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Glossary

Mortal Kombat 11 Terminology


TermDefinition
Air EscapeA defensive mechanic that allows a player to escape an aerial combo. During an Air Escape, the player gains armor on the way down. Requires 2 bars of Defensive Meter.
AmplifyThe ability to enhance a Special Move. Requires 1 bar of Offensive Meter.
Defensive MeterA meter that can be used for defensive-based moves. Defensive Meter recharges at a varying rate over time, depending on the move used. A player can have a maximum of 2 bars of Defensive Meter.
Delayed GetupA type of Getup that allows a player to stay on the ground for a longer period of time after being knocked down.
Fatal BlowA powerful attack that can only be done when at 30% health or less. When using a Fatal Blow, the player gains armor during the attack. If a Fatal Blow is blocked or whiffs, there is a short cooldown period before it can be used again. After landing a successful a Fatal Blow, it cannot be used again for the remainder of the match.
Flawless BlockA special type of block that occurs when an attack is blocked within 3 frames upon contact. When a move is Flawless Blocked, the player takes reduced chip damage and may be at greater frame advantage. This can allow for certain moves to be punished that are normally safe on block.
Flawless Block AttackAn attack that can be done after a successful Flawless Block. A player can perform either a quick armored attack that deals a small amount of damage or a slow anti-aerial attack that grants a combo on hit. Requires 1 bar of Offensive Meter and 1 bar of Defensive Meter.
GetupA defensive mechanic that allows a player to perform certain moves after being knocked down. There are 3 types of Getups: Delayed Getup, Getup Attack, and Roll Escape.
Getup AttackA type of Getup that allows a player to counterattack the opponent after being knocked down. A player can perform either a quick armored attack that deals a small amount of damage or a slow anti-aerial attack that grants a combo on hit. Requires 1 bar of Offensive Meter and 1 bar of Defensive Meter.
HopA type of jump that allows a player to hop slightly above the ground.
Hop AttackAn aerial attack that can be done after a Hop. Hop Attacks hit as overheads on the way down, deal little damage and are usually unsafe on block.
InteractableAn object on the screen that can be used to assist in the fight. Interactables vary depending on the stage and can either be used offensively or defensively. Interactables can be Amplified, granting armor during use. Certain interactables also grant invincibility for a short period of time.
KounterAn attack that is done while interrupting an opponent’s attack.
Krushing BlowA special type of attack that can be performed after meeting certain requirements. These requirements generally depend on the move that’s used. Krushing Blows deal a huge amount of damage, with some launching for a combo. Each Krushing Blow can only be used once per match.
Offensive MeterA meter that can be used for offensive-based moves. Offensive Meter recharges at a varying rate over time, depending on the move used. A player can have a maximum of 2 bars of Offensive Meter.
ReversalAn attack that is done immediately after coming out of block.
Roll EscapeA type of Getup that allows a player to roll forward or away from the opponent after being knocked down. During a Roll Escape, the player gains armor. Requires 1 bar of Defensive Meter.
Throw EscapeA defensive mechanic that allows a player to prevent from being thrown. There is a short window that a Throw Escape can be used. The throw must also be teched in the correct direction that the opponent throws in.

 

Fighting Game Terminology


TermDefinition
50/50A type of mix-up where a player must guess between two options.
ActiveThe amount of frames a move has in which it can connect with an opponent.
Air-to-airAn aerial attack that is done against an opponent who is in the air.
Anti-airA grounded attack that is done against an opponent who is in the air.
ArmorA state that prevents a character from flinching when being hit.
Armor BreakThe ability to destroy a character’s armor.
BackdashA type of movement in which a character is able to quickly move backward while covering a good amount of distance.
BaitTo force a reaction out of the opponent and counter that reaction.
Block AdvantageThe amount of frames a move gives after it is blocked.
Block StunThe amount of frames a player is unable to move for while blocking an attack.
BlockstringA combination of single-hitting attacks that are done on block.
BnBShort for “Bread and Butter”. A combo that is both easy and efficient in terms of damage and consistency with a low chance of dropping.
BufferTo preemptively enter in specific inputs of a move while another action is taking place so that the move comes out as early as possible.
CancelTo exit out of a move by entering in certain inputs.
Cancel AdvantageThe amount of frames a move gives when cancelled into another move.
Chip DamageThe amount of damage that is done when an attack is blocked.
Combo BreakerA defensive mechanic that allows a player to escape a combo.
Command GrabA special type of throw that cannot be throw teched.
Cross-upAn attack that is done from behind which can alter the opponent’s directions.
DashA type of movement in which a character is able to quickly move forward or backward while covering a good amount of distance.
FootsiesThe concept of staying in and out of both player’s attack range, baiting the opponent into committing an action, and punishing them for their mistakes.
Forward DashA type of movement in which a character is able to quickly move forward while covering a good amount of distance.
FrameThe standard unit of time in fighting games. One frame is equal to 1/60th of a second.
Frame AdvantageA situation where a player is able to move for a certain number of frames before the opponent.
Frame TrapA situation where a player is at enough frame advantage to perform an follow-up attack which cannot be interrupted.
Fuzzy GuardA pattern of blocking that allows a player to defend against the opponent’s attacks and mix-ups.
GrapplerAn archetype that focuses on grabbing the opponent, typically using a combination of normal attacks and command grabs for mix-ups.
Guard CancelA defensive mechanic that allows a player to cancel out of block stun with another move to counterattack the opponent.
HealthbarA gauge that measures a player’s health. When a healthbar is depleted, that player loses the round.
High AttackA type of attack that hits the upper area of the opponent. High attacks can be avoided by crouching.
Hit AdvantageThe amount of frames a move gives after it hits.
Hit ConfirmThe act of seeing an attack hitting the opponent and reacting with another attack.
Hit StunThe amount of frames a player is unable to move for while being hit by an attack.
HitboxThe area of an attack that can connect with the opponent.
HurtboxThe area of a character that can be hit by an attack.
Instant-airTo perform an action immediately after jumping.
InvincibilityA state that prevents a character from flinching and taking any damage from the opponent.
JabA high attack that is typically fast on start-up and recovery.
JailA situation where a player is at enough frame advantage to connect another attack which cannot be avoided and must be blocked.
Low AttackA type of attack that hits the lower area of the opponent. Low attacks cannot be blocked by standing and must be blocked by crouching.
Low ProfileThe ability to avoid certain attacks by lowering a character’s hurtbox.
MeatyAn attack that is done on the first frame of an opponent’s wakeup after being knocked down.
MetaShort for “metagame”. Used to describe the most dominant or strongest way of playing the game.
Mid AttackA type of attack that hits the middle area of the opponent. Mid attacks cannot be avoided by crouching.
Mix-upA situation where a player must guess between two or more options.
Neutral GameA situation where neither player has an advantage over the other.
Neutral JumpA jump that is done directly upwards.
OkizemeThe concept of attacking the opponent while they are knocked down.
Option SelectAn advanced technique that covers multiple options and leaves the player in an advantageous situation regardless of the outcome.
Overhead AttackA type of attack that hits the middle area of the opponent. Overhead attacks cannot be blocked by crouching and must be blocked by standing.
ParryA defensive move that allows a player to counterattack the opponent. Parries are generally active longer than normal attacks, but consequently have higher recovery.
PokeA normal attack that is typically fast on start-up and recovery, and is generally safe to throw out.
PressureThe concept of using a series of attacks to keep the opponent on the defensive. Pressure typically consists of using staggers or moves that grant frame advantage.
ProjectileA type of attack that is thrown at the opponent. Projectiles are typically used to attack from long distances while controlling space.
PunishTo attack an opponent who is recovering from performing a move and is unable to block in time.
Push BlockA defensive mechanic that allows a player to push the opponent away after blocking an attack.
ReactionThe ability to see an event and retaliate in time.
ReadThe ability to predict the opponent’s actions and movements based on their tendencies.
RecoveryThe amount of frames a move has after being used before the player is able to move again.
RestandA situation where the opponent is left standing at the end of a combo.
RushdownA type of playstyle that focuses on offense and aggressively attacking the opponent at close-range.
Safe JumpA technique that is done by jumping at the opponent after knocking them down and performing a jump attack while being able to recover in time to block their wakeup.
SetplayA type of playstyle that focuses on creating setups to continuously place the opponent in disadvantageous situations.
SetupThe preparation of putting the opponent in a disadvantageous situation.
ShimmyThe act of baiting the opponent into releasing block by deluding them into thinking a throw is coming, then using an attack to hit the opponent.
Start-upThe amount of frames a move takes before becoming active.
StringA combination of single-hitting attacks.
Tech RollThe ability to roll away after being knocked down.
Throw TechThe ability to escape a throw. Teching a throw is typically done by reacting to the throw and entering in a certain input within a short period of time.
TradeA situation where two moves connect at the same time.
Trip GuardThe ability to block when landing from a jump.
TurtleA type of playstyle that focuses on defense and blocking the opponent’s attacks.
UnblockableA type of attack that cannot be blocked.
VortexA situation where the opponent must guess between multiple options and, if incorrect, is put back into the same situation.
WakeupThe moment a character is getting up off the ground after being knocked down.
Wakeup AttackAn attack that is done while getting up off the ground after being knocked down.
WavedashAn advanced technique that allows a character to quickly move forward or backward through a combination of inputs, drastically increasing their mobility.
WhiffAn attack that completely misses the opponent.
ZoneThe ability to control space or “zones”. Projectiles are commonly used in zoning to keep the opponent from moving freely.
ZoningA type of playstyle that relies on controlling space or “zones”. Projectiles are commonly used in zoning to keep the opponent from moving freely.
Kombat Akademy