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.
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:
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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