TERMINOLOGY
- Air Double
- An extremely difficult move. It can only be done when BOTH
characters are in the air.
- Air Juggle
- Any move that will inflict another hit and will keep your
opponent airborne longer. This is often a projectile, but not always.
- Auto-Double
- A move executed immediately after another which automatically
scores a third and sometimes a fourth hit. This series of hits
is called a combo.
- Back
- The direction AWAY from the opponent.
- Block
- A move that will keep a normal attack move from inflicting damage.
There are High Blocks and Low Blocks.
- Charge
- To hold a button or direction for two seconds. (For Eyedol,
this is only ONE second.)
- Combo
- A series of moves executed in sequence.
- 3 Hits = Triple Combo
- 4 Hits = Super Combo
- 5 Hits = Hyper Combo
- 6 Hits = Brutal Combo
- 7 Hits = Master Combo
- 8 Hits = Awesome Combo
- 9 Hits = Blaster Combo
- 10 Hits = Monster Combo
- 11 Hits = King Combo
- 12+ Hits = Killer Combo
- 20+ Hits = Ultra Combo
- Combo-Breaker
- A move that will stop your opponent in mid-combo. These will
allow you to execute special moves later on.
SEE: Post-Combo Breakers.
- Danger Move
- A special finishing move that is executed at the end of a round
when your opponent has no life left--when the screen turns red and
a voice chants "Danger!".
There are several key terms used to describe character placement:
- CLOSE - Within one character distance away (the range of
most normal attacks).
- MEDIUM - Two or three character distances away.
- ANYWHERE - This Dangre move can be done ANYWHERE on the screen.
- NOT CLOSE - Similar to ANYWHERE, but it will NOT work if you
are CLOSE to your opponent.
- Dash Attack
- An attack where you charge across the screen toward an opponent.
- Dash Counter
- Stops an opponent's Dash Attack.
- Duck
- Used for low attacks or even to avoid some attacks.
- Ender
- A move that finishes a combo. It may follow an Auto-Double
or a Linker.
- Fakeout
- Begins as one Special Move and and either ends as another move or
halts in mid-execution.
In the Profiles, the original move and the ender are separated by a
(THEN).
- Forward
- The direction TOWARD an opponent.
- High Block
- Blocks standing attacks and jump-in attacks. Vulnerable to
low attacks (eg. Sweeps).
- Humiliation
- A Danger Move that ends less violently than most Danger Moves.
- Jump-in Attack
- A move executed by jumping toward your opponent and pressing
a button in mid-air.
- Jump-in Auto-Double
- An Auto-Double executed by jumping toward an opponent and
pressing either a punch then a kick, or a kick then a punch.
(See Chart).
- Jump Counter
- Stops a Jump-in Attack.
- Linker
- A move that continues a Combo after an Auto-Double. Each player
has only one Linker.
- Low Block
- Blocks low attacks such as Sweeps and ducking attacks.
Vulnerable to Top Attacks.
- Opener
- A move that begins a Combo.
- Post Combo-Breaker
- A special move that can only be executed after you break a combo.
- Press-Release Move
- A move executed by pressing and holding a kick or punch button
before executing a move and releasing it afterwards.
In the Profiles, the specific kick or punch button is shown in
parentheses after the actual controller sequence.
- Projectile
- Any object, such as Orchid's Lasaken or Cinder's Trailblazer,
that travels through the air toward an opponent.
- Projectile Counter
- A move that either: goes through a projectile (eg. T.J. Combo),
reflects a projectile (Fulgore), or absorbs a projectile. (Spinal).
- Recover Move
- A special move that is executed immediately after your opponent
knocks you down.
- Roll
- To move smoothly and continuously from one position to another.
For example, "Forward, Roll Back" would be Forward, Down-Forward,
Down, Down-Back, and Back. This does not have to be done extremely
quickly.
- Slappie
- Not a true Combo, but a series of rapid hits that, if executed
correctly, will register as a Combo. They do not use Auto-Doubles.
They begin with a string of kicks, punches, and Special Moves.
They are almost unbreakable.
- Slo-Mo
- A Combo that slows down dramatically during the ender. It is done
by adding an Ender immediately after an Auto-Double that causes a
knock-down. These are very tricky and do not always work.
- Sweep
- Used to knock down a standing opponent. Not all characters have
a Sweep move.
- Top Attack
- Attacking over a Low Block. Top Attacks are also valid openers.
- Ultimate Combo
- Similar to an Ultra Combo, it is executed when your opponent's
Life Bar is almost gone. It does not score as many hits as an Ultra
Combo, but it ends with an automatic Danger Move.
- Ultra Combo
- A combo that finishes your opponent. It is executed when your
opponent's Life Bar is almost gone (but before the "Danger" screen.)
This usually scores over 20 hits. It cannot be broken by a Combo Breaker.
- Uppercut
- Effective against Jump-in Attacks. Not all characters have uppercuts,
but those who do not have one have Special Moves to compensate.
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