Glossary

Mortal Kombat 11 Terminology


Term Definition
Air Escape A defensive mechanic that allows you to break out of a combo. Requires 2 bars of Defensive Meter.
Amplify The ability to enhance a Special Move. Requires 1 bar of Offensive Meter.
Defensive Meter A gauge that allows for defensive-based moves. You can have up to 2 bars of Defensive Meter.
Delayed Getup A type of Getup that allows you to stay knocked down for a longer period of time. There are 2 types of Delayed Getups: Short and Long.
Fatal Blow A special attack that can only be done when you have 30% health or less. This attack does a large amount of damage if it hits.
Flawless Block A special type of block that takes no chip damage and occurs when an attack is blocked within 3 frames upon contact.
Flawless Block Attack An attack that can be done after a Flawless Block. Requires 1 bar of Offensive Meter and 1 bar of Defensive Meter.
Getup The ability to perform certain moves after being knocked down.
Getup Attack A type of Getup that allows you to counterattack the opponent after being knocked down. Requires 1 bar of Offensive Meter and 1 bar of Defensive Meter.
Interactable An object on the screen that can be thrown or jumped off of.
Krushing Blow An enhanced attack that can be performed after meeting certain requirements.
Offensive Meter A gauge that allows for offensive-based moves. You can have up to 2 bars of Offensive Meter.
Quick Jump A type of jump that allows you to short hop slightly above the ground.
Quick Jump Attack An aerial attack that can be done after a Quick Jump.
Roll Escape A type of Getup that allows you to roll forward or away from the opponent after being knocked down. Requires 1 bar of Defensive Meter.

 

Fighting Game Terminology


Term Definition
50/50 A type of mixup where the opponent must guess between two options.
Air-to-Air An aerial attack against an opponent who is in the air.
Anti-Air A grounded attack against an opponent who is in the air.
Armor A state where a character’s attacks cannot be interrupted when hit.
Armor Break To destroy a character’s Armor state when that character is hit.
Bait To force a reaction out of the opponent and countering that reaction.
BnB Also known as “Bread and Butter”. A combo that is both easy and efficient in terms of damage with a low chance of dropping.
Buffer Entering in specific inputs of a move without actually executing that move.
Cancel To exit out of move by entering in certain inputs.
Chip Damage Small damage that is done when an attack is blocked.
Command Grab A move that acts as a throw and cannot be throw teched.
Footsies The concept of staying in and out of your and the opponent’s attack range.
Frame One frame is equal to 1/60th of a second. The lower the frames, the shorter amount of time that is taken up.
Frame Advantage A situation where you can move a certain number of frames before your opponent.
Frame Trap A situation where you are at frame advantage and can do another move that cannot be interrupted by your opponent.
Fuzzy Guard A pattern of blocking that, with a certain timing, can defend against an opponent’s mix-ups.
Healthbar A gauge that measures a player’s health. When a healthbar is depleted, that player loses.
High Attack A type of attack that can be avoided by crouching.
Hit Confirm The act of seeing an attack hitting the opponent and reacting with another attack.
Instant-Air To perform an attack immediately after jumping.
Invincibility Similar to Armor, a state where a character’s attacks cannot be interrupted when hit, in addition to not taking damage.
Jail A situation where you are at enough frame advantage to connect another attack that cannot be avoided and must be blocked.
Low Attack A type of attack that cannot be blocked by standing and must be blocked by crouching.
Meaty An attack that is done on the first frame of an opponent’s wakeup after being knocked down.
Mid Attack A type of attack that cannot be avoided by crouching.
Mix-Up A situation where the opponent must guess between a number of options.
Neutral Game A situation where neither player has an advantage over the other.
Neutral Jump A jump that is done straight upwards.
Okizeme The concept of attacking the opponent while they are knocked down.
Option Select A technique that covers multiple options and puts the player in an advantageous situation regardless of the outcome.
Overhead Attack A type of attack that cannot be blocked by crouching and must be blocked by standing.
Parry A move that allows you to counterattack your opponent. Parries are active longer than normal attacks, but consequently have longer recovery.
Projectile An object that is thrown serving as a ranged attack.
Punish To attack an opponent who has done an attack that left them unable to block in time.
Read The ability to predict the opponent’s actions and movements.
Reaction The ability to see an event and retaliate in time.
Restand A situation where the opponent is left standing at the end of a combo.
Rushdown A type of playstyle that centers around offense.
Setup The preparation of putting the opponent in a disadvantageous situation.
String A combination of single-hitting attacks.
Tech Roll The ability to roll away after being knocked down.
Unblockable An attack that cannot be blocked.
Vortex A situation where the opponent must guess between multiple options and, if wrongly guessed, is put back into the same situation.
Wakeup Attack An attack that is done after being knocked down.
Whiff An attack that completely misses the opponent.
Zoning A type of playstyle that relies on controlling space or “zones”. Projectiles are commonly used in zoning to keep the opponent from moving freely.