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 at 30% health or less. This is a character’s most powerful attack.
Flawless Block A special type of block that takes reduced 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 A defensive mechanic that allows you 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.
Hop A type of jump that allows you to hop slightly above the ground.
Hop Attack An aerial attack that can be done after a Quick Jump.
Interactable An object on the screen that can be used for an attack or to retreat.
Kounter An attack that is done while interrupting an opponent’s attack.
Krushing Blow A special type of 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.
Reversal An attack that is done immediately coming out of block.
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.
Throw Escape A defensive mechanic that allows you to prevent being thrown.

 

Fighting Game Terminology


Term Definition
50/50 A type of mixup where the opponent must guess between two options.
Active The amount of frames a move has while it can connect.
Air-to-Air An aerial attack that is done against an opponent who is in the air.
Anti-Air A grounded attack that is done against an opponent who is in the air.
Armor A state where a character’s attacks cannot be interrupted when hit.
Armor Break The ability to destroy a character’s Armor state when that character is hit.
Backdash A type of movement that allows you to quickly move backward.
Bait To force a reaction out of the opponent and counter 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.
Block Advantage The amount of frames a move gives after it is blocked.
Blockstring A combination of single-hitting attacks that are done on block.
Buffer To preemptively enter in specific inputs of a move.
Cancel To exit out of move by entering in certain inputs.
Cancel Advantage The amount of frames a move gives when cancelled into another move.
Cross-up An attack that is done from behind which can alter the opponent’s directions.
Chip Damage A small amount of damage that is done when an attack is blocked.
Command Grab A special type of throw that cannot be throw teched.
Dash A type of movement that allows you to quickly move forward.
Footsies The concept of staying in and out of your and the opponent’s attack range.
Frame The standard unit of time in fighting games. One frame is equal to 1/60th of a second.
Frame Advantage A situation where you are able to move a certain number of frames before your opponent.
Frame Disadvantage A situation where your opponent is able to move a certain number of frames before you can.
Frame Trap A situation where you are at enough frame advantage to connect another attack that cannot be interrupted.
Fuzzy Guard A pattern of blocking that allows you to defend against an opponent’s attack.
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 Advantage The amount of frames a move gives after it hits.
Hit Confirm The act of seeing an attack hitting the opponent and reacting with another attack.
Hitbox The area of an attack that will hit an opponent.
Hurtbox The area of a character that can be hit by an attack.
Input Buffer The act of entering in an input for a move while another action is taking place so that the move comes out as early as possible.
Instant-Air To perform an attack immediately after jumping.
Invincibility A state where a character’s attacks cannot be interrupted when hit in addition to not taking any 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.
Low Profile The ability to avoid certain attacks by lowering your hurtbox.
Meaty An attack that is done on the first frame of an opponent’s wakeup after being knocked down.
Meta Short for metagame. Used to describe the most dominant or strongest way of playing the game.
Mid Attack A type of attack that cannot be avoided by crouching.
Mix-Up A situation where the opponent must guess between two or more options.
Neutral Game A situation where neither player has an advantage over the other.
Neutral Jump A jump that is done directly 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 A type of attack that is thrown at the opponent.
Punish To attack an opponent who is vulnerable and is 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.
Recovery The amount of frames a move has after being used for a character to be able to move again.
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.
Start-up The amount of frames a move takes before becoming active.
String A combination of single-hitting attacks.
Tech Roll The ability to roll away after being knocked down.
Throw Tech The ability to escape a throw.
Trade When two moves connect at the same time.
Trip Guard The ability to block when landing from a jump.
Turtling A type of playstyle that centers around defense.
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.
Zone To control space. Projectiles are commonly used in zoning to keep the opponent from moving freely.
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.