeki) — Lit. down pursuit\nSee video",
101
+ "letter": "O",
102
+ "source": "https://glossary.infil.net/?l=O"
103
+ },
104
+ {
105
+ "term": "Out of Shield",
106
+ "definition": "The act of performing some attack or movement option while you are shielding in Super Smash Bros., commonly abbreviated to \"OoS\". An easy example is to simply grab your opponent by pressing the A button, since shield + A is an acceptable input for a grab. This will allow you to punish some attacks that leave your opponent close range.\n\nBut perhaps the most common option is to jump, which immediately stops your shield and enters your jump squat. While jumping, you can do things like fast aerial attacks, wavedash in Melee, or jump cancel directly into an up-smash, leading to high damage and potent punishes. Some other techniques done out of shield, like shield dropping, are important enough to have their own name.\nガードキャンセル (gādo kyanseru) — Lit. guard cancel\nガーキャン (gākyan) — Lit. abbreviation of ガードキャンセル\nSee video",
107
+ "letter": "O",
108
+ "source": "https://glossary.infil.net/?l=O"
109
+ },
110
+ {
111
+ "term": "Overdrive",
112
+ "definition": "What Guilty Gear calls its supers. There's nothing too special about how these work. They tend to cost 50% of your Tension gauge, and in Guilty Gear Xrd, you can spend a full Burst gauge at the same time as your Tension to do a Burst Overdrive for some extra damage.\n\nOverdrive is also a powerful install state in BlazBlue, activated by spending your entire Burst gauge. Each character will get some benefits unique to only them, all your combos will be unburstable, and because the timer gets frozen, you can also extend your Active Flow state. You'll also get access to a special super called \"Exceed Accel\" while in this state. Using Overdrive effectively can turn around the state of a match quickly.\n\nLastly, Overdrive can refer to a Street Fighter 6 Overdrive Move, which is basically just an EX Move.\n覚醒必殺技 (kakusei hissatsu waza) — Lit. awakening killing technique (Guilty Gear)\nオーバードライブ (ōbādoraibu) — Lit. overdrive (BlazBlue)",
113
+ "letter": "O",
114
+ "source": "https://glossary.infil.net/?l=O"
115
+ },
116
+ {
117
+ "term": "Overdrive Move",
118
+ "definition": "A more powerful version of a Street Fighter 6 special move, performed by spending 2 bars of drive gauge. Simply press two punches or two kicks instead of one while inputting your special move. You'll flash yellow and then perform a version of the move with better properties, such as more invincibility, faster startup, better combo possibilities due to launching the opponent, and many more. OD moves are very powerful in SF6, so you'll want to experiment with your character to find out how to use each of them in a match.\n\nAn OD move is functionally identical to an EX move in past Street Fighter titles, they just rebranded the name a bit to fit the \"drive\" theme. Because the term EX has been around for so long, you'll hear people refer to these moves as both \"OD\" and \"EX\" interchangeably, but they're the same thing. You'll have to be a bit careful, as OD can be used as slang to mean something a bit different.\nオーバードライブ (ōbā doraibu) — Lit. overdrive",
119
+ "letter": "O",
120
+ "source": "https://glossary.infil.net/?l=O"
121
+ },
122
+ {
123
+ "term": "Overhead",
124
+ "definition": "An attack that must be blocked while standing. In most fighting games, this means holding directly away from your opponent on the analog stick. Most air normals are overhead attacks (especially the classic instant overhead), but usually the term refers to moves that you use while on the ground. Examples include command normals like Jago's Neck Cutter (back + HP) and Ryu's Collarbone Breaker (forward + MP), or special moves like Ky's Greed Sever.\n\nNot all characters are blessed with the privilege of having a grounded overhead attack. Overheads are best used on opponents after they've settled down a bit and try to block your repeated fast low attacks, and because of this, overhead attacks are usually much slower than other attacks. Be sure to tell your opponent to \"watch your dome\" after you hit with one. See also mid attacks.\n中段 (chūdan) — Lit. mid level\n中段攻撃 (chūdan kougeki) — Lit. mid level attack\nSee video",
125
+ "letter": "O",
126
+ "source": "https://glossary.infil.net/?l=O"
127
+ },
128
+ {
129
+ "term": "Overtuned",
130
+ "definition": "When a character, or a particular move, is just a little too good. This is not as strong as saying the move is broken, but it's suggesting that maybe if the character or move was slightly weaker, the game would improve. The opposite, being undertuned, similarly means that the character could stand to be a little better without breaking anything.",
131
+ "letter": "O",
132
+ "source": "https://glossary.infil.net/?l=O"
133
+ }
134
+ ]
pasta_json/glossary_P.json ADDED
@@ -0,0 +1,326 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Pad",
4
+ "definition": "A console controller. People might say \"I play on pad\" to indicate they use a PlayStation or Xbox controller instead of an arcade stick or other device like a leverless controller.\nパッド (paddo) — Lit. pad",
5
+ "letter": "P",
6
+ "source": "https://glossary.infil.net/?l=P"
7
+ },
8
+ {
9
+ "term": "Paint the Fence",
10
+ "definition": "The name of a specific M. Bison combo in Capcom vs. SNK 2. Bison would activate A-Groove, the game's custom combo mode, and quickly take you to the corner before performing looped Psycho Vanish special moves until your health bar just melts. The reason for the combo's name becomes pretty apparent once you see a video of it in action, which I've conveniently provided for you below.\nパニコン (pani kon) — Lit. punish combo (punish here is short for Bison's Psycho Punish special move)\nSee video",
11
+ "letter": "P",
12
+ "source": "https://glossary.infil.net/?l=P"
13
+ },
14
+ {
15
+ "term": "Pandora",
16
+ "definition": "A comeback mechanic in Street Fighter x Tekken where you could sacrifice the character currently on screen to bring in your reserve character. You get a 30% damage boost and your super meter maxes out, but you have 10 seconds to kill your opponent, or you instantly lose the round.\n\nPandora is pretty weak as far as comeback mechanics go. Activating it raw is more or less suicide, as the opponent just has to run away for 10 seconds (which is relatively easy in SFxT already), and your cinematic supers do not freeze this 10 second timer, so you'd have to avoid using super entirely if your character had a long cutscene. It was really only useful in incredibly situational combos, where you wouldn't kill them normally but the 30% damage boost would be enough. You'd better be right on your on-the-spot damage calculation though; if you're wrong, you lose.\nパンドラ (pandora) — Lit. pandora",
17
+ "letter": "P",
18
+ "source": "https://glossary.infil.net/?l=P"
19
+ },
20
+ {
21
+ "term": "Parry",
22
+ "definition": "A mechanic that lets you brush aside an incoming hit and recover more or less instantly. Usually a successful parry will grant a huge opportunity for a counter attack, even if the move would normally be safe if it was blocked. It's made most famous by the Street Fighter III series of games, and immortalized in gaming history by fighting game legend Daigo Umehara.\n\nUsually you have to take some risk to try a parry. In SFIII, you had to leave block and press forward or down within a tight window around the attack, and in other games like Yatagarasu, parry attempts will have a short animation and leave you open if you didn't catch anything. Similar mechanics in fighters include counters, reflect, and Just Defend. Street Fighter 6 repurposes this idea for its Drive Parry and Perfect Parry mechanics.\nブロッキング (burokkingu) — Lit. blocking (to refer to holding back to block strikes, Japanese players will always use \"guard\")\nブロ (buro) — Lit. abbreviation of ブロッキング\nパリィ (pari) — Lit. parry (typically only for newer games)\nSee video",
23
+ "letter": "P",
24
+ "source": "https://glossary.infil.net/?l=P"
25
+ },
26
+ {
27
+ "term": "Party Starter",
28
+ "definition": "A specific move a character wants to land that lets them start scary offensive pressure or a nasty vortex. It might be something as innocent as a sweep or a throw, where that specific knockdown gives the character a whole bunch of scary mixups.\n\nUsually, people will try to fish for this move, since the reward for hitting it is just so incredibly high. Most snowball characters will have a party starter that you want to avoid at all costs. You don't want to let them nudge that snowball over the cliff.",
29
+ "letter": "P",
30
+ "source": "https://glossary.infil.net/?l=P"
31
+ },
32
+ {
33
+ "term": "Passing Link",
34
+ "definition": "Canceling normals into each other in the Under Night series. These cancels can be extremely freeform, as long as you don't use the same normal more than once in the sequence. You can go from standing to crouching, and unlike Gatlings from Guilty Gear, you can even go in descending order of strength if you want (often called Reverse Beat). Whenever you press a normal in UNI, you're pretty likely to use this system in some way.\nパッシングリンク (passhingu rinku) — Lit. passing link\nSee video",
35
+ "letter": "P",
36
+ "source": "https://glossary.infil.net/?l=P"
37
+ },
38
+ {
39
+ "term": "Perfect",
40
+ "definition": "Winning without taking any damage at all. In some games, winning with a perfect is really hard, since rounds are long and it's hard to avoid taking chip damage, whereas some other games are built to steamroll opponents quickly, making perfects much more common. You might hear this called \"7 golden letters\", since a surprising amount of fighting games use gold fonts.\nパーフェクト (pāfekuto) — Lit. perfect",
41
+ "letter": "P",
42
+ "source": "https://glossary.infil.net/?l=P"
43
+ },
44
+ {
45
+ "term": "Perfect Parry",
46
+ "definition": "A parry mechanic in Street Fighter 6, performed by pressing MP+MK (the same input as drive parry) at most 2 frames before an attack hits you. If you successfully perfect parry a strike, you will freeze the screen briefly and then recover almost immediately, letting you punish even very fast attacks. If you perfect parry a projectile, the screen won't freeze. Instead, you will see a large visual effect explosion and you'll recover faster than if you blocked or drive parried it.\n\nPerfect parries have one major catch; if you punish the attack you parried, your combo will only do 50% of its normal damage. This compensates for the fact that perfect parries are quite strong, since every time you attempt a drive parry, you have a chance to get a perfect parry if you press the buttons very close to when the attack would hit you. If you miss the perfect parry timing window, you'll either block or get a normal drive parry as a backup plan, making it relatively safe to attempt. Perfect parry is much closer in application to how parries work in more traditional games like SFIII: 3rd Strike, although the timing is much tighter in SF6.\nジャストパリィ (jasuto pari) — Lit. just parry\nジャスパ (jasupa) — Lit. abbreviation of ジャストパリィ\nSee video",
47
+ "letter": "P",
48
+ "source": "https://glossary.infil.net/?l=P"
49
+ },
50
+ {
51
+ "term": "Perfect Shield",
52
+ "definition": "Pressing shield a few frames before a Smash Bros. attack hits you. In Melee, you'll hear this called a \"Powershield\". While you'll still suffer all the normal shield stun of the attack, you'll be granted the ability to cancel the mandatory 15 frame animation that happens when you release the shield button into an immediate attack. It typically means you'll be able to attack quicker and with more options while you opponent is still recovering. If you perfect shielded a projectile, you'll also reflect it back at your opponent! Overall, it's pretty analogous to a parry in a traditional fighter.\n\nIn Smash Ultimate, the mechanic works a bit differently; rather than pressing shield, you instead try to release an already-held shield right when the attack hits you. There will be a big flash around your character and you'll strike a little pose, although you will still be able to attack faster than you normally would if you just did a normal shield.\nジャストシールド (jyasuto shīrudo) — Lit. just shield\nジャストガード (jyasuto gādo) — Lit. just guard\nジャスガ (jyasuga) — Lit. abbreviation of ジャストガード",
53
+ "letter": "P",
54
+ "source": "https://glossary.infil.net/?l=P"
55
+ },
56
+ {
57
+ "term": "Phantom Hit",
58
+ "definition": "A strange phenomenon that can occur in Super Smash Bros. where an attack kind of \"half hits\". The move will do either half damage or zero damage (depending on which version of Smash you're playing), you might hear some small half-hearted sound cue, and the attack will not cause any knockback or hitstop. Like the name implies, it's kind of like you were hit by a ghost.\n\nThis happens when the hitbox of an attack baaaarely makes contact with an opponent's hurtbox; we're talking like a millimeter of overlap in game units here. The precision is so strict that is more or less impossible to do on purpose, which makes phantom hits almost always an accident and a surprise when they happen. In later versions of Smash Bros., this may also be called a Glancing Blow.\nチップ (chippu) — Lit. chip\nかすり当て (kasuri ate) — Lit. glancing hit\nSee video",
59
+ "letter": "P",
60
+ "source": "https://glossary.infil.net/?l=P"
61
+ },
62
+ {
63
+ "term": "Piano",
64
+ "definition": "Pressing multiple different buttons in a row in rapid succession, often by \"drumming\" or \"sliding\" your fingers across the buttons of an arcade stick. It looks a bit like double tapping, except none of the buttons are the same and, generally, you're planning to hit all three punches or all three kicks in ascending or descending order.\n\nYou can use this technique to input special moves with rapid fire commands, like Honda's Hundred Hand Slap, or use it to get multiple chances for a super move to come out. This is particularly common in SFIII: 3rd Strike, a game where several characters regularly use tight links to combo into super. In these cases, using a piano input will try to execute the super on several consecutive frames and really increases the chances that you'll get the combo to work.\nずらし押し (zurashi oshi) — Lit. shifting press\nSee video",
65
+ "letter": "P",
66
+ "source": "https://glossary.infil.net/?l=P"
67
+ },
68
+ {
69
+ "term": "Pineapple",
70
+ "definition": "Trying to recover in Smash Bros., but hitting the underside of the stage and dying instead. It tends to happen somewhat often on Dream Land due to the odd geometry on the stage's lower half, and since the texture of the bottom kind of looks like a pineapple, the term was born.",
71
+ "letter": "P",
72
+ "source": "https://glossary.infil.net/?l=P"
73
+ },
74
+ {
75
+ "term": "Pivot",
76
+ "definition": "Attacking while you are turning around after a dash in all Smash Bros. games except Ultimate. When switching dash directions, you have a few brief frames where you can input any attack, and it's a pretty fast way to get to a spot and attack (maybe even slightly faster than wavedashing, depending on the situation).\n\nIn Smash 4, there was a technique called \"Perfect Pivoting\", where you went from standing still to dashing, then quickly pivoted in the opposite direction. You could then attack immediately. It ended up just looking like you moved forward or back a bit without changing direction, like a mini Melee wavedash. It was really hard to do though, so you didn't see it all that much.\nTANIステ (tani sute) — Lit. abbreviation of TANIステップ (TANIステ is the most used term)\nTANIステップ (tani suteppu) — Lit. tani step\n立ちキャン (tachi kyan) — standing cancel",
77
+ "letter": "P",
78
+ "source": "https://glossary.infil.net/?l=P"
79
+ },
80
+ {
81
+ "term": "Pixie",
82
+ "definition": "A character that has extreme movement and mixup options, but pretty low damage output and low health. If you liken a character to a fly buzzing around your head that you can't seem to swat, chances are they're a pixie character. They're similar to glass cannons, but their movement options are even more exaggerated at the cost of doing very little damage. Examples include Chipp in Guilty Gear, Twelve from SFIII: 3rd Strike, and Sonic from Super Smash Bros.",
83
+ "letter": "P",
84
+ "source": "https://glossary.infil.net/?l=P"
85
+ },
86
+ {
87
+ "term": "Pizza Cutter",
88
+ "definition": "Slang for a specific jumping normal where a character with a sword does multiple somersaults with their sword extended. The animation kinda resembles rolling a pizza cutter in a circular motion. The original pizza cutter normal was Zero's jumping heavy attack in the Marvel vs. Capcom 3 series, but since then, some other characters have adopted the name, including Shadow Jago's jumping HP in Killer Instinct.\nSee video",
89
+ "letter": "P",
90
+ "source": "https://glossary.infil.net/?l=P"
91
+ },
92
+ {
93
+ "term": "Planking",
94
+ "definition": "Constantly grabbing, releasing, and then regrabbing a ledge, refreshing your invincibility and (usually) stalling out the clock. It's a common strategy in Melee, but it's especially prevalent in Brawl, where many characters have magnet hands around the edge and stalling for time was the name of the game.\n\nIt got so bad that Brawl tournaments had to introduce limits on how many times you could grab the ledge over the course of a match, complicating everything. This strategy is considerably less effective in Smash 4 and Ultimate as, after multiple regrabs, you will no longer refresh your invincibility and you'll be open to some serious gimps.\n崖待ち (gake machi) — Lit. cliff waiting",
95
+ "letter": "P",
96
+ "source": "https://glossary.infil.net/?l=P"
97
+ },
98
+ {
99
+ "term": "Platform Fighter",
100
+ "definition": "Any fighting game where the primary goal is to knock characters off a series of platforms that comprise a stage. Super Smash Bros. invented this concept and remains the most popular platform fighter to date, but games such as Rivals of Aether and Brawlhalla are gaining popularity.\n\nPlatform fighters have many unique elements that aren't shared by other 2D fighting games, and sometimes more closely resemble platforming games. Characters are not forced to face each other and can turn themselves around at will. The camera is often pulled way back, focusing on the stage and its surroundings more than the characters. Once you have been knocked off the stage, you'll spend time trying to get back on safely while your opponent tries to intercept you. Despite these differences, the core DNA of a fighting game is firmly in place and the majority of traditional concepts and terms will apply just fine to this genre.\n大乱闘ゲーム (dairantou gēmu) — Lit. brawling game\nスマブラ風ゲーム (sumabura fū gēmu) — Lit. game like Smash Bros.",
101
+ "letter": "P",
102
+ "source": "https://glossary.infil.net/?l=P"
103
+ },
104
+ {
105
+ "term": "Plink",
106
+ "definition": "An input trick where you press two different buttons on two consecutive frames. If you use an arcade stick, the best way to do this is to \"drum\" two different fingers across the two buttons extremely quickly. It will kind of feel a bit like a piano input. It's often notated with a ~, so pressing MP and then LP right after would be MP~LP.\n\nThis technique was especially common in Street Fighter IV, where the buttons you'd pick would descend in strength (for example, HP and then MP). A quirk in SFIV's input handling system would treat these two separate button presses as the same button (that is, the second input would \"copy\" the first). Giving you the same button on two consecutive frames was a very important way to double your chances at hitting your 1-frame link, and it became a near-mandatory skill to learn to improve past the beginner ranks in SFIV. You could even use the select button to do this!\n\n\"Plink\" is pronounced as one syllable, but it is short for \"priority link\" (or \"P-link\"), since it makes use of how SFIV prioritizes your button presses when they are exactly one frame apart. While the term originated in SFIV, it's now the common phrase for this type of input across several other games. You'll use it for techniques like FD Canceling in Guilty Gear, and it even finds its way into the name of other important mechanics, like plink dashing in Marvel vs. Capcom 3.\n辻式入力 (tsujishiki nyūryoku) — Lit. crossing technique input\n辻式 (tsujishiki) — Lit. crossing technique\nSee video",
107
+ "letter": "P",
108
+ "source": "https://glossary.infil.net/?l=P"
109
+ },
110
+ {
111
+ "term": "Plink Dash",
112
+ "definition": "Pressing two different buttons on nearly consecutive frames (like a plink) to dash around the screen super fast in Marvel vs. Capcom 3. You're allowed to press two buttons at the same time to dash in Marvel, and you are also allowed to cancel your dash's animation into a normal attack, which will stop your movement. So to plink dash, you dash, then cancel your movement with a normal (the first button in your plink), then immediately kara cancel this normal into a dash again with the second button of your plink. Plink dashing is usually much faster than a wavedash and you'll see it used at high level a lot.\nずらし押しダッシュ (zurashi oshi dasshu) — Lit. shifting press dash\nSee video",
113
+ "letter": "P",
114
+ "source": "https://glossary.infil.net/?l=P"
115
+ },
116
+ {
117
+ "term": "Plugging",
118
+ "definition": "Disconnecting on your opponent in the middle of the match. The term comes from the funny image of yanking your ethernet or power cable right out of the back of your PC in anger (that is, \"unplugging\" the cable to end the match). It's mostly used in the Tekken community, whereas the standard terms of \"disconnecting\" or \"ragequitting\" are more common in other fighting games.",
119
+ "letter": "P",
120
+ "source": "https://glossary.infil.net/?l=P"
121
+ },
122
+ {
123
+ "term": "Plus",
124
+ "definition": "When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your previous attack). Being plus (or \"positive\") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin.\n\nBeing plus and being minus are two sides of the same coin — when you are plus, your opponent is minus, and vice versa. You'll commonly use it in tandem with \"on block\", as in, \"my medium kick is +1 on block\". This means you will fully recover 1 frame before your opponent leaves block stun. That doesn't sound like a lot, but just think about it as a relative value. If you and your opponent attack with moves that have the same startup, your headstart means you will always hit first, and that's great.\n有利 (yūri) — Lit. advantage\nSee video",
125
+ "letter": "P",
126
+ "source": "https://glossary.infil.net/?l=P"
127
+ },
128
+ {
129
+ "term": "Point Blank",
130
+ "definition": "The closest possible distance two characters can be from each other. If you try to walk forward, you'll actually just start pushing your opponent's character along with you. This is the range where grapplers are happy and zoners are extremely sad.\n密着 (micchaku) — Lit. glued together",
131
+ "letter": "P",
132
+ "source": "https://glossary.infil.net/?l=P"
133
+ },
134
+ {
135
+ "term": "Point Character",
136
+ "definition": "The character that starts the match in a team game. In a 3v3 team game, you'll also have your middle character (creative name), and your anchor who will be your last character standing. Alternatively, when not talking about team composition, the phrase \"point character\" is used to describe the character on screen that is being controlled by the player. For example, if someone is explaining to you how to block their dirty mixup involving a character and an assist sandwiching you from both sides, they might say \"block away from the point character\", which means hold back relative to the character on screen and not the assist.\n先鋒 (senpou) — Lit. vanguard",
137
+ "letter": "P",
138
+ "source": "https://glossary.infil.net/?l=P"
139
+ },
140
+ {
141
+ "term": "Poke",
142
+ "definition": "An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. Pokes are often used to harass your opponent into doing something stupid, not unlike prodding a bear with a stick. If you use a poke to hit your opponent's poke, that's called a \"counter poke\".\n牽制 (kensei) — Lit. feint / check\n置き (oki) — Lit. to place / to put\n置き技 (oki waza) — Lit. placing / putting (an attack) technique\nSee video",
143
+ "letter": "P",
144
+ "source": "https://glossary.infil.net/?l=P"
145
+ },
146
+ {
147
+ "term": "Pokemon Style",
148
+ "definition": "A format used in team tournaments where a player must keep playing until they lose. It's possible for a single player to win multiple games in a row and eliminate multiple players from the opposing team. Once a player loses, the team will discuss among themselves at that time who to send up next — since the other team's player and character are known from the previous match, you might want to try and counter pick them. If a single player beats the entire team without losing, they've performed an OCV. This style is typically used in American tournaments (and Smash Bros. Crew Battles), while its alternate format, Waseda style, is used more often in Japanese tournaments.\n勝ち抜き (kachinuki) — Lit. tournament, winner stays",
149
+ "letter": "P",
150
+ "source": "https://glossary.infil.net/?l=P"
151
+ },
152
+ {
153
+ "term": "Pool",
154
+ "definition": "A small group of double elimination tournament players, separated into their own mini-tournament. A pool is usually 8 or 16 players, who will then play until two players are left (or three players in some systems). These players will advance to a new set of pools with the other winners, and will keep qualifying until top 8 has been decided. This way of grouping the players really eases the burden on tournament organizers, especially in large tournaments with thousands of players. If a good player fails to qualify from their initial pool, it's said they've \"drowned in pools\".\nプール (pūru) — Lit. pool\nプールを泳ぎ切る (pūru wo oyogikiru) — Lit. to finish swimming out of pools\nルーザーズで泳ぎ切る (rūzāzu de oyogikiru) — Lit. to get out of pools from the losers side\nプール敗退 (pūru haitai) — Lit. to be defeated/drown in pools",
155
+ "letter": "P",
156
+ "source": "https://glossary.infil.net/?l=P"
157
+ },
158
+ {
159
+ "term": "Pop Off",
160
+ "definition": "Getting so excited about winning a match that you directly rub it in your opponent's face. Maybe you jump out of your chair and run around, or maybe you just start trash talking them loudly. However you do it, pop offs tend to be some of the most entertaining moments for specators of fighting game tournaments.\n試合に勝って興奮すること (shiai ni katte koufun suru koto) — Lit. Get excited after winning a match\n興奮 (koufun) — Lit. excitement (if context is understood)\nSee video",
161
+ "letter": "P",
162
+ "source": "https://glossary.infil.net/?l=P"
163
+ },
164
+ {
165
+ "term": "Port Priority",
166
+ "definition": "When certain game mechanics give an advantage (or disadvantage) to a player, simply because they are Player 1 instead of Player 2 (or higher). The term comes from Super Smash Bros., where your player number is determined by which port you plug your controller into. The player closest to the P1 port gains some small advantages over all other \"higher\" players in many Smash titles, such as winning interactions when throws collide on the same frame. In Melee, the player with the highest port number (closest to port 4) actually gains more hitstun on their throws, so port priority can work both ways!\n\nTraditional fighters are not immune from first player advantage either. Mortal Kombat 9 famously made Player 1 automatically win all trades, which affected game balance and forced tournament players to play rock-paper-scissors for who got to be Player 1 at the start of each set.",
167
+ "letter": "P",
168
+ "source": "https://glossary.infil.net/?l=P"
169
+ },
170
+ {
171
+ "term": "Positive Bonus",
172
+ "definition": "A state in Guilty Gear Strive that will grant your character a bunch of positive effects for 10 seconds, including much faster Tension gain, a damage boost on attacks, and improved defense. It always occurs whenever you do a wall break, and this is by far the most common way you'll get the effect. It's possible to achieve Positive Bonus without a wall break, but it involves doing a lot of instant blocking and supers and is very uncommon to see in regular play.\nポジティブボーナス (pojitibu bōnasu) — Lit. positive bonus\nSee video",
173
+ "letter": "P",
174
+ "source": "https://glossary.infil.net/?l=P"
175
+ },
176
+ {
177
+ "term": "Pot Monster",
178
+ "definition": "A person who enters tournaments but knows they are going to lose early. The term comes from the fact that their entry fee contributes to the pot for the eventual winner, so it ends up just being more \"free money\" for the stronger players.\n\nWhile the term is sometimes used as an insult, the vast majority of fighting game fans are nowhere near strong enough to threaten to win big tournaments, so really, almost all of us are pot monsters. And yet, it's important for the health of tournaments that people enter who just want to have a good time and experience good vibes with their friends and fellow players, regardless of their success. As such, most people in the FGC treat the label as an endearing term for those who enjoy hanging out at tournaments just for the love of the games.",
179
+ "letter": "P",
180
+ "source": "https://glossary.infil.net/?l=P"
181
+ },
182
+ {
183
+ "term": "Poverty Game",
184
+ "definition": "A fighting game that is mostly supported by a small but passionate community. These games tend to not have big tournaments or large payouts, hence the term, and you may have to use resources like Discord to find opponents to play against, but those who stick around are usually welcoming and excited to play a game they love.",
185
+ "letter": "P",
186
+ "source": "https://glossary.infil.net/?l=P"
187
+ },
188
+ {
189
+ "term": "Pre-Jump",
190
+ "definition": "The startup for a jump, usually a brief few frames. In most games, while you are \"trying to jump\", you are throw invincible but you remain on the ground, which means being hit by most attacks will keep you on the ground and open you up for big punishment. You can also usually complete the input of special moves during this time and the game will still give you a grounded attack. This is useful for special move inputs that involve the up direction, like a 360, so you don't always automatically jump while trying to do them.\nジャンプ移行 (janpu ikou) — Lit. jump transition\nSee video",
191
+ "letter": "P",
192
+ "source": "https://glossary.infil.net/?l=P"
193
+ },
194
+ {
195
+ "term": "Pressure",
196
+ "definition": "The act of repeatedly attacking your opponent from close range. Pressure usually includes the use of block strings, safe on block moves, and generally just not giving your opponent any space while you make them scared of getting hit. Toss in a mixup when they least expect it, or vary the timing and pace of your button presses to keep your opponent super confused about what you're doing, and you'll have good success.\nプレッシャー (puresshā) — Lit. pressure",
197
+ "letter": "P",
198
+ "source": "https://glossary.infil.net/?l=P"
199
+ },
200
+ {
201
+ "term": "Pretzel Motion",
202
+ "definition": "The command for some supers in games relating to the King of Fighters franchise, perhaps most notably Geese's Raging Storm. The input is down-back, followed by half circle back, followed by down-forward, or in numpad notation, 1632143. The origin of the name should become clear by looking at an image of the joystick's path.\n\nNot many games have pretzel motions because they're pretty annoying to do and easy to miss, especially when canceled off some normal attacks, and the end result doesn't really seem to justify the difficulty. In fact, in King of Fighters XIV, they changed Geese's Raging Storm to be a different input (although it's still a pretzel motion for Geese's guest appearance in Tekken 7).\nレイジングストームコマンド (reijingu sutōmu komando) — Lit. raging storm command\nSee image",
203
+ "letter": "P",
204
+ "source": "https://glossary.infil.net/?l=P"
205
+ },
206
+ {
207
+ "term": "Pringles",
208
+ "definition": "Slang for someone who has bad defense and is easily opened up. It's one of many common FGC terms coined by Yipes, an EVO champion from New York known for his smooth and energetic trash talking. It makes light of the fact that once you hit someone who is pringles, it's super easy to land more hits, just like it's easy to pop another Pringles chip in your mouth. It's pretty old school slang at this point, and it's hard to deliver the term with the right energy unless you're Yipes, so most people play it safe and leave it to the professionals.",
209
+ "letter": "P",
210
+ "source": "https://glossary.infil.net/?l=P"
211
+ },
212
+ {
213
+ "term": "Priority System",
214
+ "definition": "A mechanic in select games where certain attacks will always beat other attacks if they collide on the same frame. For example, in Street Fighter V, heavy attacks will beat medium attacks, and mediums will beat lights. Killer Instinct has a similar system, with special moves and shadow moves having higher priority still. Meanwhile, games like Street Fighter IV and Street Fighter 6 have no priority system, and attacks of all strengths can freely trade.\n\nA lot of beginners will use the term \"priority\" to talk about when a move \"beats\" another move, but that's usually for a bunch of reasons other than a true priority system coded at the system level. For example, the move might just be very fast and good at interrupting opponent attacks, or it might have a really large hitbox. Older fighting game veterans might have used \"priority\" in this way in the past, but I think in modern times, they won't use the term to talk about strong moves in this sense, especially now that games are better understood.\n技強度 (waza kyoudo) — Lit. technique strength (i.e., this attack has more strength than the other)",
215
+ "letter": "P",
216
+ "source": "https://glossary.infil.net/?l=P"
217
+ },
218
+ {
219
+ "term": "Projectile",
220
+ "definition": "A type of attack that travels independently from any character and does not have a hurtbox attached to it. Usually, projectiles are represented as giant balls of energy, screen-filling beams of light, or other similarly realistic ways of attacking your opponent. Once a projectile has been thrown, your opponent just has to deal with it, either by countering with his own projectile (usually, they destroy each other), blocking it, jumping over it, or using a move to turn himself projectile invincible and go straight through it.\n\nProjectiles can travel at many different speeds and angles, and using them smartly on offense while dodging them gracefully on defense is an important strategy in the vast majority of fighting games over the last 25 years. They're also a sore spot for many beginners and scrubs in the genre, who will quickly find their way to Twitter when you use them too effectively.\n飛び道具 (tobi dougu) — Lit. projectile/firearm",
221
+ "letter": "P",
222
+ "source": "https://glossary.infil.net/?l=P"
223
+ },
224
+ {
225
+ "term": "Projectile Invincible",
226
+ "definition": "A state where projectiles cannot hit you, but all other attacks or throws will. Usually the projectile will just pass right through your body, sailing harmlessly into the background, as you throw your hapless self full throttle towards whatever zoner is frustrating you today. It's not as good as being fully invincible, but it gets the job done in lots of situations, and moves with this property are especially powerful to use on reaction when you see someone throw a projectile from a bad range.\n弾無敵 (tama muteki) — Lit. bullet invincible",
227
+ "letter": "P",
228
+ "source": "https://glossary.infil.net/?l=P"
229
+ },
230
+ {
231
+ "term": "Promove",
232
+ "definition": "A more powerful version of a special move in Mortal Kombat vs. DC Universe. Rather than powering up special moves with a system like EX moves (which MK did later adopt with their meter burn mechanic), MK vs. DC required a unique input for each individual special move on a case-by-case basis. You might have to mash buttons really fast, hold a button, or even input an entirely new command part-way through the move (in some cases with extremely tight timing).\n\nThe end result would be your special move doing more hits, earning higher damage, launching the opponent for a combo, performing a unique follow-up attack, or many other esoteric new properties. The name comes from wanting to give pro players more depth to find with their character, although whether this system succeeded in that goal is up for debate.",
233
+ "letter": "P",
234
+ "source": "https://glossary.infil.net/?l=P"
235
+ },
236
+ {
237
+ "term": "Proration",
238
+ "definition": "A mechanic in many fighting games (especially anime games) that reduces the damage for future hits in a combo whenever a specific move is used. It's like a more advanced damage scaling, but instead of a combo gradually getting weaker because it goes on for longer, it's the use of very specific attacks that apply a damage penalty.\n\nFor example, if you start a combo with a strong up-close move like a crouching light punch, it may make all future moves do 80% of their damage value. BlazBlue has \"Same Move Proration\" where using a special or super move more than once in the same combo will impact its damage. It's another way designers can try to control how damaging combos can be, tailored specifically to which attacks are fantastic at starting (or continuing) combos.\nコンボ補正 (konbo hosei) — Lit. combo correction",
239
+ "letter": "P",
240
+ "source": "https://glossary.infil.net/?l=P"
241
+ },
242
+ {
243
+ "term": "Proximity Block",
244
+ "definition": "A mechanic which forces a character who is walking backwards to stop in place and attempt to block when your opponent attacks. In essence, instead of just continuing to walk backwards while trying to block, games with proximity guard will glue you to a spot on the screen the instant the opponent attacks, even if the attack whiffs. The range where this happens is move dependent; for some moves it can be half the length of the screen or more, while for other moves it will be extremely short.\n\nNot all games have proximity guard! In games like Tekken or Injustice, you can always freely move unless your opponent's attack actually made contact with your body, which makes setting up whiff punishes a little easier.\n影縫い (kage nui) — Lit. shadow stitching\nSee video",
245
+ "letter": "P",
246
+ "source": "https://glossary.infil.net/?l=P"
247
+ },
248
+ {
249
+ "term": "Proximity Normal",
250
+ "definition": "A normal that you can only use when you are point blank to your opponent. If you walked backwards a little bit, this normal would change to a different version (the \"regular\" or \"far\" version you use anywhere else on the screen). We tend to notate these normals as \"close\" or \"cl.\" (for example, Ryu's \"cl.MP\"), since you have to be close to do them. The far version is usually notated with \"f\" (for example, Sol's f.S).\n\nHaving proximity normals is a design choice; not every game has them! When a game chooses to use them, close normals tend to be faster and more useful in pressure and combos than their far counterparts, but it can also be frustrating when hurtbox oddities cause the game to think you aren't close enough to get the version of the normal you're expecting. So, some modern 2D games will instead just make one version of each normal that works the same way no matter where you are on the screen, and then maybe give you a few extra command normals for some variety.\n近距離X (kinkyori [normal attack]) — Lit. close range [normal attack]\n近X (kin [normal attack]) — Lit. close [normal attack]\n(For example: 近距離大P (kinkyori daipan) or 近大P (kin daipan) means close range heavy punch)\nSee video",
251
+ "letter": "P",
252
+ "source": "https://glossary.infil.net/?l=P"
253
+ },
254
+ {
255
+ "term": "Proximity Unblockable",
256
+ "definition": "An unblockable attack that can only be performed from extremely close range. If you are not close enough, the attack is not possible and the game will treat your inputs as some other attack (usually just some normal). They really feel a lot like command throws but they are technically classified as attacks.\n\nThese are extremely rare in fighting games, and mostly seen in older King of Fighters titles like KoF98 and KoF2002UM. In those games, they are extremely potent attacks since it's really difficult to get them to whiff, so from close range you'll either get hit by the unblockable, or you'll somehow avoid it and the opponent could immediately hit you some other way. Your main hope is a very well-timed roll.\nSee video",
257
+ "letter": "P",
258
+ "source": "https://glossary.infil.net/?l=P"
259
+ },
260
+ {
261
+ "term": "Psychic",
262
+ "definition": "A way to describe a read that is so perfect to the situation that the only possible explanation is that you are a mind reader. To call something psychic, it usually has to be really risky (and also highly rewarding). Don't waste the power of the term if you knew something was coming but took a very safe approach to handling the threat. You gotta go all-in and be right. The classic example of this is the Umeshoryu.",
263
+ "letter": "P",
264
+ "source": "https://glossary.infil.net/?l=P"
265
+ },
266
+ {
267
+ "term": "Pummel",
268
+ "definition": "The repeated attacks you can do to your Smash Bros. opponent by mashing the A button after you grab them. Usually you'll pummel your opponent a couple times to tack on a little extra damage before finalizing the throw by inputting a direction. The opponent can mash buttons to try and escape during this time, which results in a grab release if you don't stop pummeling and throw them fast enough.\nつかみ打撃 (tsukami dageki) — Lit. grab strike\nつかみ攻撃 (tsukami kougeki) — Lit. grab attack",
269
+ "letter": "P",
270
+ "source": "https://glossary.infil.net/?l=P"
271
+ },
272
+ {
273
+ "term": "Punish",
274
+ "definition": "Attacking someone when they are in the recovery of a move and are unable to block, making the damage guaranteed. Maybe you made them whiff an attack and then hit them before they could recover. Or maybe you blocked a very unsafe move and earned some big damage on a free counter-attack. In any case, the opponent made their mistake and now have to own up to the receiving end of some pain. Street Fighter 6 rewards you handsomely for punishing your opponent's misplaced attacks through the punish counter mechanic.\n確定反撃 (kakutei hangeki) — Lit. confirmed counter attack\n確反 (kakuhan) — Lit. abbreviation of 確定反撃\nSee video",
275
+ "letter": "P",
276
+ "source": "https://glossary.infil.net/?l=P"
277
+ },
278
+ {
279
+ "term": "Punish Counter",
280
+ "definition": "A special state in Street Fighter 6 that occurs when you hit someone in the recovery of any move (that is, every time you punish your opponent). When a move hits as a punish counter, it comes with three main benefits: you'll deal 20% more damage, you'll get +4 extra frames of hit stun on your attack which may allow new combo possibilities, and you will drain some of your opponent's drive gauge, putting them closer to burnout. Some specific moves may even deal more than 20% bonus damage (for example, throws deal 70% more), or they might get extra special properties like launching the opponent!\n\nWhile punishing your opponent for mistakes is core to every fighting game, SF6 makes it a universal system mechanic that juices up your punishes for a lot of extra reward. It means getting whiff punished or having your DP blocked is even more brutal than normal. Strong players will maximize the benefits of punish counters and make all your mistakes hurt that much more.\nパニッシュカウンター (panisshu kauntā) — Lit. punish counter\nパニカン (panikan) — Lit. abbreviation of パニッシュカウンター\nSee video",
281
+ "letter": "P",
282
+ "source": "https://glossary.infil.net/?l=P"
283
+ },
284
+ {
285
+ "term": "Puppet Character",
286
+ "definition": "A character that also controls a secondary entity (their \"puppet\" or \"doll\") alongside them. Puppet characters tend to be rather advanced, since learning how to separate commands and strategy for two different characters at once can be a little overwhelming at first. Commanding the puppet is often done by holding down or negative edging buttons, so it's often not only a strategic challenge, but difficult execution as well.\n\nExamples of puppet characters include Zato in Guilty Gear, Carl in BlazBlue, Chaos in Under Night, and Pom in Them's Fightin' Herds. Characters that summon other entities and mostly let them walk around and do their own thing, like Gargos in Killer Instinct or Jack-O in Guilty Gear, are usually not considered puppet characters, although the distinction isn't that big of a deal.\nSee video",
287
+ "letter": "P",
288
+ "source": "https://glossary.infil.net/?l=P"
289
+ },
290
+ {
291
+ "term": "Purple Roman Cancel",
292
+ "definition": "A type of Roman cancel in Guilty Gear Xrd and Guilty Gear Strive, commonly abbreviated to PRC. The effect is slightly different depending on the game, although it costs 50% Tension in both.\n\nIn Guilty Gear Strive, you will get a purple shockwave from your Roman Cancel whenever you RC a move that is during its startup or its recovery. Use this powerful technique to set up tricky offense or save yourself if you badly whiffed an attack. They just decided to unify Xrd's Yellow Roman Cancel and Purple Roman Cancel as one color, since the yellow version acts differently in Strive.\n\nIn the Guilty Gear Xrd series, PRCs are done when your opponent is not blocking or being hit by any move and your attack is in its late active or recovery frames (that is, you're whiffing it). If you RC it early, during its startup before it has a chance to hit, it will be yellow in Xrd and also cost less Tension.\n紫色ロマンキャンセル (murasaki iro roman kyanseru) — Lit. purple roman cancel\nSee video",
293
+ "letter": "P",
294
+ "source": "https://glossary.infil.net/?l=P"
295
+ },
296
+ {
297
+ "term": "Push Assist",
298
+ "definition": "A way to push your opponent away from you while you are blocking attacks. It is 2XKO's version of pushblock, a common mechanic in team games, but as the name suggests, it is instead performed by your off-screen assist. This means your assist can't be on cooldown from some other action, and if you're playing in team mode, your partner needs to perform the input.\n\nSimply press the Team button while blocking to make your assist appear next to you, shoving the opponent backwards. You can also choose to handshake tag to your assist if you like. After performing the pushblock, your assist will go on cooldown for a bit longer than normal, so you can't overuse the mechanic. You'll probably mix and match pushblocking with 2XKO's Retreating Guard to fight back on defense.\nプッシュアシスト (pusshu ashisuto) — Lit. push assist",
299
+ "letter": "P",
300
+ "source": "https://glossary.infil.net/?l=P"
301
+ },
302
+ {
303
+ "term": "Pushback",
304
+ "definition": "How far the offensive character gets pushed away from the opponent when an attack hits or is blocked. Getting \"pushed out\" is very important to fighting game balance. For example, if a move is very unsafe but you get pushed halfway across the screen when it's blocked, the opponent usually won't have any punish that will reach you, so it doesn't matter that much.\n\nSimilarly, if you have a plus on block move that doesn't push you out at all, you can use it repeatedly and make the defender's life miserable. Moves that are this strong are pretty rare, though, which is why blocking is a good defensive option; if you hold your position and block, usually the defender will get pushed out after a few attacks and you'll have breathing room again. Some mechanics in games will push the opponent extremely far when used, like Marvel vs. Capcom's pushblock.\nノックバック (nokku bakku) — Lit. knock back\nガードバック (gādo bakku) — Lit. guard back",
305
+ "letter": "P",
306
+ "source": "https://glossary.infil.net/?l=P"
307
+ },
308
+ {
309
+ "term": "Pushblock",
310
+ "definition": "An action you can take while blocking which pushes the offensive character away from you. It's largely used in team games with extremely oppressive offense, so that you can turn a successful block into \"please get the heck away from me\".\n\nIn games like Marvel vs. Capcom 3, you simply press buttons while in block stun from a point character's attack and they will be pushed back about half screen away. In 2XKO, it's called Push Assist and you use your off-screen assist character to do this. In Vampire Savior, you still press buttons to pushblock, but the result is random; you have to press several buttons each time you block to increase your chances of the pushblock happening. And in Blazblue: Cross Tag Battle, pushblocking is strong enough that it costs meter to perform.\n\nPushblocking is not as powerful as it might seem on the surface, since these are games where characters can be anywhere on the screen in one second flat. So while it might briefly stop Magneto from tri-jumping on your head, it won't be long until he's back for more.\nアドバンシングガード (adobanshingu gādo) — Lit. advancing guard",
311
+ "letter": "P",
312
+ "source": "https://glossary.infil.net/?l=P"
313
+ },
314
+ {
315
+ "term": "Pushblock Guard Cancel",
316
+ "definition": "A mechanic in Skullgirls (and also some Marvel vs. Capcom games) that lets you ignore block stun from attacks that make contact with you while you are pushblocking. Commonly shortened to PBGC. In Skullgirls, for instance, whenever you pushblock something, you will shove your opponent away for exactly 25 frames. If you block another attack during this time, the block stun from this new attack is not applied, and instead you just continue along with your pushblock animation.\n\nThis means you will recover as soon as pushblock ends, which is almost certainly faster than you'd recover from blocking the second attack normally! For example, if you block a new attack on the 24th frame of your pushblock animation, you only have to serve 1 more frame and then you're free to attack, jump, or do whatever you want. So even if your opponent did a second attack that was technically safe, you get to ignore all this and immediately punish them. Use this to interrupt multi-hit attacks and escape the brutal pressure sequences that Skullgirls is known for.\nアドキャン (ado kyan) — Lit. abbreviation of advance guard cancel",
317
+ "letter": "P",
318
+ "source": "https://glossary.infil.net/?l=P"
319
+ },
320
+ {
321
+ "term": "Pushbox",
322
+ "definition": "A hidden collection of rectangles or circles that define the non-overlapping space your character takes up on the screen. This is not your character's hurtbox (i.e., the part that can be attacked), it is simply the part that prevents your model from overlapping with another character. We call it a pushbox because if you were to walk face first into another character, you would begin to push them backwards when their two pushboxes meet.\n押し当たり (oshi atari) — Lit. push collision\n押し合い判定 (oshiai hantei) — Lit. jostle detection",
323
+ "letter": "P",
324
+ "source": "https://glossary.infil.net/?l=P"
325
+ }
326
+ ]
pasta_json/glossary_Q.json ADDED
@@ -0,0 +1,26 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Quarter Circle",
4
+ "definition": "A motion used to input many common special moves that starts at down and moves in a circular motion, ending at left or right. The version towards your opponent is down, down-forward, forward, or 236 in numpad notation. It's commonly abbreviated QCF for \"quarter circle forward\", or maybe just called \"fireball\", since the vast majority of fireballs use this command. Similarly, down, down-back, back, or 214, is called QCB for \"quarter circle back\", and commonly referred to as the \"tatsu\" input, since it matches Ryu's Tatsumaki special move.\n波動コマンド (hadou komando) — Lit. fireball command (only for QCF)\n竜巻コマンド (tatsumaki komando) — Lit. hurricane kick command (only for QCB)\n逆波動コマンド (gyaku hadou komando) — Lit. reverse fireball command (only for QCB)\nSee image",
5
+ "letter": "Q",
6
+ "source": "https://glossary.infil.net/?l=Q"
7
+ },
8
+ {
9
+ "term": "Quick Rise",
10
+ "definition": "The act of rising off your back quickly when you first hit the ground during a soft knockdown. In most games, you can press a button or the down direction right when your back makes contact with the ground to do this. You might also hear this called a tech.\n受け身 (ukemi) — Lit. receiving body (this is a common Judo, Aikido term)",
11
+ "letter": "Q",
12
+ "source": "https://glossary.infil.net/?l=Q"
13
+ },
14
+ {
15
+ "term": "Quick Roman Cancel",
16
+ "definition": "Doing a Guilty Gear Strive Roman Cancel, and then immediately canceling the RC with an attack. The attack can be a normal (ground or air) or a special move, and it works no matter the color of your RC (except the defensive yellow version), and whether you do the drift version or not. In fact, doing the fast version of Drift RC from the air can send you flying with crazy momentum.\n\nThe execution for Quick RC is a little tricky, but it cancels the RC animation almost as soon as it starts, which lets you really surprise your opponent with a mixup. It's particularly good if you cancel the RC with a command throw, since most defenders will instinctively try to block when they see a Roman Cancel happen. This mechanic might be called \"Fast Roman Cancel\" by some players, but FRC is a technique in past Guilty Gears, so abbreviating it to QRC is a bit clearer.\nロマンキャンセルキャンセル (roman kyanseru kyanseru) — Lit. roman cancel cancel\nSee video",
17
+ "letter": "Q",
18
+ "source": "https://glossary.infil.net/?l=Q"
19
+ },
20
+ {
21
+ "term": "Quick Step",
22
+ "definition": "A movement option starting in Soulcalibur V that lets you quickly dodge a vertical attack by pressing up or down twice in a row. Unlike 8 Way Run, the standard way of moving in the SC series, this lets you do what is basically a Tekken sidestep, a quick burst of speed in a direction to dodge an attack. It only works in the up or down directions though, so you can't do stuff like Tekken's Korean backdash to put horizontal space between you and your opponent.\nクイックムーブ (kuikku mūbu) — Lit. quick move",
23
+ "letter": "Q",
24
+ "source": "https://glossary.infil.net/?l=Q"
25
+ }
26
+ ]
pasta_json/glossary_R.json ADDED
@@ -0,0 +1,398 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Rage",
4
+ "definition": "A comeback mechanic in recent Tekken titles that increases your damage when you are about to be KOed. For Tekken 8, you get a small damage boost when you are under 20% life left, as well as access to your character's Rage Art ability. In Tekken 7 it's similar, except you'll also get access to your Rage Drive. You'll know you're in rage if your health bar is flashing red.\n\nRage is also a mechanic in recent Super Smash Bros. games. As you accumulate more damage (up to a maximum of 150%), your character's attacks will launch the opponent farther (up to a maximum of 1.1x the distance), although the damage itself does not get a boost. Characters start to smoke after taking 100% damage to remind you that they're becoming a bigger KO threat.\nレイジ (reiji) — Lit. rage",
5
+ "letter": "R",
6
+ "source": "https://glossary.infil.net/?l=R"
7
+ },
8
+ {
9
+ "term": "Rage Art",
10
+ "definition": "A powerful attack introduced in Tekken 7 that is available only when your character is in rage. These are effectively Tekken's supers; your character will freeze the screen and launch an attack that has armor. If the attack hits, you'll start a cinematic where you do a lot of damage. Afterwards, like Rage Drives, you'll be taken out of rage and be unable to use its benefits until the next round. Rage Arts are effective as last-resort attacks when you need to make a big comeback, or as combo finishers after a juggle to close out a round.\nレイジアーツ (reiji ātsu) — Lit. rage art\nSee video",
11
+ "letter": "R",
12
+ "source": "https://glossary.infil.net/?l=R"
13
+ },
14
+ {
15
+ "term": "Rage Drive",
16
+ "definition": "A special, powerful attack in Tekken 7 that is available only when your character is in rage. Your character will flash blue and suddenly launch a strong attack; each character has a unique Rage Drive but they are commonly safe moves that can extend an existing combo or cause a launch. They're kind of similar to one-time-use EX moves. Once you use the attack, you will be taken out of rage and will no longer get the passive damage boost or be able to use your Rage Drive or Rage Art again until the next round.\nレイジドライブ (reiji doraibu) — Lit. rage drive\nSee video",
17
+ "letter": "R",
18
+ "source": "https://glossary.infil.net/?l=R"
19
+ },
20
+ {
21
+ "term": "Rage Explosion",
22
+ "definition": "A powerful state you can enter in Samurai Shodown that acts as a more powerful version of Max Rage. By pressing A+B+C, you stop the timer and invert the colors on the stage. Your attacks do even more damage than during Max Rage, and in addition to the Weapon Flipping Technique, you'll get access to a new type of super attack called Issen. You can even enter Rage Explosion while you are being hit, giving you access to a Guilty Gear-style Burst mechanic!\n\nThe drawback is severe, though. You consume your entire Rage meter, which means when you leave Rage Explosion, whether its time runs out or you land your WFT or Issen, you won't have access to Max Rage for the rest of the match. Be careful about using it too early in the match, or your opponent will be able to fight without fear of your comeback mechanic coming to the rescue.\n怒り爆発 (ikari bakuhatsu) — Lit. rage explosion",
23
+ "letter": "R",
24
+ "source": "https://glossary.infil.net/?l=R"
25
+ },
26
+ {
27
+ "term": "Raging Demon",
28
+ "definition": "An iconic super for Akuma (and related \"Evil\" characters) in many Street Fighter titles. Akuma travels forward and grabs you, the screen goes dark, and after some rapid-fire hits in the darkness, you appear knocked out on the ground. Akuma then poses with his back to the camera.\n\nThe input for this move is bizarre and unique: LP LP forward LK HP. Because you must whiff normal attacks if you wanted to perform this in neutral, good players will often hide the inputs while their character is performing another move, then immediately launch the Demon when the move is complete (or, perhaps, as a kara cancel). It's a scary, high damage attack, especially when given to a high mobility character like Akuma, and it'll often get you when you least expect it.\n瞬獄殺 (shun goku satsu) — Lit. instant prison murder\nSee video",
29
+ "letter": "R",
30
+ "source": "https://glossary.infil.net/?l=R"
31
+ },
32
+ {
33
+ "term": "Raging Strike",
34
+ "definition": "A universal attack in Granblue Fantasy Versus: Rising, performed by pressing M+H. It costs you one Bravery Point to attempt, and if the opponent blocks, they will also lose one Bravery Point and will be sent reeling backwards in a special guard crush state. Midscreen they'll be pushed far away, but if they block it in the corner, they'll stay close to you and you can land a combo of your choice. On hit, you'll be able to land a combo at any place on the screen, and you can even use it in the middle of a combo, where it causes a special launch. In neutral, the speed and reward of a Raging Strike, especially leading to damage on block in the corner, makes it quite similar to Street Fighter 6's Drive Impact.\n\nIf your Raging Strike is blocked, the offensive player also has the option to press M+H again to perform a \"Raging Chain\". This follow-up attack will cost you 25% super meter, but you will fly at the reeling opponent and land a guaranteed combo starter. After blocking a Raging Strike, the defender has the option to perform a Brave Counter to nullify all further damage, but it will cost them a second Bravery Point to do that, leaving them in a tough spot the rest of the round. The defender can also try to spot dodge the Raging Strike on reaction if they're quick enough, leading to a guaranteed punish.\nレイジングストライク (reijingu sutoraiku) — Lit. raging strike\nSee video",
35
+ "letter": "R",
36
+ "source": "https://glossary.infil.net/?l=R"
37
+ },
38
+ {
39
+ "term": "Ranbat",
40
+ "definition": "A common abbreviation for \"ranking battle\", which is a series of tournaments where the players earn points for how they place. At the end of the ranbat schedule, the player with the most cumulative points will be declared the winner. Ranbats are almost always local to a city or region, and are a good excuse for playing games with your friends over the course of a couple months.\nランバト (ranbato) — Lit. ranbat",
41
+ "letter": "R",
42
+ "source": "https://glossary.infil.net/?l=R"
43
+ },
44
+ {
45
+ "term": "Ranbu",
46
+ "definition": "A style of super where your character rushes at the opponent in a straight line and then starts rapidly punching them in place before launching them away. It's most common in the King of Fighters series, specifically Ryo's \"Ryuko Ranbu\" super where the term gets its name.\n乱舞 (ranbu) — Lit. boisterous dance\nSee video",
47
+ "letter": "R",
48
+ "source": "https://glossary.infil.net/?l=R"
49
+ },
50
+ {
51
+ "term": "Randall",
52
+ "definition": "The nickname for the cloud platform which cycles in and out of the Yoshi's Story stage in Smash Bros. Melee and Ultimate. In Melee, this platform rotates on a 20 second timer, always appearing from inside the stage when the final digit in the round timer reads \"4\" (more specifically, it appears at :44, :24, and :04 on the left side of the stage, and :34, :14, and :54 on the right). Because of its predictability, good Smash players will use it as part of their recovery game in clever and creative ways. Why is it called Randall? Sometimes, random forum posts just gain cult status.\n雲 (kumo) — Lit. cloud\nSee video",
53
+ "letter": "R",
54
+ "source": "https://glossary.infil.net/?l=R"
55
+ },
56
+ {
57
+ "term": "Random",
58
+ "definition": "Acting extremely unpredictably and seemingly without a coherent strategy. Calling someone random usually has a tinge of salt behind it, because when it works, it can be pretty frustrating. The world's best players need to throw a bit of randomness into their gameplans to keep opponents off-guard, but don't go too wild or you'll just lose for no reason.\n\nRandom can also refer to picking your character using the Random Select feature on the character select screen. In theory you should have an equal chance to play anyone in the game, but in reality you'll get yet another character you don't know how to play for the seventh time in a row.\nブッパ (buppa) — Lit. abbreviation of ぶっ放し (buppanashi — to fire off), used for doing a raw special move randomly (see raw)\nランダムセレクト (randamu serekuto) — Lit. random select",
59
+ "letter": "R",
60
+ "source": "https://glossary.infil.net/?l=R"
61
+ },
62
+ {
63
+ "term": "Range",
64
+ "definition": "A general term to describe how far away the two fighters are, or to talk about a location on the screen. If someone makes an attack whiff, you might say \"they were just out of range\", or if they find a way to make an attack connect just at its tip, you might say \"wow, nice range on that poke\". If you are standing at a distance where a lot of your moves are effective, you'd be \"standing at a good range\".\n\nYou can talk about specific points on the screen by using terms like \"close range\" (from point blank to a step or two back), \"mid range\" (somewhere around 1/3 to 2/3 screen away), or \"long range\" (3/4 of the screen away or further). If someone talks about \"ranged fighting\" or \"fighting at range\", they're usually talking about long-distance zoning. Meanwhile, the Tekken community assigns numbers to make range easier to talk about. \"Range 0\" will be as close as possible, while \"Range 1\" and \"Range 2\" are roughly one and two backdashes away from that (so Range 2 would be near the tip of your furthest attack). There's lots of uses for this term, but most of them should make reasonable English sense.\n間合い (ma ai) — Lit. range\n距離 (kyori) — Lit. distance",
65
+ "letter": "R",
66
+ "source": "https://glossary.infil.net/?l=R"
67
+ },
68
+ {
69
+ "term": "Rapid Cancel",
70
+ "definition": "A mechanic in BlazBlue that lets you cancel any attack (as long as it hits or is blocked) back to a neutral state. It costs 50% of your super meter and is performed by pressing A+B+C. The mechanic is incredibly similar to Guilty Gear's Roman Cancel, and they even have the same \"RC\" abbreviation! BlazBlue, however, does not have any colored versions that have reduced meter costs or can be performed outside of an attack that makes contact. So it's always analogous to just a regular red Roman Cancel, which lets you extend combos, get creative with your pressure, or keep reversals safe.\nラピッドキャンセル (rapiddo kyanseru) — Lit. rapid cancel",
71
+ "letter": "R",
72
+ "source": "https://glossary.infil.net/?l=R"
73
+ },
74
+ {
75
+ "term": "Ratio",
76
+ "definition": "A system for alloting power to members of your team in Capcom vs. SNK 2. Each team was given 4 \"ratio points\" to assign to up to three characters. If you played with the full complement of three, as most did, two of your characters would be \"ratio 1\" while the final one was \"ratio 2\". If you played with a team of two, you could split the ratio points 2-2 or 3-1, and if you played with just one character, they would be beefed up to ratio 4. Higher ratio characters had more health and did more damage, so it was common to put your highest ratio character as your anchor.\nレシオ (reshio) — Lit. ratio",
77
+ "letter": "R",
78
+ "source": "https://glossary.infil.net/?l=R"
79
+ },
80
+ {
81
+ "term": "Raw",
82
+ "definition": "An attack done purely by itself, with nothing preceding it, often when you least expect it. It's a common word when the move is usually risky by itself, so you'd normally expect it to be used as a follow-up or hit confirm from a previous attack. You'll hear stuff like \"he killed me with raw super\".\nぶっ放し (buppanashi) — Lit. to fire off\nブッパ (buppa) — Lit. abbreviation of ぶっ放し\nパナシ or パナし (panashi) — Lit. abbreviation of ぶっ放し\n生 (nama) — Lit. raw",
83
+ "letter": "R",
84
+ "source": "https://glossary.infil.net/?l=R"
85
+ },
86
+ {
87
+ "term": "Reactable",
88
+ "definition": "An attack that has slow enough startup that a human can react to it and correctly defend (either by blocking or intercepting with their own attack). A good example of a reactable move would be a jump — good players will have enough time to see these coming and input an anti-air before the jump completes... most of the time.\n\nIt's important to note that very few attacks in fighting games are actually reactable! In fact, most of them are unreactable because they are well below the best case human limit for reaction. But fortunately, most attacks aren't mixups, so it's okay to just pre-emptively block. I'd say if you can reliably react to moves that have around 20 frames of startup, you're doing a super great job. And don't worry if you sometimes get hit by something that is theoretically reactable. Fighting games are hard, and nobody is perfect.\n\nPlus, if everything was easily reactable, fighting games would not be interesting at all. When players don't always know what's coming, you get exciting moments of reads and a player's personality really starts to shine through. That's the truly interesting stuff.",
89
+ "letter": "R",
90
+ "source": "https://glossary.infil.net/?l=R"
91
+ },
92
+ {
93
+ "term": "Reaction",
94
+ "definition": "The act of noticing that a certain action has occurred, and then taking a specific action as a result. On defense, you'll use reactions to do things like see an overhead and change to a standing block, or see a jump and anti-air with an uppercut. On offense, you can force people to swing and miss and then whiff punish them, or you can hit confirm your attacks when they land. Reactions can come from visual or audio cues (sometimes, it's a combination of both).\n\nNot everything is reactable in fighting games, since humans have physical limits. Because of the struggle of dealing with your mental stack, even very good players will often get hit by moves that have 20 frames of startup or more, so don't feel bad when it happens to you. The opposite of doing something \"on reaction\" is a guess, and both halves of this coin are vital to fighting game design.\n反応 (hannou) — Lit. reaction\nSee video",
95
+ "letter": "R",
96
+ "source": "https://glossary.infil.net/?l=R"
97
+ },
98
+ {
99
+ "term": "Read",
100
+ "definition": "A sub-class of a guess where your decision is not wholly random, but instead informed by some knowledge about the game or your opponent's tendencies. In reality, though, they are pretty closely linked. You might say, for example, \"I knew he likes to throw in that situation, so I made a read and jumped to avoid it.\"\n\nIf you chose to do an extremely risky move in order to capitalize on your read, like something that is unsafe on block, you might call that a \"hard read\". Some people think a read is just a guess that worked... and there is probably more than just a little truth to that.\n読み (yomi) — Lit. read",
101
+ "letter": "R",
102
+ "source": "https://glossary.infil.net/?l=R"
103
+ },
104
+ {
105
+ "term": "Real",
106
+ "definition": "A situation (usually a mixup or a block string) that does not have an easy way out that always works no matter what. Usually you'll hear this word used to describe what is not \"real\" (some people will call something that isn't real \"fake\"). For example, \"that setup isn't real/that setup is fake, you can always just jab me out of it\" describes something that looks really scary, but actually has an easy defensive answer that always just works. The threat is simply smoke and mirrors. It is not real.\n\nMeanwhile, if something is real, you will have to make a legitimate defensive choice, and mashing a fast button or holding up to jump won't automatically let you escape.",
107
+ "letter": "R",
108
+ "source": "https://glossary.infil.net/?l=R"
109
+ },
110
+ {
111
+ "term": "Recapture",
112
+ "definition": "Any attack that brings the opponent from an airborne state to a grounded state. Recapture is Killer Instinct's version of the restand, and because the KI combo system only lets you perform auto-doubles and linkers against grounded opponents, recaptures are an important way to transition from a juggle combo into these elements.\nリキャプチャー (rikyapuchā) — Lit. recapture",
113
+ "letter": "R",
114
+ "source": "https://glossary.infil.net/?l=R"
115
+ },
116
+ {
117
+ "term": "Recoil",
118
+ "definition": "When your character reels back forcefully after your opponent blocks one of your normal weapon attacks. How much you reel back depends on which attack you used, with heavy attacks being very pronounced and very unsafe. However, the recoil animation itself can be canceled into special moves, which lets you engage in a mind game of whether you will double down on your mistake and perhaps do an invincible move, or maybe try to deflect your opponent's swing.\n弾かれ (hajikare) — Lit. be repelled",
119
+ "letter": "R",
120
+ "source": "https://glossary.infil.net/?l=R"
121
+ },
122
+ {
123
+ "term": "Recoverable Life",
124
+ "definition": "Damage that you've taken that can be recovered or healed in some manner. It's usually referred to by the color the game uses to represent this damage on your health bar, so you'll hear it called any number of things including white life (KI), gray life (SFV), red life (MvC3) and blue life (DBFZ). KI also might call it \"potential health/damage\".\n\nHow you can recover this life is wholly dependent on the game. In some team games, you might have to tag your character out before they can start healing. In SFV, it will recover over time unless you get hit, then you'll lose it all. In KI, it will slowly heal until your opponent cashes out by hitting you with an ender. It's important to learn the ins and outs of your game's system, since these gains and losses will really add up over time.\nリカバリアブルダメージ (rikabariaburu damēji) — Lit. recoverable damage\n白ダメージ (shiro damēji) — Lit. white damage\n回復可能ゲージ (kaifuku kanou gēji) — Lit. recoverable gauge",
125
+ "letter": "R",
126
+ "source": "https://glossary.infil.net/?l=R"
127
+ },
128
+ {
129
+ "term": "Recovery",
130
+ "definition": "The period of time that occurs after your attack has finished hitting, but before you gain back control of your character for more actions. It's one of the three stages of an attack, along with startup and active, and is measured in frames. Recovery is the final stage of an attack, the part where your character is finishing the follow-through and usually left wide open if you whiffed.\n\nRecovery is also a term often used in platform fighters to talk about returning to the stage after being launched off. You can read more about that here, if you like.\n硬直 (kouchoku) — Lit. become stiff\nSee video",
131
+ "letter": "R",
132
+ "source": "https://glossary.infil.net/?l=R"
133
+ },
134
+ {
135
+ "term": "Recovery (Smash)",
136
+ "definition": "The act of trying to return to the stage in a platform fighter after you have been launched off by an attack. In these games, you don't die until you hit a blast zone, so you can prolong your current stock if you can return to the stage, no matter how much damage you have taken.\n\nEvery character has a mid-air jump they can use (or more than one!), and almost always an additional special move (usually their up-special), that helps them cover the vertical or horizontal ground needed to reach the stage. Meanwhile, you have to contend with your pesky opponent who is trying to edge-guard you, constantly interrupting your attempts to return and hit you back out above the abyss. Characters with \"good recoveries\" tend to have multiple jumps and special moves that cover lots of distance in unpredictable ways, making them extremely difficult to intercept.\n\nNote that the traditional fighting game definition of recovery tends to be called \"endlag\" in Smash in order to avoid confusion between these two terms.\n復帰 (fukki) — Lit. return/comeback",
137
+ "letter": "R",
138
+ "source": "https://glossary.infil.net/?l=R"
139
+ },
140
+ {
141
+ "term": "Red Focus",
142
+ "definition": "A new way to use Street Fighter IV's focus attack in the game's final version, Ultra Street Fighter IV. Instead of pressing MP+MK, you instead press LP+MP+MK. Your character turns red and you will now absorb all incoming hits, instead of just one, and releasing the buttons will instantly cause a crumple on hit no matter what. Red focus was more expensive to perform though, costing you 2 bars of super meter even for a neutral use (instead of being free), and 3 bars when canceling into it from a move (instead of 2). This meant you couldn't use it haphazardly and had to save up meter to even attempt it.\n\nLike focus attack before it, red focus was divisive. Some characters benefitted greatly from being able to crumple off commonly used moves at will, and in some cases it led to some degenerate strategies.\n赤セービングアタック (aka sēbingu atakku) — Lit. red saving attack\n赤セビ (aka sebi) — abbreviation of 赤セービングアタック",
143
+ "letter": "R",
144
+ "source": "https://glossary.infil.net/?l=R"
145
+ },
146
+ {
147
+ "term": "Red Parry",
148
+ "definition": "A mechanic specific to Street Fighter III: 3rd Strike that lets you parry while you are in block stun. The input is the same (tap forward or down), but the timing for this is significantly harder than just a regular parry, so when you see a character flash red when parrying, you'll know it was extra tough. It's not risk free to attempt, either; SFIII has no absolute guard, so if you stop blocking to try a red parry and mess up, you're just getting hit.\nガードブロッキング (gādo burokkingu) — Lit. guard blocking\n赤ブロ (aka buro) — Lit. red blocking\nSee video",
149
+ "letter": "R",
150
+ "source": "https://glossary.infil.net/?l=R"
151
+ },
152
+ {
153
+ "term": "Redizzy",
154
+ "definition": "The ability to stun someone, and then using your free chance to attack to perform another combo that immediately stuns them again. This can often be repeated until death. Dizzying someone multiple times in one sequence is something that is largely absent from modern games; the fix is simply to not let new attacks cause stun while you are stunned. Pretty simple! But for several older games, such as Street Fighter II and Street Fighter Alpha 1, some characters' redizzy combos could cause more or less instant death from any stun.",
155
+ "letter": "R",
156
+ "source": "https://glossary.infil.net/?l=R"
157
+ },
158
+ {
159
+ "term": "Reduce",
160
+ "definition": "A system in Melty Blood: AACC that lets you reduce incoming damage by 30% if you time a button press as soon as you take a hit. You'll see a flashing \"Reduce!\" icon above your super meter on each hit, letting you know you should be trying to press buttons. You can't just mash, though, you have to time within 4 frames of the opponent's hit landing. But you can do it for each hit in a combo if you want, turning Melty Blood into a pseudo-rhythm game for the defender as they try to take less damage.\nレデュース (redyūsu) — Lit. reduce",
161
+ "letter": "R",
162
+ "source": "https://glossary.infil.net/?l=R"
163
+ },
164
+ {
165
+ "term": "Reel",
166
+ "definition": "The animation that plays when a character gets hit. Most of these animations will have the character reel backwards in pain a little bit, and in many games, the way they reel can have very profound impact on their hurtbox and make following up your hit with a combo difficult or impossible. Various standing or crouching reel animations are a large contributing factor to why character specific combos are possible.\nSee video",
167
+ "letter": "R",
168
+ "source": "https://glossary.infil.net/?l=R"
169
+ },
170
+ {
171
+ "term": "Reflect",
172
+ "definition": "A defensive mechanic in Dragon Ball FighterZ that pushes your opponent away if you can successfully parry an attack. It's performed by pressing back + the S button while in neutral, and if your opponent doesn't attack, you'll whiff the attempted parry and most likely get punished.\n\nThe end result is similar to pushblocking, although you can't do this technique while blocking like in other team games, and it's quite a bit riskier because you leave yourself open if you're wrong. But if the opponent did attack, you'll create some much needed space, and you can even cancel the end of a successful reflect with some attacks, which might give you a punish opportunity of your own!\nリフレクト (rifurekuto) — Lit. reflect",
173
+ "letter": "R",
174
+ "source": "https://glossary.infil.net/?l=R"
175
+ },
176
+ {
177
+ "term": "Rejump",
178
+ "definition": "Doing an air combo where you land from your jump while the opponent is still airborne, then jumping a second time and continuing the combo with more air attacks. It's important that the opponent doesn't touch the ground between you landing and jumping again. Rejump combos are quite common in anime games; for example, the famous Sol dust loop involves several rejumps. They're less common in more grounded games like Street Fighter, but even there they might occasionally pop up.\nSee video",
179
+ "letter": "R",
180
+ "source": "https://glossary.infil.net/?l=R"
181
+ },
182
+ {
183
+ "term": "Rekka",
184
+ "definition": "A type of special move that has multiple stages, as long as you input more commands to continue the sequence. Not all multi-part specials can be called rekkas though; a rekka tends to have exactly three distinct parts and will move your character forward along the ground with each new input. Usually the first part is safe on block, and you'll only continue into the later parts as a hit confirm, although some games will tinker with this formula a bit, maybe including high and low options later in the sequence so you can use them to mix up your opponent.\n\nThe rekka was originally named after Fei Long's \"Rekkaken\" special move in Street Fighter II, but it's now been generalized to mean any three-part special move of this type in any game. Other characters with a rekka include Jamie in Street Fighter 6, Hisako in Killer Instinct, and Ramlethal in Guilty Gear Strive.\n烈火 (rekka) — Lit. raging fire\n烈火拳 (rekkaken) — Lit. raging fire fist\nSee video",
185
+ "letter": "R",
186
+ "source": "https://glossary.infil.net/?l=R"
187
+ },
188
+ {
189
+ "term": "Renda Cancel",
190
+ "definition": "A specific way to cancel a chain into further attacks in Street Fighter II series of games, most notably Super Street Fighter II Turbo. If you are chaining crouching normals together, and you want to cancel into a special move or super, the trick is to switch to a standing normal of the same strength first. Then, very quickly, kara cancel this standing normal into your special or super of choice. You won't see the final normal, but rather just two crouching normals and your canceled attack. This kara cancel trick lets you bypass SFII's restriction that you cannot usually cancel chained attacks, and this restriction is why we need to do this convoluted technique.\n連打キャンセル (renda kyanseru) — Lit. mash cancel",
191
+ "letter": "R",
192
+ "source": "https://glossary.infil.net/?l=R"
193
+ },
194
+ {
195
+ "term": "Represent",
196
+ "definition": "A player showing they are willing to use a move, in order to force their opponent to think about it for the future. For example, if a player gets knocked down and then does a wakeup dragon punch the very first time, you might say \"they are representing DP early in the match\". Hopefully this means on future knockdowns, their opponent will be a bit more hesitant to attack them, and they'll be able to use other defensive options more easily. It's important to represent a lot of different options in fighting games, even some risky ones, because the threat that you might do any of them again in the future makes you very hard to play against.",
197
+ "letter": "R",
198
+ "source": "https://glossary.infil.net/?l=R"
199
+ },
200
+ {
201
+ "term": "Reset",
202
+ "definition": "Intentionally stopping your combo before its natural conclusion, and trying to hit your opponent with a surprise mixup while they are confused or overwhelmed. For example, you might stop a combo and throw someone, since they will not be expecting the need to throw tech while they are being hit. Or you might stop and use an overhead suddenly, since your opponent will not be thinking about changing their blocking direction.\n\nIn some games, resets are very powerful — if they work, they might start a new combo which resets the damage scaling and leads to extremely high damage, and in fast-paced games like Marvel vs. Capcom, they can come at you too fast to stop reliably.\n補正切り (hosei giri) — Lit. correction cutting\nダブルアップ (daburu appu) — Lit. double up\nSee video",
203
+ "letter": "R",
204
+ "source": "https://glossary.infil.net/?l=R"
205
+ },
206
+ {
207
+ "term": "Resonance Blaze",
208
+ "definition": "A comeback mechanic in BlazBlue: Cross Tag Battle that can only be accessed when one of your two characters has died. By pressing your assist button from neutral, you'll activate this powered up state. You get much increased chip damage, the timer stops, the opponent can no longer burst, you get access to way more super meter, and you can perform new types of cancels leading to bigger combos. Your Resonance Blaze gets stronger depending on how often you used your partner before they died (shown by the diamond \"Resonance Gauge\" near your super meter), so the game definitely encourages finding synergy between your characters.\nレゾナンスブレイズ (rezonansu bureizu) — Lit. rezonance blaze",
209
+ "letter": "R",
210
+ "source": "https://glossary.infil.net/?l=R"
211
+ },
212
+ {
213
+ "term": "Respect",
214
+ "definition": "To predict that your opponent will do an option and pre-emptively defend against it. Or, put another way, to give credit to your opponent that they are going to make a decision that beats you, and backing off instead. A common way this is used is on wakeup, when you think your opponent will do a reversal dragon punch. If you don't attack them and back off, you might say \"I respected your DP\". You'd say this even if they didn't end up doing a DP after all!\n\nYou can also say things like \"my opponent isn't respecting me at all\", which means they are doing whatever they want without fear of how you might counter-attack, because they just simply don't care. Of course, you can also use respect for its standard English meaning, as in \"I respect Daigo for his accomplishments as a player\", but when talking about fighting game strategy, it's usually the first meaning.",
215
+ "letter": "R",
216
+ "source": "https://glossary.infil.net/?l=R"
217
+ },
218
+ {
219
+ "term": "Restand",
220
+ "definition": "Bringing your opponent from an airborne state down to a grounded state, usually during a combo. Some restands will let you continue the combo, but even if they don't, restands will usually grant you some serious frame advantage so you can go for a mixup. For this reason, sometimes they are called \"standing resets\". Killer Instinct brands these as recaptures.",
221
+ "letter": "R",
222
+ "source": "https://glossary.infil.net/?l=R"
223
+ },
224
+ {
225
+ "term": "Retreating Guard",
226
+ "definition": "A defensive technique in 2XKO that lets you take a step backwards while you are blocking an attack. To do this, input a backdash any time you are in block stun, and you'll create a bit of space between yourself and the attacker and build a little bit of super meter in the process. But be careful, because you can be hit by low attacks and throws while you are jumping backwards, so it's not a foolproof way to escape. And of course, it's quite a bit less effective in the corner, since you have nowhere to run.\n\nThis is kind of the reverse of a pushblock; rather than push your opponent away while you are blocking, you instead push yourself away. 2XKO also has a pushblock mechanic called Push Assist, and it has a bit more upside than Retreating Guard, but it's also more expensive to try.\n後退ガード (koutai gādo) — Lit. retreating guard",
227
+ "letter": "R",
228
+ "source": "https://glossary.infil.net/?l=R"
229
+ },
230
+ {
231
+ "term": "Reversal",
232
+ "definition": "An attack that is launched on the first possible frame after your character recovers from a state where they weren't allowed to attack, such as being knocked down or trapped in block stun. If you input a special move or super in this way, most games will usually display a \"Reversal\" message to indicate that you hit the timing correctly, meaning there was no way the move could have come out earlier.\n\nReversals can be any move, but you will usually pick a move with invincibility, like a dragon punch, so that you can successfully avoid an opponent who is trying to attack you. If you hear someone asking if a character \"has a reversal\", they're basically asking if they have an invincible move that can be used to escape pressure in this way. In most modern games, you can input your special move a little earlier than the reversal frame, and the game will save and apply your input as a reversal. This extra leniency means you don't have to hit the timing of that one specific frame to get out of sticky situations.\n\nThe Tekken and Virtua Fighter series borrow the term Reversal to describe a counter, so if you hear this term used in the context of a 3D game, it's not the same thing you just read about.\nリバーサル (ribāsaru) — Lit. reversal\nリバサ (ribasa) — Lit. abbreviation of リバーサル\nSee video",
233
+ "letter": "R",
234
+ "source": "https://glossary.infil.net/?l=R"
235
+ },
236
+ {
237
+ "term": "Reversal (3D)",
238
+ "definition": "What some 3D series like Tekken and Virtua Fighter call a counter. Basically, you catch an incoming attack, then perform an automatic strike for some small damage. In Tekken, the type of attack you're allowed to catch is usually restricted to just straight punches and kicks; if your opponent does a move that's animated as a knee, or a headbutt, or a shoulder charge, these usually aren't counterable. In Virtua Fighter, the possible \"classes\" of move a reversal can catch is different for each reversal, so you'll have to check your favorite move's properties.\n\nIf you get caught by a counter in some Tekken games, you have a second chance to escape damage! Older Tekkens give you a way out with a mechanic called a Chicken, which lets you reverse the reversal and push the opponent away. Note that this way of using the term \"reversal\" is very different from a reversal in a 2D game like Street Fighter. You might also want to read up on the inashi, which is similar to a reversal, and the sabaki.\n返し技 (kaeshi waza) — Lit. return technique\nSee video",
239
+ "letter": "R",
240
+ "source": "https://glossary.infil.net/?l=R"
241
+ },
242
+ {
243
+ "term": "Reversal Action",
244
+ "definition": "A BlazBlue: Cross Tag Battle mechanic that acts like a dragon punch by simply pressing two buttons, no joystick motion required. These attacks act like you would expect; they are invincible, making them great reversals, and they cannot be blocked in the air, making them great anti-airs. As a result, you might hear this just called a \"DP\", since it shares so much in common with dragon punches. Interestingly, it uses the same input as BBTag's pushblock, which means if you mistime your pushblock attempt, you'll get a super high-risk DP instead and you might die for it.\nリバーサルアクション (ribāsaru akushon) — Lit. reversal action",
245
+ "letter": "R",
246
+ "source": "https://glossary.infil.net/?l=R"
247
+ },
248
+ {
249
+ "term": "Reversal Edge",
250
+ "definition": "A move in Soulcalibur VI that starts a rock-paper-scissors \"minigame\" when it hits. You'll first see your weapon sparkle, and then you'll glow red as you launch a vertical strike. On hit, the match stops and both characters come together. Each player inputs a direction: either one of your attacks (horizontal, vertical, or kick), or a joystick direction to dodge. If you both attack the same way, you'll enter a \"second phase\" where you do it again with higher stakes for the winner (succeeding will grant a Lethal Hit).\n\nIf both characters enter different commands, a winner emerges based on an RPS structure. Trying to dodge is riskier than attacking, but if you correctly dodge, you can usually whiff punish for huge damage. Succeeding with an attack will hit your opponent in a unique way per character, so maybe one character's horizontal RE has good Ring Out potential, while another's vertical RE is a strong launcher, and you'll just have to know these things. Or, you can try to dodge the initial RE strike entirely, since it's a slow vertical attack and can be dodged more easily.\nリバーサルエッジ (ribāsaru ejji) — Lit. reversal edge",
251
+ "letter": "R",
252
+ "source": "https://glossary.infil.net/?l=R"
253
+ },
254
+ {
255
+ "term": "Reverse Aerial Rush",
256
+ "definition": "Running forward at your opponent, and then turning around at the last second, jump canceling your turn around animation, and attacking them with a back air. RAR became a thing starting in Smash Bros. Brawl, and has been in each Smash game since. It's a useful technique in neutral because most back-air attacks have great hitboxes for controlling space, and this lets you do them quickly after running at your opponent.\n反転空後 (hanten kū go) — Lit. reverse back air\nダッシュ反転空中攻撃 (dasshu hanten kūchū kougeki) — Lit. dash reverse aerial attack",
257
+ "letter": "R",
258
+ "source": "https://glossary.infil.net/?l=R"
259
+ },
260
+ {
261
+ "term": "Reverse Beat",
262
+ "definition": "Being able to cancel normal attacks into each other in decreasing strength (for example, a medium attack into a light attack). In most games that allow universal canceling of normal attacks into each other, like Magic Series or Gatlings, you can usually only go up in strength, never down. The Under Night and Melty Blood franchises let you also go in reverse order, but you can only use a given normal once per string, so you can't loop it infinitely (and in Melty Blood, your combo gets a \"Reverse Beat Penalty\" and does slightly less damage). It allows for a bit more freeform offense and canceling a riskier heavy attack into a safer light attack; in Under Night, this whole system is called Passing Link.\nリバースビート (ribāsu bīto) — Lit. reverse beat",
263
+ "letter": "R",
264
+ "source": "https://glossary.infil.net/?l=R"
265
+ },
266
+ {
267
+ "term": "Reverse OCV",
268
+ "definition": "One player beating the entire opposing team in a Pokemon style team tournament when they are the last player standing on their own team. For this to happen, one team needs to get extremely close to an OCV of their own, and then the last player on the almost-defeated team needs to reverse the whole process. These are pretty rare but they are extremely exciting when they happen. Of course, this term can also apply in a team game if a player is defeated down to their anchor character and then manages to mount a big comeback and beat the opponent's entire team.",
269
+ "letter": "R",
270
+ "source": "https://glossary.infil.net/?l=R"
271
+ },
272
+ {
273
+ "term": "Reward",
274
+ "definition": "A discussion around what could go right in the best case scenario when you make a certain decision, often measured by damage earned. Not every fighting game attack needs to earn a high reward; for example, it's common for safe moves to earn very low damage. These attacks would be low risk, low reward, and we will commonly talk about risk and reward as a pair for any decision. Ideally you want to find something that is low risk and highly rewarding when it works, but those pesky game developers usually try to avoid such degenerate options if they can.\nリターン (ritān) — Lit. return",
275
+ "letter": "R",
276
+ "source": "https://glossary.infil.net/?l=R"
277
+ },
278
+ {
279
+ "term": "Ring Out",
280
+ "definition": "Losing a round in a 3D game by being knocked out of the boundaries of the stage, rather than through the normal means of K.O. or time out. How much health you have remaining doesn't matter, so there can be some pretty big turns of fortune if you catch someone with the right move at the right time. Not very many games have ring outs; of the modern games, it's really only Soulcalibur and Virtua Fighter. And if you go really far into the annals of fighting game history, you might even find the odd 2D game with ring outs!\nリングアウト (ringu auto) — Lit. ring out\nSee video",
281
+ "letter": "R",
282
+ "source": "https://glossary.infil.net/?l=R"
283
+ },
284
+ {
285
+ "term": "RISC",
286
+ "definition": "A mechanic in the Guilty Gear series that increases the damage you'll take from future attacks if you block long enough. As you block attacks, your RISC gauge fills up (in Guilty Gear Strive, the gauge is a little hard to see; check the small pink meter under your burst gauge). As you stand around or get hit by attacks, your RISC gauge lowers.\n\nAs long as your RISC gauge is at 0, combos will have regular damage scaling rules applied to them and everything should be fine. But if you have RISC accumulated from blocking, damage scaling is not applied, making the combo hurt more until your RISC gets pummeled out of you. If you've blocked enough for your RISC gauge to start flashing, it's even worse; every hit becomes a counter hit, nuking your health bar for massive chunks of damage with each attack. The message is clear — blocking is fine, but don't mess up after blocking for a long time, or you'll pay for it.\nR.I.S.C. (written in English)\nSee video",
287
+ "letter": "R",
288
+ "source": "https://glossary.infil.net/?l=R"
289
+ },
290
+ {
291
+ "term": "Risk",
292
+ "definition": "A discussion around what could possibly go wrong when you make a certain decision. Usually a risky attack is one that is likely to be blocked and would be unsafe. We often talk about risk in combination with reward; if your attack is very risky and there is not much reward even if it works, then you should be rethinking your strategy. High risk matched with high reward is a valid playstyle, although you'll get a lot of gray hairs doing that. If this is your jam though, look into characters that are designed for this, like glass cannons.\n\nIf you've heard of \"risk\" in a Guilty Gear context, you might be trying to learn about RISC, a mechanic that increases damage after you've been blocking for a while.\nリスク (risuku) — Lit. risk",
293
+ "letter": "R",
294
+ "source": "https://glossary.infil.net/?l=R"
295
+ },
296
+ {
297
+ "term": "Robbery",
298
+ "definition": "A term used when you lose a round you think you definitely should have won because your opponent \"stole\" it from you with a massive comeback. It's a salty term that's almost always used as an insult towards your opponent or the game, maybe because you aren't happy with how strong the game's comeback mechanic is. In all honesty, though, you probably should have just played better, rather than claiming you got robbed by something we all know is in the game.",
299
+ "letter": "R",
300
+ "source": "https://glossary.infil.net/?l=R"
301
+ },
302
+ {
303
+ "term": "Roll",
304
+ "definition": "Tumbling either forward or backward to move around the screen. Some characters will just have a roll special move (like Abel in Street Fighter IV), while rolling can be a central system mechanic in some games, like King of Fighters and Super Smash Bros. Sometimes, you'll be able to roll as a wakeup option too. Capcom vs. SNK 2's roll mechanic was responsible for one of the more famous bugs in fighting game history, the roll cancel.\n緊急回避 (kinkyū kaihi) — Lit. emergency dodge\n前転 (zenten) — Lit. forward roll\n後転 (kouten) — Lit. backward roll\n前方回避 (zenpou kaihi) — Lit. forward dodge\n後方回避 (kouhou kaihi) — Lit. backward dodge",
305
+ "letter": "R",
306
+ "source": "https://glossary.infil.net/?l=R"
307
+ },
308
+ {
309
+ "term": "Roll Cancel",
310
+ "definition": "A famous game-defining bug in Capcom vs. SNK 2 that allowed all special moves to be strike invincible (and in some cases, fully invincible). It only worked in 3 of the 6 Grooves (the ones that allowed a roll), but it was so powerful that it largely defined how the game was played at the tournament level. It worked because rolls have invincibility, but if you were fast, you could kara cancel a roll into any special move of your choice, and it kept the invincibility. Oops. If you want to read more, check out this blog post on famous fighting game bugs.\n前転キャンセル (zenten kyanseru) — Lit. forward roll cancel\n前キャン (zenkyan) — Lit. abbreviation of 前転キャンセル\nSee video",
311
+ "letter": "R",
312
+ "source": "https://glossary.infil.net/?l=R"
313
+ },
314
+ {
315
+ "term": "Rollback Netcode",
316
+ "definition": "An approach to implementing netcode in a fighting game that plays your own inputs immediately, and then rewinds and resimulates (or \"rolls back\") the game if network delay causes inconsistencies. Rollback is the best known netcode solution for fighting games; since all your local inputs come out without delay, the game feels like offline play, and clever design choices can often hide any network trouble as well, leaving you with a close to flawless online experience even across long distances.\n\nThe main downside is the added development cost, since rollback is more difficult to implement than delay-based netcode and often requires changes that impact the entire game's code structure. Fighting game fans have been pushing developers in recent years to invest in rollback for their games, and everybody who has played a game with a good implementation of rollback is hoping it becomes the industry standard sooner rather than later. For a more thorough look at rollback's strengths and weaknesses, check out this article on netcode.\nロールバックネットコード (rōru bakku netto kōdo) — Lit. rollback netcode\nロールバック方式 (rōru bakku houshiki) — Lit. rollback system",
317
+ "letter": "R",
318
+ "source": "https://glossary.infil.net/?l=R"
319
+ },
320
+ {
321
+ "term": "Roman Cancel",
322
+ "definition": "A universal and game-defining mechanic in the Guilty Gear series that lets players cancel a wide variety of moves and return to a neutral state. Players can use this for many offensive strategies, including to extend combos, to apply pressure, or to make certain moves safe. Roman cancels usually cost 50% of your Tension, and are often shortened to \"RC\".\n\nWhen a character performs a roman cancel, a colored circle of light surrounds the character, and the game slows down for a brief moment to let players recognize what's happening. Roman cancel always has the same input (any three attack buttons not counting Dust), but depending on how the characters are interacting and what iteration of Guilty Gear you're playing, the color (and cost) of the RC will be different. Pay close attention here because this is a little confusing:\n\nGuilty Gear XX AC has a \"normal\" RC colored red and a cheaper but more difficult Force Roman Cancel colored blue.\n\nGuilty Gear Xrd has a \"normal\" RC colored red as long as your opponent is in block stun or hit stun, and versions colored yellow (for attacks before they hit) or purple (for attacks that you whiffed).\n\nGuilty Gear Strive uses similar colors as before, but changes the meaning of each color a bit. The normal red RC is still used for attacks that hit, but now there is a blue version for when you aren't attacking, the yellow version can be performed while you are blocking, and the purple version is for moves during their startup or recovery. There's also the Drift Roman Cancel and the Quick Roman Cancel.\n\nLearning to use roman cancels is a big part of Guilty Gear strategy, and the primary offensive use of your Tension.\nロマンキャンセル (roman kyanseru) — Lit. roman cancel\nロマキャン (romakyan) — abbreviation of ロマンキャンセル\nSee video",
323
+ "letter": "R",
324
+ "source": "https://glossary.infil.net/?l=R"
325
+ },
326
+ {
327
+ "term": "Round",
328
+ "definition": "The act of playing until a single health bar is depleted. Usually you need to win multiple rounds to win a game, and in most fighting games, winning a round will reset character positions and health bars. In team games, the definition doesn't really make much sense, so we usually say there aren't any rounds and just jump straight to winning or losing a \"game\".\nラウンド (raundo) — Lit. round",
329
+ "letter": "R",
330
+ "source": "https://glossary.infil.net/?l=R"
331
+ },
332
+ {
333
+ "term": "Round Robin",
334
+ "definition": "A tournament format best suited for a small number of players (typically 4-8) that sees each player play every other player. The winner is the player with the best record after any tiebreakers are applied. Round robin works great for small invitational tournaments where time is less of a concern and players want to see lots of matches between excellent players. They're less well suited for large open-format events because they just take too long.\n総当り (sou atari) — Lit. round robin",
335
+ "letter": "R",
336
+ "source": "https://glossary.infil.net/?l=R"
337
+ },
338
+ {
339
+ "term": "Roundhouse",
340
+ "definition": "Another name for heavy kick. A little annoying to say because it's two syllables, but compared to some of the other normal attack names, it's perfectly fine.\n大キック or 大K (dai kikku) — Lit. big kick\n大足 (dai ashi) — Lit. big leg (only used for low attacks)",
341
+ "letter": "R",
342
+ "source": "https://glossary.infil.net/?l=R"
343
+ },
344
+ {
345
+ "term": "Route",
346
+ "definition": "The specific choice of moves you use in a combo. Really, it's mostly a synonym for \"combo\". It's more common to use the term \"route\" or \"combo route\" in an anime game or other titles with a bigger reliance on air combos.\n\nYou might say something like \"that combo doesn't work on Sol, you need to use a different route\" to imply that some moves in the combo need to change. You might have a few different routes for your BnBs depending on which character you're facing, whether you're midscreen or in the corner, or whether you're prioritizing high damage or a strong knockdown which will let you start some set play.\nルート (rūto) — Lit. route",
347
+ "letter": "R",
348
+ "source": "https://glossary.infil.net/?l=R"
349
+ },
350
+ {
351
+ "term": "RPS",
352
+ "definition": "Stands for Rock Paper Scissors, the classic game where each option beats one thing and loses to one thing. You can think of close-range attacks, throws, and blocking as a basic application of RPS, where attacks beat throws, throws beat blocking, and blocking beats attacks. While there are some situations where each option is equally likely, and you just pick something and see if you win or not, fighting games are usually more nuanced.\n\nMost of the time you will try to weight the RPS in your favor, so if you win the exchange, you will get a lot of damage, but if you lose it, it won't matter too much. You can stand at a good range so that your attacks won't be punishable if they're blocked, for instance. Or you might option select a few options at the same time to cover multiple scenarios.\n\nIn general, if someone says they are \"playing the RPS\", it means they are just trying to cycle options in an intelligent way to win more exchanges than they lose. You can also talk about which side the RPS \"favors\", and that side will probably have an easier time picking an option that has high reward without too much risk, so their opponent should be scared of being put in that situation.\n三すくみ (san sukumi) — Lit. 3 deadlock\nジャンケン (janken) — Lit. rock paper scissors",
353
+ "letter": "R",
354
+ "source": "https://glossary.infil.net/?l=R"
355
+ },
356
+ {
357
+ "term": "RTSD",
358
+ "definition": "Rush That Shit Down. A phrase commonly used by American fighting game legend Alex Valle to describe games, life, and everything in between. I suppose it can be roughly translated to \"just do it\", but really, it's taken on a life of its own at this point.",
359
+ "letter": "R",
360
+ "source": "https://glossary.infil.net/?l=R"
361
+ },
362
+ {
363
+ "term": "Run",
364
+ "definition": "Running across the screen continuously, usually instead of dashing which goes a short distance and then stops. Some games, like Mortal Kombat, will have a dedicated run button (maybe even tied to stamina), while other games like King of Fighters replace forward dashing with running. You'll often have a bit of recovery after you stop running, leaving you open to punishment unless you use tricks like Guilty Gear's Faultless Defense, so be careful. Not every game allows you to run, but a surprising amount do!\n走り (hashiri) — Lit. run",
365
+ "letter": "R",
366
+ "source": "https://glossary.infil.net/?l=R"
367
+ },
368
+ {
369
+ "term": "Run Stop Fierce",
370
+ "definition": "A looping combo for Street Fighter IV's El Fuerte that involves hitting with fierce over and over. After each fierce, you need to cancel into his Run special move, then stop it immediately, so you can stay reasonably close. This combo is often abbreviated RSF.\n\nRun Stop Fierce is not an infinite combo; eventually, you will be pushed out of range of close fierce and you will get far fierce, which does not combo. Therefore, the combo is a delicate balance of allowing the Run to move you forward as far as you can, while still giving enough time for the next fierce to combo. The combo is also more difficult depending on your opponent's character, due to hurtbox differences. Most expert El Fuerte players would land about 5 or 6 reps during real matches, before ending the combo in a knockdown. Anything above 9 or 10 is tool-assisted territory.\n大Pループ (dai pī rūpu) — Lit. heavy punch loop\nSee video",
371
+ "letter": "R",
372
+ "source": "https://glossary.infil.net/?l=R"
373
+ },
374
+ {
375
+ "term": "Runaway",
376
+ "definition": "A defensive playstyle that involves constantly trying to move far away from your opponent. It has similarities to other defensive ideas, like zoning or turtling, but the focus of runaway is to use powerful movement to create space, usually after you've taken the life lead. Then, your opponent is forced to try and chase you, which will no doubt annoy them into making mistakes. Good runaway players will often win by time out, even if it's not very exciting.\n逃げる (nigeru) — Lit. run away, get away",
377
+ "letter": "R",
378
+ "source": "https://glossary.infil.net/?l=R"
379
+ },
380
+ {
381
+ "term": "Runback",
382
+ "definition": "Playing the opponent you just lost to, hopefully to redeem yourself by playing better and winning. You can also hear it used like \"let's run it back\". The odds of winning the runback won't be very good if you're salty, not that I would know from experience or anything.\n再戦 (saisen) — Lit. runback\nリベンジマッチ (ribenji macchi) — Lit. revenge match",
383
+ "letter": "R",
384
+ "source": "https://glossary.infil.net/?l=R"
385
+ },
386
+ {
387
+ "term": "Running Bear Grab",
388
+ "definition": "A command throw where your character runs forward, usually with their arms flailing around their head, ready to grab anybody in their path. Running Bear Grab is the colloquial name of a move for Street Fighter's Zangief, but just like the Spinning Piledriver (or \"SPD\"), it's become a generic term to describe any similar command grab in any game. Bear Grabs aren't nearly as strong as SPDs, since they're slower and usually have a very visual tell which makes them easy to react to, but if you use it sparingly, you'll catch some people sleeping at the wheel.\nフライングパワーボム (furaingu pawā bomu) — Lit. flying power bomb (until SFIV)\nシベリアンエクスプレス (shiberian ekusupuresu) — Lit. siberian express (since SFV)\nSee video",
389
+ "letter": "R",
390
+ "source": "https://glossary.infil.net/?l=R"
391
+ },
392
+ {
393
+ "term": "Rushdown",
394
+ "definition": "A style of play that focuses on getting close to your opponent and relentlessly attacking them until they die. It's kind of the opposite of zoning. Good qualities for a rushdown character include lots of ways to get around long-range attacks, tricky approaches like divekicks so you can be hard to anti-air, and lots of plus attacks so your opponent has to repeatedly guess on defense to survive. The ultimate rushdown character is a gorilla, but hopefully not too many games end up at that extreme.\nガン攻め (gan seme) — Lit. fully offense",
395
+ "letter": "R",
396
+ "source": "https://glossary.infil.net/?l=R"
397
+ }
398
+ ]
pasta_json/glossary_S.json ADDED
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@@ -0,0 +1,332 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "T.O.P.",
4
+ "definition": "A Garou: Mark of the Wolves system mechanic that makes your character stronger when their health reaches some value. It's an abbreviation of Tactical Offensive Position.\n\nBefore the match starts, you get to pick the beginning, middle, or end section of your life bar as the T.O.P. section. When your character reaches this amount of health remaining, they'll get some buffs, like slow health regeneration, added damage, and a new attack. It only lasts while your health is in this region though, so make it count. In some ways, it's similar to Capcom vs. SNK 2's ratio system.\nT.O.P. (written in English)\nタクティカル・オフェンシブ・パワー (takutikaru ofenshibu pawā) — Lit. tactical offensive power",
5
+ "letter": "T",
6
+ "source": "https://glossary.infil.net/?l=T"
7
+ },
8
+ {
9
+ "term": "TAC Infinite",
10
+ "definition": "A bug in Ultimate Marvel vs. Capcom 3 that let players ignore hit stun deterioration after landing a TAC, leading to long infinite combos and plenty of dead characters. Just after Marvel 3 had patched out the DHC glitch, things were looking good until players learned that performing a TAC temporarily turned off hit stun deterioration until you touched the ground. It didn't take long for players to figure out a way to trick the game into thinking they never touched the ground, leading to a combo with no HSD and practical infinites for a large portion of the cast.\n\nI outline the specifics of how this glitch works in my blog post on famous FG bugs, but it was never patched and the final version of UMvC3 still sees it employed regularly at high level play. The one saving grace is that, for some characters, the combo is decently hard, so even if you get it started, not dropping it under pressure is gonna be tough.\nSee video",
11
+ "letter": "T",
12
+ "source": "https://glossary.infil.net/?l=T"
13
+ },
14
+ {
15
+ "term": "Taco",
16
+ "definition": "A slang term that describes Iori's aerial back+LK attack. In general, you can use this to describe any air attack that has a hitbox well behind the character, such that it can only ever hit as a cross-up, but this specific Iori attack is by far the most common use of the term. It originated from the Spanish word \"tacón\", referring to the \"heel\" of Iori's foot.\nSee video",
17
+ "letter": "T",
18
+ "source": "https://glossary.infil.net/?l=T"
19
+ },
20
+ {
21
+ "term": "Tag",
22
+ "definition": "Switching which character you are currently controlling in a team game. Usually you will hold down one of your assist buttons for a little bit, and that character will come flying in from the side and switch positions with who you were controlling. Doing this is often horribly unsafe, but there are moments when it can work, including sometimes during combos. If you want to try and switch out a character that's low on life and about to die, maybe try a safer method like a DHC. Some games, like 2XKO and Marvel vs. Capcom: Infinite, make tagging extremely easy and fluid by using an active tag system.\nパートナーチェンジ (pātonā chenji) — Lit. partner change (for Marvel vs. Capcom)\nZチェンジ (z chenji) — Lit. z change (for Dragon Ball FighterZ)\nアクティブチェンジ (akutibu chenji) — Lit. active change (for BlazBlue: Cross Tag Battle)",
23
+ "letter": "T",
24
+ "source": "https://glossary.infil.net/?l=T"
25
+ },
26
+ {
27
+ "term": "Tag Launcher",
28
+ "definition": "A universal grounded attack any character can perform by pressing down + the Team button. You will perform a launcher attack, hitting the opponent into the air, but then instead of your point character chasing them into the air, your off-screen character will jump in and you'll switch control to them.\n\nYou can use this attack in combos any time you'd like to tag into your second character, and it supplements handshake tag as a way to manage which character you're controlling. If you only have one character left alive, pressing down + Team doesn't do anything, so you'll have to change up your combo routing to use different attacks.\nタッグランチャー (taggu ranchā) — Lit. tag launcher",
29
+ "letter": "T",
30
+ "source": "https://glossary.infil.net/?l=T"
31
+ },
32
+ {
33
+ "term": "Tailspin",
34
+ "definition": "A term used to describe the way you can \"spin\" a character once per combo in various Tekken games. Depending on the game you're playing, players will use this generic term to describe bound (Tekken 6), screw (Tekken 7), or tornado (Tekken 8), but the concept is pretty similar between games; in the middle of a juggle combo, use specific moves to cause your opponent to spin and land on their head, allowing for a big follow-up that ends the combo. Note that this is different from the strong aerial tailspin, which is a mechanic specific to Tekken 8.",
35
+ "letter": "T",
36
+ "source": "https://glossary.infil.net/?l=T"
37
+ },
38
+ {
39
+ "term": "Target Combo",
40
+ "definition": "A character-specific series of attacks that involves canceling a normal into another, usually different normal. Some target combos go on for longer too, sometimes stringing together 3 or 4 normals into a long attack sequence. It's important to note these are specifically programmed to only certain characters, and often appear in their move lists as a unique ability.\n\nNote that most target combos will involve at least one medium or heavy attack; if you are only canceling light attacks into each other, that's usually a system-level mechanic called a chain. However, the two concepts are very similar and, depending on who you talk to and what game you're playing, \"chain\" might be used for any instance of canceling a normal into another normal. The term \"target combo\" also tends to only apply to titles like Street Fighter; you'll hear \"string\" used for 3D games, or perhaps game-specific lingo like \"gatling\", to describe a similar concept.\nターゲットコンボ (tāgetto konbo) — Lit. target combo\nSee video",
41
+ "letter": "T",
42
+ "source": "https://glossary.infil.net/?l=T"
43
+ },
44
+ {
45
+ "term": "Tatsu",
46
+ "definition": "The name of a shoto special move where the character travels forward with their foot extended, usually spinning like a top while doing so. It is sometimes called \"Hurricane Kick\" in English, but many in the community call it \"tatsu\", a shortened version of the Japanese name. Tatsus are often briefly projectile invincible which can help you win fireball wars, and they're often good combo enders too.\n\nYou can use the generic term \"tatsu\" to refer to a move in any fighting game where the character leads with their foot, flying forward; bonus points if they're spinning and if the command is mapped to quarter circle back. Also, like the term \"fireball\", you can also just use \"tatsu\" as a shorthand for \"quarter circle back\" itself, if you're trying to describe an input quickly (even if the resulting move is not a spinning kick thing).\n竜巻 (tatsumaki) — Lit. whirlwind\nSee video",
47
+ "letter": "T",
48
+ "source": "https://glossary.infil.net/?l=T"
49
+ },
50
+ {
51
+ "term": "Taunt",
52
+ "definition": "A special technique that causes your character to stop fighting and perform an act of showmanship, often disrespectful. In some rare cases (such as Street Fighter III: 3rd Strike), taunts can have a character-specific in-game effects such as increased attack or defensive power, but for the most part, they exist only to aggravate your opponent... and they do a fantastic job of that.\n挑発 (chouhatsu) — Lit. taunt\nSee video",
53
+ "letter": "T",
54
+ "source": "https://glossary.infil.net/?l=T"
55
+ },
56
+ {
57
+ "term": "Taunt Jet Upper",
58
+ "definition": "An extremely difficult but powerful technique for Bryan in the Tekken series. Bryan's taunt contains an unblockable hit which can be canceled into other attacks, including his Jet Upper, a high damage launcher. However, performing the taunt and then correctly inputting the Jet Upper is incredibly precise, composed of multiple sequential just frames. Your reward, though, is the threat of a mid unblockable that leads to tons of damage and has nasty other fakeouts attached to it. It's just really hard to do.\n挑発ジェットアッパー (chouhatsu jetto appā) — Lit. taunt jet upper\n挑発ジェッパ (chouhatsu jeppa) — Lit. abbreviation of 挑発ジェットアッパー\nSee video",
59
+ "letter": "T",
60
+ "source": "https://glossary.infil.net/?l=T"
61
+ },
62
+ {
63
+ "term": "Teabagging",
64
+ "definition": "Repeatedly crouching and standing up again as a means to aggravate or taunt your opponent. You can do it while standing over a knocked down opponent for extra impact, but doing it anywhere on the screen will get the message across just fine. Just like in first-person shooters or other genres, teabagging is usually seen as bad manners and will get people riled up when you do it.\n屈伸 (kusshin) — Lit. bend and stretch",
65
+ "letter": "T",
66
+ "source": "https://glossary.infil.net/?l=T"
67
+ },
68
+ {
69
+ "term": "Team Aerial Combo",
70
+ "definition": "A Marvel vs. Capcom 3 mechanic available during any air combo that will launch the opponent in one of three directions, then tag in a teammate to continue the combo. Often abbreviated to \"TAC\". You get to pick the direction you launch (whether up, to the side, or down), and your opponent can counter this and escape the combo entirely if they guess the direction, kind of like a mini combo breaker.\n\nTACs can be useful to bring in a teammate when you are low on life, but in competitive play, players found an exploit and primarily use them to do infinite combos.\nチームエリアルコンボ (chīmu eriaru konbo) — Lit. team aerial combo",
71
+ "letter": "T",
72
+ "source": "https://glossary.infil.net/?l=T"
73
+ },
74
+ {
75
+ "term": "Team Game",
76
+ "definition": "Any fighting game where you select multiple characters and use them together to win a match. The most common use of the term will involve games where you can switch team members on the fly and use your backup characters as assists, like the Versus series or Dragon Ball FighterZ. You may also hear it used for games where your team members play multiple 1-on-1 fights in a row in isolation, like the King of Fighters series.",
77
+ "letter": "T",
78
+ "source": "https://glossary.infil.net/?l=T"
79
+ },
80
+ {
81
+ "term": "Tech",
82
+ "definition": "Most commonly, shorthand for a throw tech. It can also refer to the act of quick rising after being knocked down, as in \"you should tech when you hit the ground\". In Smash Bros. in particular, teching when you hit the ground lets you stand up in place or roll either left or right, which is super important for trying to escape offense. Similarly, the definition can apply to recovering in the air after you've been hit by an air combo.\n\nIf all these definitions aren't enough, the word \"tech\" is often used to talk about cool new strategies developed for a character, like \"did you see that new Ryu tech posted to Twitter?\" In this sense, \"tech\" is kind of a shortened version of \"technique\" or \"technology\". Confused at why so many fighting game terms have ambiguous meanings? You're not alone.\n受け身 (ukemi) — Lit. receiving body (this is a common Judo, Aikido term)\n移動起き上がり (idou okiagari) — Lit. moving while waking up (used for forward/backward tech rolls)\n移動起き (idouoki) — abbreviation of 移動起き上がり",
83
+ "letter": "T",
84
+ "source": "https://glossary.infil.net/?l=T"
85
+ },
86
+ {
87
+ "term": "Tech Chase",
88
+ "definition": "Knocking your opponent down and then predicting or reacting to how they choose to tech roll, chasing them down, and smacking them again. It's basically how okizeme is handled in platform fighters.\n\nIn Smash Bros. Melee, tech chasing is incredibly effective because of the relatively long duration of the roll animation, and the fact that you are vulnerable at the end and open to punishment. Some characters can tech chase you from 0% damage up to high percents before you can escape. It's less effective in newer Smash titles since rolls are shorter and harder to predict.\n受身狩り (ukemi kari) — Lit. receiving body hunting",
89
+ "letter": "T",
90
+ "source": "https://glossary.infil.net/?l=T"
91
+ },
92
+ {
93
+ "term": "Tech Trap",
94
+ "definition": "The act of hitting someone trying to air tech during an air combo in an anime game or team game. If you intentionally leave a bit of a gap in your air combo, you can maybe trick someone to air tech at a poor time, and then hit them. It's a bit of an advanced strategy though; as a beginner I'd just focus on trying to not drop your combos.\n\nTech trap is also used in Tekken for situations where you knock your opponent down, and then trick them into getting hit by an unblockable of some sort. You could, for example, simply do a raw unblockable that tracks them in case they try to roll while standing up. Or, you could move in such a way that they will stand up with their back to you, which means they cannot block or tech throws. These situations take some practice and knowledge to set up, but will certainly trick people who don't recognize the situation.\n受身狩り, 受け身狩り (ukemi kari) — Lit. receiving body hunting\nめくりネタ (mekuri neta) — Lit. cross-up trick (Tekken)\n壁めくりネタ (kabe mekuri neta) — Lit. wall cross-up trick (Tekken)",
95
+ "letter": "T",
96
+ "source": "https://glossary.infil.net/?l=T"
97
+ },
98
+ {
99
+ "term": "Teleport",
100
+ "definition": "A move that turns your character invincible and warps them to a new position. Akuma from Street Fighter has probably the most famous teleport in fighting games, raising on one foot and sliding forward or backward, while many other characters will actually disappear from the screen and just reappear somewhere else. It's important that some part of the teleport is invincible, usually while you are doing the repositioning part, otherwise there wouldn't be much distinguishing it from a glorified dash.\n\nThere are lots of ways to use teleports. Akuma can only travel in two directions, while a character like Killer Instinct's Fulgore can pick one of three locations on screen to warp to. You can use these defensively to reposition yourself while dodging attacks, or offensively by suddenly showing up behind your opponent and causing a mixup.\nワープ (wāpu) — Lit. warp\nテレポート (terepōto) — Lit. teleport\n阿修羅閃空 (ashura senkū) — Lit. asura flashing air (for Akuma's teleport)\nSee video",
101
+ "letter": "T",
102
+ "source": "https://glossary.infil.net/?l=T"
103
+ },
104
+ {
105
+ "term": "Tension Gauge",
106
+ "definition": "What Guilty Gear calls its super meter. Lots of different game franchises like to name their specific gauges something unique to give flavor to the product, and to confuse people who are learning multiple games.\nテンションゲージ (tenshon gēji) — Lit. tension gauge",
107
+ "letter": "T",
108
+ "source": "https://glossary.infil.net/?l=T"
109
+ },
110
+ {
111
+ "term": "Tension Pulse",
112
+ "definition": "A Guilty Gear system mechanic that changes how much Tension (that is, super meter) you gain from taking actions. Unlike many other fighting games where the meter you gain from a given attack is fixed, Guilty Gear will increase this value if you've previously been taking aggressive actions like attacking or running forward, or decrease it if you've recently been defensive, like doing a lot of walking or dashing backwards.\n\nYour current Tension \"modifier\" value is hinted at by arrows traveling through your Tension gauge. The faster they move, the higher your Tension Pulse is. If you perform a Guilty Gear Strive wall break and then look at your Tension gauge, you'll see the arrows quite clearly!\nテンションバランス (tenshon baransu) — Lit. tension balance",
113
+ "letter": "T",
114
+ "source": "https://glossary.infil.net/?l=T"
115
+ },
116
+ {
117
+ "term": "Throw",
118
+ "definition": "A fast close-range move that cannot be blocked. Throws are usually animated by the attacker performing a unique grapple attack and knocking the opponent down. In most modern fighting games, throws are input with a two-button command (usually light punch and light kick together), but in some older games, you input throw with just one-button (usually forward + a heavy attack). You can defend against a throw with a throw tech, but watch out for command throws, which work a little bit differently! Jumping is also another way to avoid being thrown.\n\n\"Grab\" is a common synonym for throw, although \"throw\" tends to be the more used term. In Smash Bros. titles, \"grab\" is generally preferred for the initial act of grabbing the opponent, while \"throw\" is used for pressing a direction to finalize the throw and send them flying (perhaps after pummeling your opponent). Throws are an important piece of the rock-paper-scissors interaction with blocking and attacking. They are usually incredibly fast and unreactable, so you can't just sit there and block all day.\n投げ (nage) — Lit. throw\n掴み (tsukami) — Lit. grab\nSee video",
119
+ "letter": "T",
120
+ "source": "https://glossary.infil.net/?l=T"
121
+ },
122
+ {
123
+ "term": "Throw Invincible",
124
+ "definition": "A state where throws cannot hit you, but all other types of attacks will. If someone tries to throw you, it will just whiff and you'll smack them in the face for trying. It's not quite the same as being fully invincible, but moves that are throw invincible are particularly potent in close-range mixup situations, since you can attack without fear of a pesky defensive throw getting through. Command throws, in addition to not being techable, often come with the added benefit of being throw invincible. Man, being in the face of a grappler sure is scary.\n投げ無敵 (nage muteki) — Lit. throw invincible",
125
+ "letter": "T",
126
+ "source": "https://glossary.infil.net/?l=T"
127
+ },
128
+ {
129
+ "term": "Throw Loop",
130
+ "definition": "Throwing someone, and then being close enough to throw them again immediately as soon as they wake up. In essence, if your character has a throw loop, it means you will be able to apply strong oki after you land a throw, mixing between a strike-or-throw 50/50 until the defender guesses correctly and escapes. In some cases, you may throw them multiple times in a row if they do not correctly defend, which is why it's called a loop.\n\nMost fighting games have the ability to apply offense after a throw, which at the very least involves the threat of another throw but might lead to even scarier offense like unblockables or touch of death combos. Street Fighter V is a notable exception to this rule, so often it was advised to \"take the throw\" if your opponent got close in that game; if you accepted being thrown once, your opponent would be too far away to apply more offense afterwards, letting you escape. If you're finding yourself being throw looped, some basic defensive ideas like delayed teching may help you out.\n投げループ (nage rūpu) — Lit. throw loop\n柔道 (jūdou) — Lit. Judo\nSee video",
131
+ "letter": "T",
132
+ "source": "https://glossary.infil.net/?l=T"
133
+ },
134
+ {
135
+ "term": "Throw Protection",
136
+ "definition": "A system in many games where you are always very briefly invincible to throws directly after you leave block stun or when you wake up from a knockdown. The idea is to make it difficult to throw someone as a true meaty attack, which means if you intend to throw someone as they wake up, you have to delay it very slightly which can give the defender a chance to fight back.\n\nThrow protection can vary pretty wildly between games. Most modern Street Fighter titles (SF4, SFV and SF6) have 2 frames of throw protection on wakeup, while an older title like 3rd Strike has 6 frames, and an anime game like Guilty Gear Strive has 5 frames. Meanwhile, some games, like Killer Instinct (2013), have no throw protection at all. When throw protection is high, tick throws are pretty hard to do, and powerful fuzzy jumps are usually available on defense; when waking up, block for a short amount of time and then jump forward. You will both block meaty attacks and still avoid any throw the offensive player could have tried, so they'll have to get pretty crafty to hit you.\n起き上りの投げ無敵 (okiagari no nage muteki) — Lit. throw invincible on wake up\nガード後の投げ無敵 (gādo go no nage muteki) — Lit. throw invincible after guard\nSee video",
137
+ "letter": "T",
138
+ "source": "https://glossary.infil.net/?l=T"
139
+ },
140
+ {
141
+ "term": "Throw Reject Miss",
142
+ "definition": "A system where, if you try to throw tech and no throw happened, you aren't allowed to try another throw tech for a short period of time. For example, if you were in block stun, you can't mash throw tech to try and save yourself, since as soon as your first attempt does not successfully tech, you'll be locked out of trying again for a bit, and any throw will work. This tends to mean you must throw tech late, rather than early, and it opens up different types of offensive pressure.\nスローリジェクトミス (surō rijekuto misu) — Lit. throw reject miss",
143
+ "letter": "T",
144
+ "source": "https://glossary.infil.net/?l=T"
145
+ },
146
+ {
147
+ "term": "Throw Tech",
148
+ "definition": "The act of defending against a throw, usually by pressing the throw input at the same time as your opponent tries to throw you (so, in many modern fighting games, that would be pressing light punch and light kick). If you get the timing right, both characters will get pushed apart to a neutral position and the fight continues. You have to be careful though, since if you try to throw tech every time someone is near you, you could get baited and you might end up just whiffing your own throw, or getting counter hit, if your opponent is clever.\n\nIn some games, you might hear this called a \"throw break\" or a \"throw escape\". Usually, some form of delayed teching can help make throw defense a little easier. In Street Fighter II, teching was not a thing, but in some versions of the game, pressing throw at the same time as being thrown would \"soften\" it. The throw would inflict about half of its damage and you would flipout onto your feet instead of being knocked down, so if you hear the term \"throw softening\", this is what people are referring to.\n投げ抜け (nage nuke) — Lit. throw escape\nグラップ (gurappu) — Lit. grab (\"grab defense\" is the official term for throw tech in SFIII, so people just say grab for throw tech)\nSee video",
149
+ "letter": "T",
150
+ "source": "https://glossary.infil.net/?l=T"
151
+ },
152
+ {
153
+ "term": "Tick Throw",
154
+ "definition": "Making someone block a fast, close-range normal and then immediately throwing them. This is often a good strategy because light normals are usually plus when blocked, and you won't get pushed very far away after, so following up with a throw is a strong offensive option. Since the quick switch between attacking and throwing can be pretty difficult to stop sometimes, tick throws are particularly effective against beginners. Learning to defend against them (for example, by using delayed tech) might save a few controllers from being tossed against a wall.\n当て投げ (ate nage) — Lit. hit throw\nSee video",
155
+ "letter": "T",
156
+ "source": "https://glossary.infil.net/?l=T"
157
+ },
158
+ {
159
+ "term": "Tier List",
160
+ "definition": "A subjective ranking of a game's characters from strongest to weakest. You can try to take a statistical, numerical approach to this, like through a matchup chart, or you can simply rank the characters by feel or intuition. Most tier lists assume that the game is being played by players of equal skill and a high level of proficiency, otherwise the rankings can't carry much meaning. As the name suggests, characters tend to fall into \"tiers\", a letter grade category that conveys a relative sense of strength. The meaning of these tiers is subjective itself, but here is a common interpretation:\n\nSS: Incredibly, game-breakingly strong. No losing matchups and easy strategies that can lock down the game.\nS: Usually the game's best characters. Not very many losing matchups, but not strong enough to overrun the game.\nA: Able to win tournaments without needing a counter pick. Has a few losing matchups that are generally tolerable.\nB: Can make top 8 at a tournament but might struggle to get over the top without a dedicated specialist. Does okay for the most part.\nC: Needs a dedicated specialist to see tournament success. There is likely a character in the game that has a similar archetype but is just strictly better.\nD: Pretty darn bad. Loses most matchups and is invalidated by several other characters. Play at your own risk.\n\nThere are some people who think that because tier lists are subjective, or reliant on finding strong players of equal skill, that they don't hold any weight. Don't be one of these people. There is real value in thinking about character strength, as it advances the community's knowledge and promotes interesting discussion. As long as you understand the context of the tier list, they are pretty useful!\nキャラランク (kyara ranku) — Lit. character rank\nSee image",
161
+ "letter": "T",
162
+ "source": "https://glossary.infil.net/?l=T"
163
+ },
164
+ {
165
+ "term": "Tiger Knee",
166
+ "definition": "A method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK, and sometimes called an Instant Air Special (IAS). If you wanted to do an instant quarter circle forward air move, for example, you would instead do the quarter circle while on the ground, and then continue to roll your joystick to up-forward to jump. Then, you can simply just press your attack button and the game should save your quarter circle input long enough to have it count as the air move. Using numpad notation, this would be 2369, or 2147 for quarter circle back moves.\n\nIn essence, rather than jumping and then inputting your special move, you input the special move first, and then jump. The technique is named after the input for Sagat's Tiger Knee Crush, which was 2369 in Street Fighter II (even though it has been changed to a DP motion in modern games, which makes this term's meaning even more difficult to figure out).\nSee video",
167
+ "letter": "T",
168
+ "source": "https://glossary.infil.net/?l=T"
169
+ },
170
+ {
171
+ "term": "Tight",
172
+ "definition": "A block string that has no gaps. This means there is no opportunity for an opponent to try and attack during your offense, so once they block the first move, they're gonna be trapped in block stun for a while. Tight offense typically doesn't last too long, but you'll often be able to apply some chip damage or choose your next mixup pretty safely.\n固め (katame) — Lit. to harden",
173
+ "letter": "T",
174
+ "source": "https://glossary.infil.net/?l=T"
175
+ },
176
+ {
177
+ "term": "Tilt Attack",
178
+ "definition": "A standard attack in Super Smash Bros. performed by gently moving the stick in a direction and pressing the A button (or, in some games, using the C-stick). They are effectively your character's normals. You usually write it with one directional letter and the word \"tilt\", like \"dtilt\" or \"utilt\".\n\nLike most normals in fighting games, tilt attacks aren't as flashy as your character's specials or smash attacks, but they have tons of uses; they are surprisingly effective damage dealers, they can be used for gimping someone off-stage, and they're usually much safer harassment tools. It takes a bit of finesse to use tilts and not accidentally get dashing attacks or smashes, since the commands kinda overlap, but it's a necessary skill to learn.\n強攻撃 (kyou kougeki) — Lit. heavy attack",
179
+ "letter": "T",
180
+ "source": "https://glossary.infil.net/?l=T"
181
+ },
182
+ {
183
+ "term": "Tilted",
184
+ "definition": "Being so frustrated during a match that you start playing really badly. You'll hear common phrases like \"they're on tilt\" or \"I would be so tilted after getting hit by that\". It's a little different from being salty, which is just kind of general anger from losing after the match. Being on tilt tends to be from some specific, dumb thing that keeps hitting you, and it rattles you enough to impact how you are currently playing.\n\nThis term isn't unique to fighting games; I'm sure anyone who has played a MOBA has spent more of their time playing tilted than not. The origin of the term comes from pinball, where physically tilting the machine could cause it to malfunction. It's a common phrase in many games, such as poker, since losing a big hand to a bad player can put you in such a rotten mood that you won't be able to stick to your gameplan.\nあったまってる, あったまった (attamatteru, attamatta) — Lit. to warm up (fighting game slang for being tilted)",
185
+ "letter": "T",
186
+ "source": "https://glossary.infil.net/?l=T"
187
+ },
188
+ {
189
+ "term": "Time Out",
190
+ "definition": "A round being decided by the clock running out before either player's health bar reaches zero. The player with the most remaining health wins the round.\nタイムアップ (taimu appu) — Lit. time up",
191
+ "letter": "T",
192
+ "source": "https://glossary.infil.net/?l=T"
193
+ },
194
+ {
195
+ "term": "Timer Scam",
196
+ "definition": "A strategy where you intentionally bleed time off the clock by activating a super. In some games, a super's screen freeze will not stop the timer, so all you have to do is get a life lead, wait until 3 or 4 seconds are left in the round, then launch your super. The timer will run out while both characters are frozen in place, and you win. Just make sure you know how the timer works in your game of choice, since some games pause the timer during all screen freezes, so this strategy wouldn't work.\nSee video",
197
+ "letter": "T",
198
+ "source": "https://glossary.infil.net/?l=T"
199
+ },
200
+ {
201
+ "term": "Tipper",
202
+ "definition": "Any attack where a sword user in a platform fighter hits with the tip of their blade. It's almost always used to discuss Marth, since hitting with the sweet spot at the very tip of his sword during, for example, his forward smash attack will causing extreme knockback and probably kill you. You'll sometimes hear this term used to discuss move properties for Marth's clones as well.\n先端ヒット (sentan hitto) — Lit. hit at the tip",
203
+ "letter": "T",
204
+ "source": "https://glossary.infil.net/?l=T"
205
+ },
206
+ {
207
+ "term": "TO",
208
+ "definition": "Stands for Tournament Organizer. It's the main person in charge of running your favorite event, which could mean things like booking the venue, deciding which games to run, seeking out sponsors, and everything in between. Most TOs have a team of people working with them to make the event run smoothly, but they are kind of the front-facing entity of the tournament.\n大会の運営者 (taikai no un'eisha) — Lit. tournament operator/administrator",
209
+ "letter": "T",
210
+ "source": "https://glossary.infil.net/?l=T"
211
+ },
212
+ {
213
+ "term": "Tomahawk",
214
+ "definition": "Smash Bros. slang for an empty jump followed by a throw. Short hops in Smash are a huge part of close-range offense, almost always accompanied with a powerful aerial attack or projectile, so when you jump without attacking, it's easy to catch people off guard. Some people use the term to just mean the empty jump part (so you don't have to throw when you land), but throw is a super common option so it tends to get bundled into the term.\nすかし (sukashi) — Lit. to make an opening / to leave a space (usually refers to empty jump in fighting games)",
215
+ "letter": "T",
216
+ "source": "https://glossary.infil.net/?l=T"
217
+ },
218
+ {
219
+ "term": "Top 8",
220
+ "definition": "The last 8 players remaining in a tournament. If the format is double elimination, there will be 4 in the Winners bracket and 4 in the Losers bracket. Tournaments will usually schedule a special time to play down from top 8 to the champion, often times the Sunday of a weekend tournament, and it's usually the most exciting part of an event.\nベスト8 (besuto 8) — Lit. best 8",
221
+ "letter": "T",
222
+ "source": "https://glossary.infil.net/?l=T"
223
+ },
224
+ {
225
+ "term": "Top Tier",
226
+ "definition": "A character or strategy that is among the best in the game. It's a bit of a subjective opinion rooted in tier lists, but there's usually a decent consensus on which characters are pretty darn strong. If you want to do well in tournaments, you should probably just pick a top tier.\n上位キャラ (joui kyara) — Lit. higher rank character",
227
+ "letter": "T",
228
+ "source": "https://glossary.infil.net/?l=T"
229
+ },
230
+ {
231
+ "term": "Tornado",
232
+ "definition": "A move in Tekken 8 that extends your juggle combo by putting your opponent into a special \"floaty\" state. You may see it abbreviated as \"T!\". It is extremely common in Tekken 8 to perform a juggle that starts with a launcher, adds a few follow-up hits until the character starts to get pushed too far away, and then uses a tornado move to spin the opponent towards the ground while keeping them close. You can then finish the juggle combo with one last powerful string (or perhaps a Heat Smash for strong damage).\n\nThe tornado system replaces the screw from Tekken 7 and the bound from earlier Tekken games, but it's very similar in application, outside of a few subtleties about how these moves interact with the wall during combos. You only get one tornado per combo, so you'll have to find the best place to use it. You may hear the term \"instant tornado\", which refers to a launcher that uses up your tornado on the first hit of a combo. Your juggle follow-ups after these powerful moves will be a bit shorter, since you won't have a tornado available in the middle.\nトルネード (torunēdo) — Lit. tornado\nSee video",
233
+ "letter": "T",
234
+ "source": "https://glossary.infil.net/?l=T"
235
+ },
236
+ {
237
+ "term": "Touch of Death",
238
+ "definition": "A combo that is guaranteed to kill you if it hits (assuming no combo drop), even if you started with full health. Commonly abbreviated to \"TOD\". These were decently common in older games, but in most modern games, you'll be hard-pressed to find a ton of true TODs that can be used in fights against actual human opponents (although some team games will have a few kicking around). Note that while all infinite combos are TODs, not all TODs will be infinites. Sometimes a TOD will have a theoretical end, but will just do enough raw damage to kill first.\n即死コンボ (sokushi konbo) — Lit. instant death combo\nSee video",
239
+ "letter": "T",
240
+ "source": "https://glossary.infil.net/?l=T"
241
+ },
242
+ {
243
+ "term": "Tournament Combo",
244
+ "definition": "An easy, nearly risk-free version of a BnB combo that you will always feel comfortable executing, even when you're playing in a tournament and your nerves are high. Tournament combos will probably do less damage or needlessly spend more resources than your optimal combo, but the value of never dropping it in the clutch means they are great backup plans when you feel your heart racing.\n\nSimilarly, a \"tournament character\" is a character that has many safe, relatively low-risk attacks and options so you can maintain stability in a long tournament run. In contrast to this, characters like glass cannons can succeed in tournaments as well, but you might get a few more gray hairs along the way.",
245
+ "letter": "T",
246
+ "source": "https://glossary.infil.net/?l=T"
247
+ },
248
+ {
249
+ "term": "Tournament Winner",
250
+ "definition": "The painfully slow jump your character does if you press jump while holding a ledge in Smash Bros. Melee. Doing this is almost always an accident; usually, after grabbing the ledge, you'll want to do something like quickly fall off and then jump towards the stage with an attack. If you mess up the input though, you'll sometimes get this non-invincible jump that leaves you wide open for punishment. It's mockingly called the \"tournament winner\" because you won't be winning any tournaments if you do this with any regularity. Note that ledge jumps in other non-Melee Smash games are balanced differently and might be a good idea!",
251
+ "letter": "T",
252
+ "source": "https://glossary.infil.net/?l=T"
253
+ },
254
+ {
255
+ "term": "Tracking",
256
+ "definition": "The ability for an attack in a 3D game like Tekken or Soulcalibur to hit you as you are sidestepping. A large part of defense in these games is moving laterally to make certain attacks whiff, but moves with good tracking tend to have beefy hitboxes extending laterally to one (or both!) sides of the character, so it's just extra hard to use sidestepping to get out of the way.\n\nBecause tracking is hitbox-based, it's kind of a sliding scale. Depending on the defender's dash speed and the size of the hitbox, some moves will be able to fully track a character no matter which direction they sidestep, or maybe it will hit if you step one direction but miss if you step the other. There's also the homing attack, which forces the offensive character to turn and face you, no matter how you tried to move to avoid it, and you basically can't sidestep these at all.\nSee video",
257
+ "letter": "T",
258
+ "source": "https://glossary.infil.net/?l=T"
259
+ },
260
+ {
261
+ "term": "Trade",
262
+ "definition": "When two opposing attacks hit each other on the same frame. Typically, both characters will animate getting hit at the same time and then the fight continues, although in games with a priority system, some attacks may be programmed to simply beat other attacks in these situations. Super clever fighting game players may even find a way to continue a combo after some trades (appropriately called a \"trade combo\"), if they pressed a heavy attack with a lot of hit stun while their opponent pressed a very light attack.\n相打ち (aiuchi) — Lit. simultaneously striking one another",
263
+ "letter": "T",
264
+ "source": "https://glossary.infil.net/?l=T"
265
+ },
266
+ {
267
+ "term": "Trait",
268
+ "definition": "A dedicated button in Injustice that does something unique for each character. For some characters, they are attacks; Batman, for example, can summon mechanical bats and then send them flying at his opponent. For other characters, they can be powerup states, like Superman, who gains extra damage and can ignore armor with his attacks for a few seconds. After a trait has been used, there will be some cooldown period before you can use it again.",
269
+ "letter": "T",
270
+ "source": "https://glossary.infil.net/?l=T"
271
+ },
272
+ {
273
+ "term": "Trap",
274
+ "definition": "A stationary attack placed on the screen that has a lingering hitbox, and stays there for a set period of time or until the opponent runs into it. Traps are usually considered projectiles, and sometimes they're even invisible! If you're playing against Guilty Gear Accent Core's Testament, for instance, you'll just have to remember where all those traps were placed so you don't run into them later. Characters who focus on littering the screen with these nuisances are called \"trap characters\".\n\nYou may also hear \"trap\" used for its general English meaning in other terms, like frame trap, spacing trap, and tech trap. These terms generally indicate a way to convince your opponent to attack when it's actually not a good idea for them.\n設置技 (secchi waza) — Lit. install/set up technique\n設置キャラ (secchi chara) — Lit. install/set up character",
275
+ "letter": "T",
276
+ "source": "https://glossary.infil.net/?l=T"
277
+ },
278
+ {
279
+ "term": "Tri-Jump",
280
+ "definition": "Jumping forward, and then immediately using a multi-way air dash in the down-forward direction. It is so named because the character's trajectory is similar to a triangle. After a tri-jump, you can attack out of the air as an overhead, land with an empty jump into a low or throw, or perform another tri-jump with the threat of a cross-up. These rapid, overwhelming mixups are common in the Versus series and are extremely difficult to defend against.\n三角飛び (sankaku tobi) — Lit. triangle jump\nSee video",
281
+ "letter": "T",
282
+ "source": "https://glossary.infil.net/?l=T"
283
+ },
284
+ {
285
+ "term": "Trip Guard",
286
+ "definition": "The ability to cancel the recovery of a jump directly into blocking, as long as you didn't attack while you were in the air. In many games, there is a short recovery period when you land from any air attack, and smart players will hit you during that. However, you'll get to bypass that if you didn't attack, and you block low while landing. A common attack strong players would use to snipe your landing would be a sweep (a.k.a., a \"trip\"), and being able to guard that is the source of the term's name.\n\nIt's worth noting that, commonly, people will use this term to mean the opposite effect; that is, they will use it to describe someone getting hit as they land after performing an air attack. You might hear something like \"nice, she used the sweep to trip guard him\". This is not the original meaning of the term and fighting game pedants will be quick to correct you if you use it wrong (a \"trip guard\", after all, is the act of guarding, not the act of being hit). However, language is fluid and sometimes lingo can end up changing meaning in weird ways. It's not the end of the world, really. Some people have tried to avoid using the term and instead say \"hit the landing frames\" to dodge this confusion.\n着地の隙がない (chakuchi no suki ga nai) — Lit. no landing gap\nSee video",
287
+ "letter": "T",
288
+ "source": "https://glossary.infil.net/?l=T"
289
+ },
290
+ {
291
+ "term": "Tripping",
292
+ "definition": "A mechanic featured in Smash games since Smash Bros. Brawl where your character falls over while standing on the ground, knocking them down and forcing them to choose a wakeup option, like standing in place or rolling. Some attacks will always trip you, like Diddy Kong's banana peel, while others will have a chance to trip (for example, in Smash Ultimate, Bowser's down tilt has a 30% chance to cause trip).\n\nTripping is most controversial in Brawl, where characters would have a 1% chance to trip every time they executed a dash. This means characters would randomly fall over while trying to fight, and they'd often be heavily punished when it happened. Still no idea what they were thinking with this one.\n転倒 (tentou) — Lit. fall down",
293
+ "letter": "T",
294
+ "source": "https://glossary.infil.net/?l=T"
295
+ },
296
+ {
297
+ "term": "Tumble",
298
+ "definition": "A state in Smash Bros. where your character rotates end over end while falling through the sky. Tumble happens in a variety of situations, usually after being knocked back suitably far (the exact details vary based on the game), but being in this state gives your character access to certain system mechanics, like teching into the ground. Tumbling has changed a lot throughout the various Smash games, where it is a pure detriment in some and not so bad (or even situationally beneficial) in others.\n\nIn 2XKO, certain moves can cause a Tumble state where the opponent gets sent rolling violently along the ground. Similar to wall bounce and ground bounce, you'll find you can get unique combo extensions while the opponent is tumbling and it will push them a long way to the corner. You can only tumble once per combo though, otherwise you'll get a Limit Strike and your combo will end.\nくるくる落下 (kuru kuru rakka) — Lit. spin falling (for Smash)\nタンブル (tanburu) — Lit. tumble (for 2XKO)",
299
+ "letter": "T",
300
+ "source": "https://glossary.infil.net/?l=T"
301
+ },
302
+ {
303
+ "term": "Turn",
304
+ "definition": "A general notion of when you \"should\" or \"shouldn't\" be attacking, based on whether you are plus or minus. Basically, if you are plus (and both players know it), it makes sense that you \"should\" be asserting your advantage and attacking, while the opponent \"should\" be respecting your advantage and blocking. You'll hear people say you are \"taking your turn\" if you attack like this. If the defender wanted to try and \"steal their turn\", they would attack even though you were plus, which runs the risk of them getting counter hit or getting a hail mary dragon punch blocked.\n\nVery aggressive players can be frustratingly good at stealing turns through various means, which constantly makes you second-guess your own gameplan and causes you to play out of your comfort zone. On the other hand, solid players will often take few risks, respecting whose turn it is and doing simple block strings or defending accordingly. Then, when both players return to neutral, they'll systematically wear you down there instead. Both playstyles work and it's why fighting game players can have such diverse personalities.\nターン (tān) — Lit. turn",
305
+ "letter": "T",
306
+ "source": "https://glossary.infil.net/?l=T"
307
+ },
308
+ {
309
+ "term": "Turnaround-B",
310
+ "definition": "A technique in Smash Bros. that causes you to face the other way as soon as you perform a special move. To do this, tap the direction opposite your character's momentum first, then immediately perform your B special move. You will keep your momentum traveling the same way, but you'll point in the new direction before doing the move.\n\nTurnaround-Bs have existed in all versions of Smash Bros., and you'll commonly see it on retreating characters, like Melee's Falco doing lasers pointed at your face while moving backwards. The unfortunately named B-Reverse is a very similar technique, except you change the direction you're facing and your momentum. You can even do both at the same time, which is called a wavebounce.\n振り向き必殺ワザ (furimuki hissatsu waza) — Lit. turnaround killing technique\nSee video",
311
+ "letter": "T",
312
+ "source": "https://glossary.infil.net/?l=T"
313
+ },
314
+ {
315
+ "term": "Turtling",
316
+ "definition": "Playing overwhelmingly defensively, with as few offensive risks as possible. Players who turtle will largely prefer blocking, putting up strong defense with powerful, pre-emptive pokes or projectiles, and in general will almost never instigate an offensive attack. Their goal is to win long, grueling rounds, often by time out, where the opponent feels like they have no way to get close. The term is often intended as an insult, but many turtling players take pride in their playstyle. Smash Bros. players would call this \"camping\" and usually try to get to a favorable position on the stage, then just sit there and wait for you to figure out how to approach.\n待ち (machi) — Lit. wait (Machi Guile is a famous term in the SFII era)",
317
+ "letter": "T",
318
+ "source": "https://glossary.infil.net/?l=T"
319
+ },
320
+ {
321
+ "term": "Twitch Confirm",
322
+ "definition": "The act of hit confirming because you saw your opponent try to attack or move while you were beginning your own attack. Normally for a move to be hit confirmable, you need to be able to strictly tell the difference between an opponent blocking or getting hit, and have enough time to input your follow-up. With a twitch confirm, you get a little bit of extra time because your opponent might begin the startup of a move, giving you a visual indication that your attack is going to land earlier than it normally would. You can also use this extra information to be sure you will land a counter hit, which is very useful in Tekken contexts where certain strings only work on counter hit and not a \"normal\" hit.\n\nAn extreme example of a twitch confirm would be jumping at someone, and then while you're in the air, you see them throw a fireball. You'll have lots of extra time to know that your jumping attack will hit, and you can just freely go into a high damage combo when you land. More subtle examples where you see your opponent flinch during pressure can help you hit confirm attacks that would otherwise be impossible without this extra help.\n状況確認 (joukyou kakunin) — Lit. situational confirm\nSee video",
323
+ "letter": "T",
324
+ "source": "https://glossary.infil.net/?l=T"
325
+ },
326
+ {
327
+ "term": "Two Frame Punish",
328
+ "definition": "A method to punish characters who try to grab the ledge in Smash Bros. 4 and Smash Bros. Ultimate. When you first grab the ledge, there is a two frame window where you have not yet gained invincibility, and if your opponent is surgical, they can hit you away.\n\nThe timing is super tight though, so it requires a pretty strong read to predict when the ledge will be grabbed. If you have an attack that is strong at hitting below the stage, like perhaps a down tilt, you can stand safely on ground and try to get your two frame punish without a ton of risk.\n崖の2F (gake no ni furēmu) — Lit. 2 frames of edge\nSee video",
329
+ "letter": "T",
330
+ "source": "https://glossary.infil.net/?l=T"
331
+ }
332
+ ]
pasta_json/glossary_U.json ADDED
@@ -0,0 +1,116 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Ukemizeme",
4
+ "definition": "Trying to specifically read which way a defender will rise after being knocked down (their \"ukemi\") and then choosing an appropriate offensive response. Because there are so many ways to get off the ground in Virtua Fighter, you'll have to lab specific ways to deal with each of these wakeup options. This can include using attacks that might cover multiple options at once, or trying to react to your opponent's choice and start offensive pressure that will give them a really hard time.\n\nUkemizeme is a subset of okizeme. While oki describes \"general\" mind games around how to attack a knocked down opponent, ukemizeme really focuses on the subtleties of when and how you call out your opponent's tech roll direction and timing.\n受け身攻め (ukemi zeme) — Lit. receiving body offense",
5
+ "letter": "U",
6
+ "source": "https://glossary.infil.net/?l=U"
7
+ },
8
+ {
9
+ "term": "Ultimate",
10
+ "definition": "An extra flashy way you can end your Ultra Combo, as long as you have earned a Supreme Victory. Simply press LP and LK together shortly after starting the ultra, and you'll transition to a cinematic finisher. Only 15 of the 29 characters in the 2013 version of KI have an Ultimate Combo.\nアルティメット (arutimetto) — Lit. ultimate",
11
+ "letter": "U",
12
+ "source": "https://glossary.infil.net/?l=U"
13
+ },
14
+ {
15
+ "term": "Ultra Combo",
16
+ "definition": "A special ender in Killer Instinct that immediately ends the match, as long as the opponent has 15% life or less remaining on their final health bar. Like all enders, you have to do an opener first, although because Ultras are not combo breakable, you can (and should!) do opener-ender as often as possible to finish matches without any break chance. Ultras are extremely important to KI strategy and they're used very often.\n\nStreet Fighter IV also has a comeback mechanic with this name. As you take damage over the course of a round, you build your \"Revenge Gauge\", which lets you perform one of two pre-selected Ultra Combos. They are effectively just flashier versions of a super that did a lot of damage. Comboing into them from a Focus Attack Dash Cancel was common for many characters.\nウルトラコンボ (urutora konbo) — Lit. ultra combo",
17
+ "letter": "U",
18
+ "source": "https://glossary.infil.net/?l=U"
19
+ },
20
+ {
21
+ "term": "Umeshoryu",
22
+ "definition": "A psychic shoryuken done at an unexpected time that hits your opponent, made famous by fighting game legend Daigo Umehara. You gotta make sure the shoryu is done pretty much out of nowhere, like while you are applying pressure or while you are jockeying for position during footsies, and it can't be a reaction to something; it has to be done purely on anticipation. Oh, and it has to actually hit. It's not an umeshoryu if it doesn't work.\n\nTo be honest, you can apply this \"ume\" prefix to pretty much anything if it comes out of nowhere and looks like a genius move. If nobody has thrown a fireball for 30 seconds, but you somehow just magically jump the instant one is thrown, you might call that an \"umejump\".\nウメ昇竜 (ume shouryū) — Lit. Umeshoryu",
23
+ "letter": "U",
24
+ "source": "https://glossary.infil.net/?l=U"
25
+ },
26
+ {
27
+ "term": "Unblockable",
28
+ "definition": "An attack that cannot be blocked. As you probably figured out, trying to block the attack will cause you to get hit instead. While technically all throws are unblockable, the term usually refers to a physical strike or projectile that has this property. Some examples include certain charge moves in the Soul Calibur series, Level 3 Focus Attacks in the Street Fighter IV series, and Sentinel's laser barf in Marvel vs Capcom 2. Usually unblockable attacks are either very slow, or the precursor to a fist coming your way at the arcade.\n\nYou'll also use the term to talk about setups that cause a move to hit you both high and low, or left and right, at the same time and bypass your ability to block. These are pretty common in games like SFIII: 3rd Strike, Marvel vs. Capcom 3, and older Guilty Gear titles, but more and more modern games are using unblockable protection to try and avoid these situations.\nガード不能 (gādo funou) — Lit. impossible to guard\nガー不 (gāfu) — abbreviation of ガード不能\nSee video",
29
+ "letter": "U",
30
+ "source": "https://glossary.infil.net/?l=U"
31
+ },
32
+ {
33
+ "term": "Unblockable Protection",
34
+ "definition": "A game mechanic that some games use to try to prevent certain types of undesired unblockables, most specifically the ones where two different attacks hit you both overhead and low, or both cross-up and not cross-up, on the exact same frame. This particular type of unblockable can be easy to set up in certain team games where you and an assist can attack at the same time. Typically, in situations where the game determines two attacks are about to hit you simultaneously, the game will just accept any block input as correct. While this can prevent \"true\" unblockables, you might be left with situations that are still pretty messed up.",
35
+ "letter": "U",
36
+ "source": "https://glossary.infil.net/?l=U"
37
+ },
38
+ {
39
+ "term": "Unbreakable",
40
+ "definition": "An attack or combo that can't be combo broken. In Killer Instinct, your first attack in a combo, or any stray hit in neutral, is always unbreakable. And almost always, your combo will be unbreakable up until you use a special move (called an opener), which means you can front-load a lot of damage before the opponent can try to combo break if you want! Most projectiles are also unbreakable, so you'll see some characters like Jago using a bunch of projectiles in combos without any risk.\n\nIn order to cash out a combo in KI, you will need to give at least one break chance to your opponent, so unbreakable combos won't be able to touch that juicy white life. If you try, you'll trigger a mistake called opener-ender and that's bad. The Mortal Kombat series has its own rules about which combos can be broken; in a game like MK11, if you keep your opponent on the ground (and do not launch them), the combo will be unbreakable.\nブレイク不可のコンボ (bureiku fuka no konbo) — Lit. unbreakable combo",
41
+ "letter": "U",
42
+ "source": "https://glossary.infil.net/?l=U"
43
+ },
44
+ {
45
+ "term": "Uncombo",
46
+ "definition": "A bug in old versions of the Marvel vs. Capcom series, like Marvel Super Heroes and Marvel vs. Capcom 1, where hitting with an attack on the very last frame of hit stun during a combo would keep the combo going, but reset the combo counter and damage scaling. You can think of it kind of like an unavoidable reset; your opponent never leaves hit stun so they have no chance to escape, but you get to start a new combo for free.\n\nYou really do have to find a way to pick off exactly this last frame of hit stun from a previous attack, though, so it's not something that will happen without a lot of practice and careful planning. That said, there were ways for some characters to consistently set this up during their normal combo routes, which basically gave them easy access to touch of death combos.\nSee video",
47
+ "letter": "U",
48
+ "source": "https://glossary.infil.net/?l=U"
49
+ },
50
+ {
51
+ "term": "Undizzy",
52
+ "definition": "A Skullgirls system that is designed to prevent long, touch of death combos. After a brief opening section of the combo where you are allowed to do what you want, the game will begin to fill a green bar located under your health bar (called the Drama Meter) for each hit in your combo. Once the bar gets full, the opponent can burst for free, ending your combo. The bar goes down slowly when a combo is not happening, so you cannot do long combos and then land a reset to bypass the Undizzy system.\n\nIt's the second system in Skullgirls designed to protect against infinite combos, the first being the appropriately-named Infinite Prevention System. While that did a good job preventing true infinites by forcing variation, characters still died to one combo anyway. These two systems put together ensure that combos need to be varied and that they can't be too long. Undizzy was originally a system in Marvel vs. Capcom 2, which prevented certain infinites from going on too long.\nアンディジー (andijī) — Lit. undizzy",
53
+ "letter": "U",
54
+ "source": "https://glossary.infil.net/?l=U"
55
+ },
56
+ {
57
+ "term": "Unfly",
58
+ "definition": "A special move in some team games that stops you from Flying and returns you to regular movement. It's usually mapped to the same input as Fly so that input simply turns your flight mode on or off as necessary. Especially in older Marvel vs. Capcom games, the pressure you could generate from repeated Fly and Unfly sequences was pretty ridiculous, and the execution was famously difficult.\n飛行を中断する (hikou wo chūdan suru) — Lit. stop the fly",
59
+ "letter": "U",
60
+ "source": "https://glossary.infil.net/?l=U"
61
+ },
62
+ {
63
+ "term": "Universal Controller Fix",
64
+ "definition": "A software mod for Smash Bros. Melee that adjusts two aspects of Melee's code to work better on all Gamecube controllers. The mod tweaks two specific things: it changes the dashback buffer to work the same as forward dashes (no longer requiring a 1-frame window to do a turn-less back dash), and it makes shield dropping easier when you roll the stick from left or right to down-left or down-right, making it harder to get accidental spot dodges.\n\nThe reason this is needed is because all Gamecube controllers are not made equal; small changes in build quality between factories and production year can change how easy it is to perform these incredibly precise Melee techniques. Historically, players have had to buy and test multiple controllers or try finicky hardware mods to use a \"good\" controller. UCF makes all controllers equally able to perform these techniques, and is used at virtually all Melee tournaments today.\nUCF (written in English)",
65
+ "letter": "U",
66
+ "source": "https://glossary.infil.net/?l=U"
67
+ },
68
+ {
69
+ "term": "Universal Overhead",
70
+ "definition": "An attack available to every character in Street Fighter III: 3rd Strike that hits overhead. The character leaps off the ground briefly and strikes downward. It's a low damage attack meant to irritate people who are low blocking, and in some situations with perfect spacing or timing, the UOH can even combo into some supers. Some other games like Granblue Fantasy Versus have also adopted a similar universal attack.\nリープアタック (rīpu atakku) — Lit. leap attack\nSee video",
71
+ "letter": "U",
72
+ "source": "https://glossary.infil.net/?l=U"
73
+ },
74
+ {
75
+ "term": "Unreactable",
76
+ "definition": "An attack that is too fast for human beings to react to.\n\nIf you're a beginner, it might surprise you, but most fighting game attacks are unreactable! Online reaction tests will tell you the average human reaction time is around 250 milliseconds (about 15 frames), and virtually all of your standard normal attacks will have startup way under this theoretical reaction limit. This means even the world's best players will need to just block pre-emptively a lot of the time.\n\nBut it's even more difficult than that. Because it's so easy to overwhelm your mental stack while playing, reacting to 15 frames in a fighting game is almost impossible. In fact, even world class players will miss anti-airing jumps extremely regularly, and these jumps can take 45 frames! This is why most mixups a fighting game developer want you to try and react to will give you way more time than 15 frames to see it coming (usually 20-25 frames is common). Anything less than that is just extremely difficult.\n反応できない (hannou dekinai) — Lit. cannot react\n反応不可能 (hannou fukanou) — Lit. unreactable",
77
+ "letter": "U",
78
+ "source": "https://glossary.infil.net/?l=U"
79
+ },
80
+ {
81
+ "term": "Unsafe",
82
+ "definition": "What you'd call a move that, when it is blocked, will let your opponent hit you for free before you can block or otherwise avoid their move. It is the opposite of being safe. You might also say the move is punishable. Moves that are unsafe are usually risky to use, but they tend to be pretty strong... maybe they're highly damaging, able to start a long combo, or invincible in some way. Almost always we talk about moves being unsafe on block, but very rarely moves can be unsafe on hit as well.\n\nMuch like measuring whether a move is safe, the inner workings of being unsafe is a race between the block stun of a move and the recovery of a move. If the recovery takes a long time and the opponent leaves block stun much earlier, they'll have enough time to wind up a move and hit before the recovery completes. Knowing whether a move is safe or unsafe when it is blocked is one of the first steps to using frame data well.\n反撃確定 (hangeki kakutei) — Lit. counter attack confirm\n反確 (hankaku) — Lit. abbreviation of 反撃確定\nSee video",
83
+ "letter": "U",
84
+ "source": "https://glossary.infil.net/?l=U"
85
+ },
86
+ {
87
+ "term": "Untech Time",
88
+ "definition": "The amount of hit stun you inflict on an airborne character in an anime game. Often in these games, you will have to manually tech in the air (that is, recover and be able to take actions) once your hit stun runs out. If you don't tech, your opponent can keep comboing you, even though you could have prevented it (Guilty Gear players will call this a Black Beat combo). Untech time, therefore, is the amount of time where your opponent can't manually tech, and follow-up hits are guaranteed.\n\nIn some games, the game automatically forces you to tech whenever hit stun runs out, so there can be no \"fake\" combos because you didn't tech correctly. In these games, untech time and hit stun are identical.\n受身不能時間 (ukemi funou jikan) — Lit. untechable time",
89
+ "letter": "U",
90
+ "source": "https://glossary.infil.net/?l=U"
91
+ },
92
+ {
93
+ "term": "Up Block",
94
+ "definition": "A defensive mechanic in Mortal Kombat 1 that lets you parry overhead attacks only. By holding the block button and then tapping the up direction, your character will execute a brief counter pose. If you are hit with an overhead during this time (including jumping attacks), you will greatly reduce the block stun you receive from that attack, very likely leading to a punish on otherwise safe moves. However, you will be fully hit by any non-overhead attack or throw (and much like Street Fighter 6's drive parry, throws will do way more damage if they hit someone who is up blocking), so use the mechanic carefully.",
95
+ "letter": "U",
96
+ "source": "https://glossary.infil.net/?l=U"
97
+ },
98
+ {
99
+ "term": "Uppercut",
100
+ "definition": "Yet another blanket term that almost always means a dragon punch or shoryuken. It's probably more common than those other terms if the move's official name has Uppercut in it (like, for example, Sagat's Tiger Uppercut), but really, it's all the same thing.\nアッパーカット (appā katto) — Lit. Uppercut",
101
+ "letter": "U",
102
+ "source": "https://glossary.infil.net/?l=U"
103
+ },
104
+ {
105
+ "term": "Uramawari",
106
+ "definition": "Getting around the backside of your opponent as they are trying to rise from a knockdown, which might trick them into accidentally performing a wakeup maneuver in the wrong direction. While Virtua Fighter doesn't have cross-ups in the traditional 2D game sense, this sort of left-right confusion plays a kinda similar role in VF's okizeme.\n裏回り (uramawari) — Lit. go around the back\nSee video",
107
+ "letter": "U",
108
+ "source": "https://glossary.infil.net/?l=U"
109
+ },
110
+ {
111
+ "term": "Utility Super",
112
+ "definition": "A super that gives you some sort of setup or positional advantage rather than pure, raw damage. The goal is not simply to add more hits to a combo like many supers, but rather to put yourself in a strong favorable position.\n\nThis might mean more damage later (via some mixup) or just letting you safely control the screen so you can, for example, run away and start zoning again. Classic examples of utility supers include Urien's Aegis Reflector (3rd Strike), Dhalsim's Yoga Catastrophe ultra (Street Fighter IV), Rashid's Level 2 Super (Street Fighter 6), and Faust's Item Toss (Guilty Gear).\nSee video",
113
+ "letter": "U",
114
+ "source": "https://glossary.infil.net/?l=U"
115
+ }
116
+ ]
pasta_json/glossary_V.json ADDED
@@ -0,0 +1,92 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "V-Reversal",
4
+ "definition": "A defensive mechanic in Street Fighter V that lets you attack while blocking. You consume one stock of your \"V-Gauge\" (which is also shared for use with your V-Trigger), and your character will do an attack which is invincible to all hits but can be thrown. Usually, your character will knock the opponent out of the way, dealing some gray life while you get some breathing space. This gray life isn't \"real\" damage until you land another attack, so you'll have to capitalize on your chance before the life heals a few seconds later.\n\nV-Reversals are one of several different \"attack while blocking\" mechanics found across many games, starting with Street Fighter Alpha's alpha counter. The push and pull between using your V-Gauge for defensive V-Reversals and offensive V-Triggers is one of Street Fighter V's main strategic draws. Its successor would be the Street Fighter 6 Drive Reversal.\nVリバーサル (V ribāsaru) — Lit. V-reversal\nSee video",
5
+ "letter": "V",
6
+ "source": "https://glossary.infil.net/?l=V"
7
+ },
8
+ {
9
+ "term": "V-Shift",
10
+ "definition": "A Street Fighter V mechanic that lets you defensively dodge an attack and follow up with a counter-attack. For the cost of 1 V-Gauge bar (a meter also shared with doing V-Reversals and V-Triggers), pressing MK + HP in neutral will perform a V-Shift. You will emit a blue aura and do an invincible backdash, slowing down time if your opponent happened to attack at the same time.\n\nAt the end of the backdash, you can then do an automatic follow-up attack called V-Shift Break, or any attack of your choice, which might punish the opponent based on what you dodged. You get a rebate of one-half of the V-Gauge spent if you successfully dodged an attack too! But if your opponent did not attack, you won't get the slow motion effect, you won't get the V-Gauge rebate, and you'll be punishable. V-Shift was added late into the lifecycle of Street Fighter V and gave some situational ways to dodge and punish some common frame traps and powerful close-range moves.\nV-シフト (V shifuto) — Lit. V-shift\nSee video",
11
+ "letter": "V",
12
+ "source": "https://glossary.infil.net/?l=V"
13
+ },
14
+ {
15
+ "term": "V-Shift Break",
16
+ "definition": "An automatic follow-up attack you can perform after you successfully dodge an attack with V-Shift. By pressing MK+HP (again) during the slow-motion dodge animation, your character will lunge forward with a basic punch or kick that keeps your full invincibility from the V-Shift, causes a knockdown and deals some gray life. It's a way for you to get some breathing space if you don't have a good invincible attack to follow up with, like a dragon punch or a super, or you are worried about being out of range of those attacks. It's a slow attack, but fortunately it will be safe if it's blocked.\nV-シフトブレイク (V shifuto bureiku) — Lit. V-shift break\nSee video",
17
+ "letter": "V",
18
+ "source": "https://glossary.infil.net/?l=V"
19
+ },
20
+ {
21
+ "term": "V-Skill",
22
+ "definition": "A character-specific Street Fighter V technique, activated by pressing medium punch and medium kick together. You can basically think of it like an alternate special move that builds your V-Gauge (used for V-Reversals and V-Trigger) if it connects with your opponent. Each character has two V-Skill options, and they'll pick one on the character select screen to use in the fight.\nVスキル (V sukiru) — Lit. V-skill",
23
+ "letter": "V",
24
+ "source": "https://glossary.infil.net/?l=V"
25
+ },
26
+ {
27
+ "term": "V-Trigger",
28
+ "definition": "A central comeback mechanic in Street Fighter V. Your \"V-Gauge\" fills up as you take damage or successfully use your V-Skill, and when it's full, you can activate your V-Trigger, which usually powers up your character in a unique way for a good length of time (or, for some fighters, it is just simply a strong one-time use move with no powerup).\n\nAt the character select screen, you can choose between two unique V-Triggers to bring into battle — some characters may switch up their V-Trigger depending on the matchup, while others tend to find the most success just sticking with the same one, no matter who they're fighting. V-Triggers are strong tools that can drastically turn the tide of battle, but to use them, you can't spend your gauge on V-Reversals or V-Shifts, so it's a trade-off.\nVトリガー (V torigā) — Lit. V-trigger\nSee video",
29
+ "letter": "V",
30
+ "source": "https://glossary.infil.net/?l=V"
31
+ },
32
+ {
33
+ "term": "Vacuum",
34
+ "definition": "When an attack pulls your opponent towards you, rather than pushing them away. Almost all attacks in fighting games will push the opponent further away from you so your offense can't last forever, but very occasionally a move will pull them back towards you for continued offense. Manon's standing heavy punch target combo in Street Fighter 6 is an example of a vacuum attack; getting hit by this move will leave you very close to Manon and let her run a strike/throw mixup with her command throw.\n引き寄せ (hikiyose) — Lit. pull something in",
35
+ "letter": "V",
36
+ "source": "https://glossary.infil.net/?l=V"
37
+ },
38
+ {
39
+ "term": "Valle CC",
40
+ "definition": "An unblockable attack in Street Fighter Alpha 2, discovered by and named after American fighting game legend Alex Valle. If you activated your custom combo (CC) mode and noticed your opponent was not crouch blocking during the screen freeze, you could immediately attack them low and they could not block, which could lead to huge damage with your custom combo turned on. For more on this and other famous fighting game bugs, check out my blog post on the topic.\nSee video",
41
+ "letter": "V",
42
+ "source": "https://glossary.infil.net/?l=V"
43
+ },
44
+ {
45
+ "term": "Vanilla",
46
+ "definition": "The basic, first version of a game. Vanilla Street Fighter IV, for instance, is the initial version that came to consoles in 2009, not any of the updated versions like Super Street Fighter IV. Use it when you want to be clear which version you're talking about. Sentences like \"Sagat was really good in Vanilla\" are fine.",
47
+ "letter": "V",
48
+ "source": "https://glossary.infil.net/?l=V"
49
+ },
50
+ {
51
+ "term": "Vanish",
52
+ "definition": "A technique in Dragon Ball FighterZ where you disappear in place, appear on the other side of your opponent and hit them away. Vanish is performed by pressing M+H and costs 1 bar of super meter. It will wall bounce when used after certain moves, making it a great combo extender, and since it is plus on block, you can cancel attacks into Vanish to try and make yourself safe (but be careful, if done poorly you can be anti-aired). While in Sparking, you can hold the Vanish buttons and not perform the automatic strike after the teleport, which lets you get some extra juice by freestyling mixups and combos.\nバニッシュムーブ (banisshu mūbu) — Lit. vanish move\nSee video",
53
+ "letter": "V",
54
+ "source": "https://glossary.infil.net/?l=V"
55
+ },
56
+ {
57
+ "term": "Variation",
58
+ "definition": "A system in some Mortal Kombat games that gives multiple ways to play a character. Each variation for a character will have some common moves that are always available, and then add some unique moves you can't find in other variations, such as new attacks, movement options, or changes to the properties of existing moves. There are preset variations built by the developers, and some MK games even let you customize your own variation from a collection of all the character's possible moves.\nバリエーション (bariēshon) — Lit. variation",
59
+ "letter": "V",
60
+ "source": "https://glossary.infil.net/?l=V"
61
+ },
62
+ {
63
+ "term": "Veil Off",
64
+ "definition": "A technique that powers up your character in Under Night In-Birth, often shortened to VO. You need at least half of your super meter filled, and then you press A+B+C. You will enter an install state where you get a 20% damage boost, and all your super meter drains on a timer. While the timer is draining, your EX moves and Infinite Worth super attacks will cost less meter than normal, allowing for combos that wouldn't usually be possible!\n\nThe activation for Veil Off can also be used defensively. It is invincible at the start, so you can use it as a reversal, and you can also do it while blocking as a \"get off me\" move. If your Veil Off hits the opponent, you will remove a bunch of their GRD (in older versions of Under-Night, you would even GRD break them)! But if they block it, you'll be in for a big punish. Activating Veil Off will immediately clear your own GRD break as well, so once you get half super meter, you can spend it to reverse an unfortunate GRD break if you like. There's also a stronger version of this called Crosscast Veil Off.\nヴェールオフ (vēru ofu) — Lit. veil off\nSee video",
65
+ "letter": "V",
66
+ "source": "https://glossary.infil.net/?l=V"
67
+ },
68
+ {
69
+ "term": "Versus Game",
70
+ "definition": "Any game from the collection of Capcom-published titles that involves team-based combat using assists. Usually this refers to a game in the Marvel vs. Capcom series, which has had successful tournament games for decades. They share many similarities to anime games in gameplay but with a focus on comic book characters. Versus games are notoriously fast and unforgiving, usually with combos that can kill characters with one opening and multi-way mixups that happen at light speed and are almost indefensible. A hallmark of versus games is their fast and fluid movement, which keeps players coming back for more, no matter how salty they get.\nVS.シリーズ (bāsasu shirīzu) — Lit. versus series",
71
+ "letter": "V",
72
+ "source": "https://glossary.infil.net/?l=V"
73
+ },
74
+ {
75
+ "term": "Vorpal",
76
+ "definition": "A powerful state you enter every time you win a GRD cycle in Under Night In-Birth. While in Vorpal, you'll do 10% more damage while also gaining access to a unique Vorpal trait for your character (for example, more chip damage or a cool new property on an attack). You stay in Vorpal for the duration of the next GRD cycle, until you get GRD broken, or until you manually end Vorpal by using your Chain Shift.\n\nIn Under-Night 2, if you win the cycle with 6 or more GRD blocks filled, you'll enter a more powerful Vorpal state called \"Celestial Vorpal\" (or just Celestial for short). In this state, you immediately gain all 12 GRD blocks, you'll do 20% bonus damage instead of 10%, and when you perform a Chain Shift, you'll get way more super meter than normal.\nヴォーパル (vōparu) — Lit. vorpal",
77
+ "letter": "V",
78
+ "source": "https://glossary.infil.net/?l=V"
79
+ },
80
+ {
81
+ "term": "Vorpal Strip",
82
+ "definition": "The act of ending someone's Vorpal by hitting them with a Veil Off in a combo in older versions of Under-Night In Birth. The explosive blast that occurs when you Veil Off will end their Vorpal state immediately, but it's a slow move so it's not easy to use in a combo. You'll have to find some way to link the Veil Off, typically after a high juggle, in order to strip your opponent of their Vorpal.\n\nNote that you can't land a Crosscast Veil Off, the special Vorpal-enhanced version of Veil Off, to cause a Vorpal strip. CVO is special because you can cancel it from normal attacks, making it trivial to combo into, so the developers chose to not allow this to work as a Vorpal strip. You'll have to make sure it's the raw Veil Off you get when your character is in neutral.\n\nIn Under-Night 2, comboing into Veil Off will not remove Vorpal from your opponent. Instead, you will only take away a small amount of GRD. If you land a Veil Off in neutral against a Vorpal opponent, though, you will remove their Vorpal state.\nSee video",
83
+ "letter": "V",
84
+ "source": "https://glossary.infil.net/?l=V"
85
+ },
86
+ {
87
+ "term": "Vortex",
88
+ "definition": "An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown (usually) if it works and loops back into the same mixup over and over again. You might also hear this called a \"blender\". The important aspect here is that it loops into itself; if you guess wrong on the mixup, you should be put back into gross situations repeatedly until you guess right. If you can \"escape\" by getting hit in a way that doesn't lead back into the blender, it's not that good of a vortex.\nセットプレイ (setto purei) — Lit. set play (originally from soccer's free kick/corner kick where you set and play)\nSee video",
89
+ "letter": "V",
90
+ "source": "https://glossary.infil.net/?l=V"
91
+ }
92
+ ]
pasta_json/glossary_W.json ADDED
@@ -0,0 +1,182 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Wager",
4
+ "definition": "A system in Injustice that lets you escape a combo once per match, as long as you're on your second health bar. Also called a \"Clash\". Press forward plus the Meter Burn button when you're getting hit to initiate a Wager. Your character will break the combo and initiate a close-range struggle with the opponent. After delivering some witty lines, both players choose how many bars of super meter they'd want to wager (even 0).\n\nAfter both players have input their choice, the characters push each other apart. If the defender wagered more meter, they will get health back. If the original attacker wagered more, they will deal damage. The amount of health gained/lost depends on how many more bars of meter you wagered than your opponent, up to a maximum of 33% health if you won by a 4 bar margin.\n\nIf you start the Wager with more super meter than your opponent, you hold the cards because you can guarantee a win by wagering it all. But your opponent may not wager anything, knowing they will lose, which means... maybe you can get away with wagering less than everything and still win? Should you risk it? These are the types of decisions you'll have to make with this system, but even if you lose the wager, at least you'll always escape the combo, which is the primary goal.\nウェイジャー (weijā) — Lit. wager",
5
+ "letter": "W",
6
+ "source": "https://glossary.infil.net/?l=W"
7
+ },
8
+ {
9
+ "term": "Wakeup",
10
+ "definition": "The act of rising from the ground after you've been knocked down. Since you are usually invincible when you are on the ground, there's a specific period of time when you become hittable again; this moment in time and the decisions around it from both players comprise the \"wakeup game\".\n\nThe term \"wakeup\" usually focuses on the choices the defender makes as soon as they stand up. If they choose to do a risky reversal attack like a dragon punch, you might say \"man, another wakeup DP from this guy?\" Or, if they press buttons and keep getting counter hit, you might hear \"you gotta stop mashing on wakeup\". The term okizeme is very closely related, focusing more on the offensive choices.\n起き上がり (okiagari) — Lit. wake up",
11
+ "letter": "W",
12
+ "source": "https://glossary.infil.net/?l=W"
13
+ },
14
+ {
15
+ "term": "Wall",
16
+ "definition": "The edge of the stage in a 3D game like Tekken or Soulcalibur. Not all stages will have walls, and even if they do, not all stages will have walls evenly around the boundary. Being put next to the wall is pretty similar to being put in the corner in a 2D game; your options for movement become more limited, making defense harder, and if you get hit, you risk getting hit into the wall for a bunch of extra damage. Depending on the game, you might be able to hit someone through the wall! This will take you to a new part of the stage and open up a ton of extra damage on your combo.\n壁 (kabe) — Lit. wall",
17
+ "letter": "W",
18
+ "source": "https://glossary.infil.net/?l=W"
19
+ },
20
+ {
21
+ "term": "Wall Bounce",
22
+ "definition": "Using a specific move to smack your opponent into the edge of the screen, causing them to bounce off of it back to the middle of the stage. Most team games have moves that will cause a wall bounce (for example, Dragon Ball FighterZ's Vanish), and they act as ways to extend a combo.\n\nIn games where wall bounces are frequent, you usually can only wall bounce once per combo, and if you try to do more than one, they'll just fall over instead. When planning or labbing combos, you'll usually think about when and how to \"use\" your wall bounce for the most damage. But the mechanic is not limited only to high-octane team games. Street Fighter, King of Fighters, Guilty Gear and many other games have moves that cause wall bounces. In KoF specifically, you may hear the term \"wire\" or \"critical wire\" for a wall bounce move, or \"counter wire\" if a move wall bounces only on counter hit.\n壁バウンド (kabe baundo) — Lit. wall bounce",
23
+ "letter": "W",
24
+ "source": "https://glossary.infil.net/?l=W"
25
+ },
26
+ {
27
+ "term": "Wall Break",
28
+ "definition": "Punching someone through a wall. In Tekken, this specifically means any of the destructible walls on several of the stages, as long as you stay at the same horizontal level (if you also fall down to a new level, that's called a balcony break). Only certain moves can cause a wall break, but they usually open up new combos as the opponent reels from the massive impact of being sent through a wall.\n\nGuilty Gear Strive brings the concept of a wall break to a 2D game as well. When you have your opponent near the corner, you can use certain attacks multiple times to \"damage\" the corner. Eventually, the opponent will splat painfully against the screen edge, then use any attack to send them through, transitioning to a new stage. You will get a Positive Bonus when you do this, earning you Tension at a much faster rate for the next several seconds. And some rare attacks (usually supers) can wall break from a really long distance away.\n壁破壊 (kabe hakai) — Lit. wall break",
29
+ "letter": "W",
30
+ "source": "https://glossary.infil.net/?l=W"
31
+ },
32
+ {
33
+ "term": "Wall Jump",
34
+ "definition": "Jumping off a wall. Nothing too surprising here. Some characters in 2D games like Street Fighter's Chun-Li can do this when in the corner to escape it, and it's a common mechanic in platform fighters, especially Rivals of Aether where wall jumping is core to the entire recovery game.\n三角飛び (sankaku tobi) — Lit. triangle jump",
35
+ "letter": "W",
36
+ "source": "https://glossary.infil.net/?l=W"
37
+ },
38
+ {
39
+ "term": "Wall of Pain",
40
+ "definition": "A technique in Smash Bros. games (but especially Melee) where Jigglypuff performs several back-air attacks while jumping repeatedly. This will either keep you walled out in neutral, or she can use it as an edge-guard by knocking you continuously farther and farther off the stage until you die. Meanwhile, Jigglypuff's excellent recovery lets her safely come back to the stage.",
41
+ "letter": "W",
42
+ "source": "https://glossary.infil.net/?l=W"
43
+ },
44
+ {
45
+ "term": "Wall Splat",
46
+ "definition": "Attacking someone into a wall; if you use the right move, they will splat against the wall and crumble in front of it, open to more hits. In Tekken, this works against any wall that is not designated to break (most of them will work fine). Ideally, you want to hit them directly backwards into the wall so you don't get a side wall. In Killer Instinct, you can wall splat against the corner of a stage if you use a move marked with the wall splat property. For most characters, that is likely to be their designated wall splat ender.\n\nYou may also hear the term \"wall slump\" to refer to a very similar mechanic; a character gets sent flying into a wall and they stick to it before slowly slumping down to the ground. In many games, the two terms are basically identical. In Guilty Gear Strive, though, wall splat and wall slump are slightly different from each other; wall splat refers to getting hit into the wall while in the air, while wall slump is used for grounded hits and the defender's options are slightly different in each case.\n壁貼り付け (kabe hari tsuke) — Lit. wall stick\n壁ずり落ち (kabe zuri ochi) — Lit. sliding down the wall",
47
+ "letter": "W",
48
+ "source": "https://glossary.infil.net/?l=W"
49
+ },
50
+ {
51
+ "term": "Waseda Style",
52
+ "definition": "A format used in team tournaments where each team submits a complete player ordering before the match starts. Then, the two first players play against each other — the loser is eliminated and the winner goes to the back of his team's queue. The second members of each team will now play each other in the same way, and this continues until one team is completely eliminated.\n\nThis is different from the \"winner stays on\" mentality of a Pokemon style team tournament, since no player will play two matches in a row unless they are the last player alive on their team. It also ensures that even if one team wins every match, all the players on both teams will get a chance to play. This format is more common in Japanese tournaments, while Pokemon style tends to be more common in American events.\n早稲田式 (waseda shiki) — Lit. waseda style",
53
+ "letter": "W",
54
+ "source": "https://glossary.infil.net/?l=W"
55
+ },
56
+ {
57
+ "term": "Wavebounce",
58
+ "definition": "Doing both a B-Reverse and a Turnaround-B during the same special move. If your eyes rolled back in your head while reading that sentence, you're not alone. Let's break it down a little bit.\n\nB-Reverses let you perform a special move in the opposite direction, while also reversing your momentum. Turnaround-Bs will do a special move in the opposite direction, but not reverse your momentum. The combination of these techniques means your character will reverse their direction, but not the direction they're facing. So, the character is pointing at you, drifting backwards, and then suddenly they're pointing at you, coming forwards while attacking.\n\nTo do this, you need to tap away with the analog stick, then do your special move, then tap forward quickly. It's harder than doing either technique individually, and the benefits of the movement aren't quite as nice, so you tend to not see it too much.\nベクトル反転 (bekutoru hanten) — Lit. vector invert\n空中ダッシュ (kūchū dasshu) — Lit. aerial dash\n空ダ (kūda) — Lit. abbreviation of 空中ダッシュ\n地ダ (chida) — Lit. ground dash (abbreviation of ground version of 空中ダッシュ)\nSee video",
59
+ "letter": "W",
60
+ "source": "https://glossary.infil.net/?l=W"
61
+ },
62
+ {
63
+ "term": "Wavedash",
64
+ "definition": "A slang term for a certain type of movement that looks like your character is sliding along the ground. Wavedashes almost always move in discrete, repeated chunks (or \"waves\"), hence the name. They usually result from using some way to move forward, canceling that movement option halfway through, then repeating it over and over.\n\nHow wavedashes work differ depending on the game. In Super Smash Bros. Melee, you can slide along the ground by jumping and using a low, angular air dodge repeatedly. In Marvel vs. Capcom 3, you can use a forward dash and cancel it by crouching before dashing again (although plink dashing ended up being a superior movement option). In 2XKO, you can use chain dashing to cancel dashes into other dashes directly. In Tekken, Mishimas can repeat a certain special move called a Crouch Dash over and over to skitter across the stage, tracking your character and threatening with many dangerous attacks. The main thing in common is just how the characters look while they're moving.\nウェーブダッシュ (wēbu dasshu) — Lit. wavedash (used in MvC3)\nステステ (sute sute) — Lit. step step (used in Tekken)\n絶空 (zekkū) — Lit. abbreviation of 絶低空・空中緊急回避 (zetteikū kūchū kinkyū kaihi — Lit. low attitude air emergency dodge) (used in Smash)\nSee video",
65
+ "letter": "W",
66
+ "source": "https://glossary.infil.net/?l=W"
67
+ },
68
+ {
69
+ "term": "Waveland",
70
+ "definition": "Doing a wavedash in some way other than immediately after you jump. For example, you could do it after you've performed a jump and have started to descend. You can waveland onto the same surface you jumped from if you want, but it's much more common if you jump to a higher platform (usually directly through it), and then waveland on top of it.\n\nWavelanding keeps your movement unpredictable and gives you fast access to all sorts of attacks, including aerials if you intentionally slide off the platform. You can also do tricks from the ledge while recovering, such as a ledgedash, using this technique.\n台絶空 (dai zekkū) — Lit. platform wavedash\nSee video",
71
+ "letter": "W",
72
+ "source": "https://glossary.infil.net/?l=W"
73
+ },
74
+ {
75
+ "term": "Weapon Catch",
76
+ "definition": "Trying to catch your opponent's weapon in Samurai Shodown and rip it out of their hands. It's basically the disarmed version of Deflect; it's the same input and it tries to counter the same moves, but if you happen to catch a move while you are disarmed, you will immediately disarm your opponent as well, sending their weapon flying to a random spot on the screen, and knock them down. Fighting without your weapon isn't very fun in SamSho, but at least this high-risk move can make your opponent feel the same pain.\n白刃取り (shirahatori) — Lit. stopping a sword stroke between one's bare hands",
77
+ "letter": "W",
78
+ "source": "https://glossary.infil.net/?l=W"
79
+ },
80
+ {
81
+ "term": "Weapon Flipping Technique",
82
+ "definition": "A super attack in Samurai Shodown available only when you are in Max Rage. Often abbreivated to WFT. On hit, you will leave Max Rage with your Rage meter emptying to 0, and your opponent will get disarmed (a pretty big deal). On whiff or block, you get to keep your Max Rage going and perform more WFTs later, although you might get punished. Instead of randomly throwing it out, try landing a hit confirm, perhaps off a throw.\n武器飛ばし技 (buki tobashi waza) — Lit. weapon flipping technique\nSee video",
83
+ "letter": "W",
84
+ "source": "https://glossary.infil.net/?l=W"
85
+ },
86
+ {
87
+ "term": "Whiff",
88
+ "definition": "An attack that neither hits nor is blocked. You swung and you missed entirely. Good players will often punish you for this, but it's not always bad — sometimes, whiffing fast attacks can be good for faking people out or controlling space.\n空振り (karaburi) — Lit. swing at the air",
89
+ "letter": "W",
90
+ "source": "https://glossary.infil.net/?l=W"
91
+ },
92
+ {
93
+ "term": "Whiff Cancel",
94
+ "definition": "Canceling a move during its active frames like normal, except your move whiffed rather than hitting or being blocked by your opponent. You might also hear this called an \"empty cancel\". Note this is subtly different from a kara cancel, where you cancel a move before it reaches its active frames and you don't often see the first move on screen at all. A whiff cancel will mostly \"look\" normal, except you aren't hitting anything.\n\nIt's quite rare to be able to whiff cancel a move; normally games won't let you cancel attacks on whiff, which is why techniques like buffers work. A typical exception is the rekka, a special move where you can usually continue with all three parts even if none of them hit anything. Street Fighter 6 also allows you to whiff cancel light attacks into drive rush to prevent some really strong strategies from dominating the game.\n空振りキャンセル (karaburi kyanseru) — Lit. swing and a miss cancel\nSee video",
95
+ "letter": "W",
96
+ "source": "https://glossary.infil.net/?l=W"
97
+ },
98
+ {
99
+ "term": "Whiff HKD Bug",
100
+ "definition": "A Killer Instinct bug where you can cause a hard knockdown while hitting with a move that normally doesn't give you one. Also called the \"whiff sweep bug\" or the \"ghost sweep\". To do this, you have to create a scenario where you whiff a move that causes a hard knockdown (usually a sweep) during the hit stun of any other soft knockdown move. The game will get confused and override the normal knockdown with the hard knockdown of your whiffed move instead. Not all characters can use this bug equally well, but with enough lab time and the right situation, you can create some mixup or set play opportunities that would otherwise be impossible.\nSee video",
101
+ "letter": "W",
102
+ "source": "https://glossary.infil.net/?l=W"
103
+ },
104
+ {
105
+ "term": "Whiff Punish",
106
+ "definition": "A particular kind of punish that will hit an opponent after they have whiffed an attack, and are left recovering in the open. Some whiff punishes are possible on reaction, if the attack has lots of recovery or you have a strong read on when your opponent will try to attack. At other times, if you stand at a good range and use strong pokes, you can whiff punish fast attacks without needing a reaction. Whiff punishing is one aspect of playing footsies; walk closer to your opponent so they think it's fine to attack, then walk backwards and watch them swing and miss like a dummy.\n差し返し (sashikaeshi) — Lit. return the strike\nSee video",
107
+ "letter": "W",
108
+ "source": "https://glossary.infil.net/?l=W"
109
+ },
110
+ {
111
+ "term": "While Running",
112
+ "definition": "The state you're in while you are running forward. In games like Tekken, certain attacks can only be performed While Running (WR), and there are techniques to go from standing still to performing a WR move very quickly; this is called \"instant While Running\" and abbreviated \"iWR\". You have to be careful of the notation though, since in games like Soulcalibur, WR can mean While Rising, whereas Tekken calls that state \"While Standing\" and abbreviates it WS to try to dodge the confusion.\n走り中 (hashiri chū) — Lit. while running",
113
+ "letter": "W",
114
+ "source": "https://glossary.infil.net/?l=W"
115
+ },
116
+ {
117
+ "term": "While Standing",
118
+ "definition": "A move that needs to be input as you are transitioning from a crouching state to a standing state (that is, \"while you are in the process of standing up\"). Usually abbreviated to WS, for example \"WS 4\" would mean to press your 4 attack after you stop crouching, while your character is on the way to standing up. You can do these pretty easily after blocking low; simply release the down direction and immediately attack.\n\nYou might also hear \"instant While Standing\" or \"iWS\", which means you do it from an already-standing state by quickly crouching first, then quickly releasing that crouch, then attacking. This state is also called \"While Rising\" in some games (like Soulcalibur, for instance), but if you try to abbreviate it as WR, some people will confuse that with \"While Running\". Terminology sure is fun.\n立ち途中 (tachi tochū) — Lit. halfway standing\nSee video",
119
+ "letter": "W",
120
+ "source": "https://glossary.infil.net/?l=W"
121
+ },
122
+ {
123
+ "term": "White Girl Sweep",
124
+ "definition": "A specific animation for low-hitting sweep attacks that tends to be given specifically to rich, white, female characters. The pose involves facing the camera while leaning on one arm, while attacking with your outstretched feet together. This animation has been present in many fighting game franchises, from Street Fighter (Karin) to Tekken (Lili) to many anime games (Under Night's Wagner, Melty Blood's Powered Ciel). If your character has a normal that looks like this, their backstory and appearance probably fit the bill. And if they're male, it's even funnier.\nSee image",
125
+ "letter": "W",
126
+ "source": "https://glossary.infil.net/?l=W"
127
+ },
128
+ {
129
+ "term": "Wild Assault",
130
+ "definition": "A universal lunging attack in Guilty Gear Strive. Performed with 236+D, Wild Assault costs 50% of your burst gauge to perform and comes in three flavors (orange/red, blue, and white), with each character having access to only one type loosely based on their character archetype.\n\nThe versions have subtle but important differences. Orange WA is fast startup and can be canceled into any attack or jump on hit or block, making them excellent combo extenders or surprise offensive moves. It's given to all-rounders or rushdown characters like Sol and Chipp. White WA is much slower and knocks the opponent away, but has the benefit of being invincible while it's traveling and guard crushing on block, making it safe. They're neutral skips given to the big bodies like Goldlewis and Nagoriyuki. Blue WA is kind of a middle ground between the two, being slow like White but allowing the cancels of Orange, while giving the most advantage on block and staggering on grounded hit. These are more setup-based moves given to the \"tricky\" characters like Faust and Baiken.\n\nWild Assault removes burst gauge from your opponent on both hit and block, and will wall break on hit in the corner, much like Strive's supers do. It's a powerful technique that was added a few years into Strive's lifespan and you'll see it used often.\nワイルドアサルト (wairudo asaruto) — Lit. wild assault\nSee video",
131
+ "letter": "W",
132
+ "source": "https://glossary.infil.net/?l=W"
133
+ },
134
+ {
135
+ "term": "Win Condition",
136
+ "definition": "A specific situation you're hoping to achieve with your character to maximize your chances of winning the round. Usually, the decisions you make should be informed by what your win conditions is. For many characters, this can simply be described by a position on the screen (for example, cornering your opponent), or by standing at a specific range where you have a world-class move that you should be using often. Characters that have great set play will be trying to land a specific knockdown to apply their scariest mixups. Some characters want to earn a specific resource that will greatly increase their power, so they might pass up on damage in order to build this resource so they can steamroll later. Knowing your character's win condition will help you come up with a more focused plan while fighting.",
137
+ "letter": "W",
138
+ "source": "https://glossary.infil.net/?l=W"
139
+ },
140
+ {
141
+ "term": "Window",
142
+ "definition": "A period of time. It's usually used to describe how much time you have to perform a certain action; for example, \"you have a window of 5 frames to perform a reversal\" or \"after performing a special move, you have a window of 30 frames to Meter Burn it\". It's related in some ways to buffering, but that usually implies a much more technical meaning than window, which can be used really generally if you want.",
143
+ "letter": "W",
144
+ "source": "https://glossary.infil.net/?l=W"
145
+ },
146
+ {
147
+ "term": "Wine Glass",
148
+ "definition": "A method of holding a ball top joystick on an arcade stick that involves putting the joystick rod between your middle and ring fingers (or maybe ring and pinky), like you were holding a wine glass. Some people keep their palm pointing mostly upwards while playing this way, while others turn their wrist kinda to the side and rest it on the base, while keeping the rod firmly held.\n\nSome people will tell you the wine glass method is the only way to \"properly\" hold a joystick; don't listen to them. Many top tournament players prefer to keep all of their fingers free of \"pinching\" the joystick rod and just push and pull the ball top with their fingers, keeping their wrist rested on arcade stick's flat base. Do what feels most comfortable to you.\nワイン持ち (wain mochi) — Lit. wine holding\nSee image",
149
+ "letter": "W",
150
+ "source": "https://glossary.infil.net/?l=W"
151
+ },
152
+ {
153
+ "term": "Winners Bracket",
154
+ "definition": "All the players who have not yet lost in a double elimination tournament, paired off and ready to fight. Lose, and you go down to the Losers Bracket. Try not to lose. You might hear the politically-correct term \"Upper Bracket\" used here sometimes, but it lacks the punch (and clarity) of Winners Bracket.\nウィナーズ側 (wināzu gawa) — Lit. winners side",
155
+ "letter": "W",
156
+ "source": "https://glossary.infil.net/?l=W"
157
+ },
158
+ {
159
+ "term": "Wish Punish",
160
+ "definition": "A slang, somewhat negative term for a whiff punish attempt where the player is not reacting to a whiffed move, but rather swinging wildly into empty space and hoping their opponent just happens to get hit. Note that poking or buffering in front of your opponent with fast, safe attacks is not usually called a wish punish; you kinda have to swing with something huge that's likely to get you killed if you end up whiffing yourself. In this sense, the term refers to a player who is going all-in and just hoping for the best.\n狙ってなさそうな差し返し (neratte nasasouna sashi gaeshi) — Lit. whiff punish that isn't aimed at anything",
161
+ "letter": "W",
162
+ "source": "https://glossary.infil.net/?l=W"
163
+ },
164
+ {
165
+ "term": "Wobbling",
166
+ "definition": "An infinite combo performed by Ice Climbers in Super Smash Bros. Melee. The lead Ice Climber grabs the opponent and starts pummeling them, while the backup Ice Climber, who has been desynched, attacks in the background in an offset rhythm. Together, the pattern is inescapable and goes on forever, but to prevent running out the clock, most competitions will force the Ice Climbers to kill with a smash attack after enough damage has been dealt.\n\nNamed after Texas Smash player Wobbles, wobbling has a contentious history, as most infinite combos do. Some believe it is too much reward for a simple grab and is boring to watch, while others believe it gives the strength needed for an otherwise weak character to compete and is no worse than other guaranteed death sequences in the game. In the end, many tournaments chose to ban wobbling, but not without controversy.\nぱしぱし (pashi pashi) — Lit. the sound of hitting something continuously\nSee video",
167
+ "letter": "W",
168
+ "source": "https://glossary.infil.net/?l=W"
169
+ },
170
+ {
171
+ "term": "Wombo Combo",
172
+ "definition": "A famous Smash Bros. Melee combo that you can watch here. The original meaning of \"Wombo Combo\" was simply Fox's Reflector attack (a.k.a. Shine) into an up-smash, but once this video hit the internet, nobody cared about that anymore.\nウォンボコンボ (wonbo konbo) — Lit. wombo combo",
173
+ "letter": "W",
174
+ "source": "https://glossary.infil.net/?l=W"
175
+ },
176
+ {
177
+ "term": "Wong Factor",
178
+ "definition": "A phenomenon that occasionally happens to opponents of legendary fighting game player Justin Wong in big tournament matches. They'll play well for most of the match, and then right when they need to solidify their win, they'll just crumble in the heat of the moment, usually by dropping an easy combo or letting Justin wrestle momentum back for a huge comeback.\n\nWhether it's tournament nerves or just Justin's ability to put a vice-like grip on his opponent's emotions through his gameplay, it seems like many people just can't keep it together when it matters most. Perhaps the original Wong Factor moment was this legendary comeback against IFCYipes at the EVO 2007 Marvel vs. Capcom 2 tournament.",
179
+ "letter": "W",
180
+ "source": "https://glossary.infil.net/?l=W"
181
+ }
182
+ ]
pasta_json/glossary_X.json ADDED
@@ -0,0 +1,14 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "X-Factor",
4
+ "definition": "A mechanic in Marvel vs. Capcom 3 that greatly powers up your characters, allowing for huge damage, incredibly fast movement, and combos that aren't normally possible. You can use X-Factor only once per match and it lasts longer (and is more powerful) if you use it when more of your team has died. It can allow for extremely fast comebacks, even if you only have one character left. Make sure your anchor has powerful uses of X-Factor, or else you'll win fewer games.\nX-FACTOR (written in English)",
5
+ "letter": "X",
6
+ "source": "https://glossary.infil.net/?l=X"
7
+ },
8
+ {
9
+ "term": "X-Ray",
10
+ "definition": "Mortal Kombat X's super move. It costs you all three bars of your super meter, but the attacks are often very fast and have armor, making them powerful offensive tools.\nX-Ray (written in English)",
11
+ "letter": "X",
12
+ "source": "https://glossary.infil.net/?l=X"
13
+ }
14
+ ]
pasta_json/glossary_Y.json ADDED
@@ -0,0 +1,20 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Yellow Roman Cancel",
4
+ "definition": "A type of Roman cancel in Guilty Gear Xrd and Guilty Gear Strive, commonly abbreviated to YRC. The uses are different in each game.\n\nIn Guilty Gear Strive, performing the Roman Cancel input while you are blocking makes your character emit a yellow shockwave, which slows down your opponent briefly before pushing them away. This costs 50% Tension and will grant you a bit of breathing space from an opponent who is smothering you with attacks. It can only be used while blocking, and it replaces Dead Angle from Guilty Gear Xrd.\n\nIn the Guilty Gear Xrd series, Yellow Roman cancels apply to moves that are still in their startup (that is, not able to hit the opponent yet), as long as your opponent is not currently being hit or blocking something. They are the cheapest Roman cancel option, costing only 25% Tension instead of the usual 50%, which makes them similar to older Force Roman Cancels but with easier timing. Try YRCing a projectile and then running up behind it to attack your opponent! You can also press the command for YRC while your character is doing nothing (in GG Strive, this option is colored blue instead). You won't cancel any move, but you'll still get a short screen freeze; use this brief slowdown to see what your opponent is doing and input a guaranteed counterattack.\nイエローロマンキャンセル (ierō roman kyanseru) — Lit. yellow roman cancel\n黄色ロマンキャンセル (ki iro roman kyanseru) — Lit. yellow roman cancel\n黄キャン (kikyan) — Lit. abbreviation of 黄色ロマンキャンセル\nSee video",
5
+ "letter": "Y",
6
+ "source": "https://glossary.infil.net/?l=Y"
7
+ },
8
+ {
9
+ "term": "Yomi",
10
+ "definition": "To read your opponent's intentions and counter them. Yomi is the Japanese word for \"read\", but unless it's used in the name of a term (like Yomi Counter), it's not commonly heard in regular fighting game parlance. We usually just say something like \"nice read\" or \"he's in my head\" instead.\n読み (yomi) — Lit. read",
11
+ "letter": "Y",
12
+ "source": "https://glossary.infil.net/?l=Y"
13
+ },
14
+ {
15
+ "term": "Yomi Counter",
16
+ "definition": "A mechanic for avoiding throws in Fantasy Strike. Rather than try to throw tech by pressing buttons, instead you're asked to input nothing — no directions on your joystick and no button presses at all. If someone tries to throw you in this state, you will do damage by automatically throwing them instead. Like most throw systems, you can use common option selects like delay tech (in this case by alternating between blocking and not blocking) to make it easier to avoid being thrown.\nヨミカウンター (yomi kauntā) — Lit. yomi counter",
17
+ "letter": "Y",
18
+ "source": "https://glossary.infil.net/?l=Y"
19
+ }
20
+ ]
pasta_json/glossary_Z.json ADDED
@@ -0,0 +1,20 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "term": "Z Combo",
4
+ "definition": "The technical term given to the system in Dragon Ball FighterZ that allows your character to cancel normals into other normals. There are rules in place about how you can do this, such as not repeating attacks and generally always increasing in strength, but stringing together multiple normals will make up a large portion of DBFZ combos. Most players will not use the official \"Z Combo\" name in regular conversation though, and will just call them much more general terms like a \"string\", a \"chain\", or a \"gatling\".\nZコンボ (Z konbo) — Lit. Z combo",
5
+ "letter": "Z",
6
+ "source": "https://glossary.infil.net/?l=Z"
7
+ },
8
+ {
9
+ "term": "Zoner",
10
+ "definition": "A character whose main gameplan involves zoning their opponent to death. Zoners will have some powerful method of attacking from long range, whether it's a projectile or some far-reaching normals, and they'll often have a strong way to move backwards. Examples include Dhalsim from Street Fighter, Axl from Guilty Gear, and Morrigan from Marvel vs. Capcom 3.\n\nEven though they are stronger from long range, most zoners will not be helpless up close! They can rush you down, at least a little bit, if they're forced to play at close range. But it won't be their first choice, and they'll probably back up as soon as they can.\n遠距離キャラ (enkyori kyara) — Lit. long range character",
11
+ "letter": "Z",
12
+ "source": "https://glossary.infil.net/?l=Z"
13
+ },
14
+ {
15
+ "term": "Zoning",
16
+ "definition": "The act of using long-range attacks to try and prevent your opponent from coming closer, typically by using long-distance normals, fireballs, and backwards movement. Generally, your goal is to frustrate your opponent into doing something stupid to close the gap, like jump, which is when you use a move like a dragon punch to gently place your fist into their face. Zoning can be seen as a mixture of offense and defense, since you are both trying to damage your opponent while preventing them from getting to a range where they can comfortably begin trying to attack you.\n\nNotorious zoners include Dhalsim from Street Fighter (stretchy arms), Nu from Blazblue (summoning magic sword things), and Morrigan from Marvel vs. Capcom 3 (Soul Fist x infinity). Most new players really hate dealing with zoners, usually expressing their frustration by calling you a fireball spammer and unplugging their console.\n遠距離戦 (enkyori sen) — Lit. long distance fight",
17
+ "letter": "Z",
18
+ "source": "https://glossary.infil.net/?l=Z"
19
+ }
20
+ ]
pasta_json/glossary_all_letters.json ADDED
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