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Glossary

Mortal Kombat 11 Terminology


TermDefinition
Air EscapeA defensive mechanic that allows you to break out of a combo. Requires 2 bars of Defensive Meter.
AmplifyThe ability to enhance a Special Move. Requires 1 bar of Offensive Meter.
Defensive MeterA gauge that allows for defensive-based moves. You can have up to 2 bars of Defensive Meter.
Delayed GetupA type of Getup that allows you to stay knocked down for a longer period of time.
Fatal BlowA special attack that can only be done when at 30% health or less. This is a character’s most powerful attack.
Flawless BlockA special type of block that takes reduced chip damage and occurs when an attack is blocked within 3 frames upon contact.
Flawless Block AttackAn attack that can be done after a Flawless Block. Requires 1 bar of Offensive Meter and 1 bar of Defensive Meter.
GetupA defensive mechanic that allows you to perform certain moves after being knocked down.
Getup AttackA 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.
HopA type of jump that allows you to hop slightly above the ground.
Hop AttackAn aerial attack that can be done after a Quick Jump.
InteractableAn object on the screen that can be used for an attack or to retreat.
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.
Offensive MeterA gauge that allows for offensive-based moves. You can have up to 2 bars of Offensive Meter.
ReversalAn attack that is done immediately coming out of block.
Roll EscapeA 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 EscapeA defensive mechanic that allows you to prevent being thrown.

 

Fighting Game Terminology


TermDefinition
50/50A type of mixup where the opponent must guess between two options.
ActiveThe amount of frames a move has while it can connect.
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 where a character’s attacks cannot be interrupted when hit.
Armor BreakThe ability to destroy a character’s Armor state when that character is hit.
BackdashA type of movement that allows you to quickly move backward.
BaitTo force a reaction out of the opponent and counter that reaction.
BnBAlso known as “Bread and Butter”. A combo that is both easy and efficient in terms of damage with a low chance of dropping.
Block AdvantageThe amount of frames a move gives after it is blocked.
BlockstringA combination of single-hitting attacks that are done on block.
BufferTo preemptively enter in specific inputs of a move.
CancelTo exit out of move by entering in certain inputs.
Cancel AdvantageThe amount of frames a move gives when cancelled into another move.
Cross-upAn attack that is done from behind which can alter the opponent’s directions.
Chip DamageA small amount of damage that is done when an attack is blocked.
Command GrabA special type of throw that cannot be throw teched.
DashA type of movement that allows you to quickly move forward.
FootsiesThe concept of staying in and out of your and the opponent’s attack range.
FrameThe standard unit of time in fighting games. One frame is equal to 1/60th of a second.
Frame AdvantageA situation where you are able to move a certain number of frames before your opponent.
Frame DisadvantageA situation where your opponent is able to move a certain number of frames before you can.
Frame TrapA situation where you are at enough frame advantage to connect another attack that cannot be interrupted.
Fuzzy GuardA pattern of blocking that allows you to defend against an opponent’s attack.
HealthbarA gauge that measures a player’s health. When a healthbar is depleted, that player loses.
High AttackA type of attack that 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.
HitboxThe area of an attack that will hit an opponent.
HurtboxThe area of a character that can be hit by an attack.
Input BufferThe 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-AirTo perform an attack immediately after jumping.
InvincibilityA state where a character’s attacks cannot be interrupted when hit in addition to not taking any damage.
JailA situation where you are at enough frame advantage to connect another attack that cannot be avoided and must be blocked.
Low AttackA type of attack that cannot be blocked by standing and must be blocked by crouching.
Low ProfileThe ability to avoid certain attacks by lowering your 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 cannot be avoided by crouching.
Mix-UpA situation where the opponent 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 SelectA technique that covers multiple options and puts the player in an advantageous situation regardless of the outcome.
Overhead AttackA type of attack that cannot be blocked by crouching and must be blocked by standing.
ParryA move that allows you to counterattack your opponent. Parries are active longer than normal attacks, but consequently have longer recovery.
ProjectileA type of attack that is thrown at the opponent.
PunishTo attack an opponent who is vulnerable and is unable to block in time.
ReadThe ability to predict the opponent’s actions and movements.
ReactionThe ability to see an event and retaliate in time.
RecoveryThe amount of frames a move has after being used for a character to be able to move again.
RestandA situation where the opponent is left standing at the end of a combo.
RushdownA type of playstyle that centers around offense.
SetupThe preparation of putting the opponent in a disadvantageous situation.
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.
TradeWhen two moves connect at the same time.
Trip GuardThe ability to block when landing from a jump.
TurtlingA type of playstyle that centers around defense.
UnblockableAn attack that cannot be blocked.
VortexA situation where the opponent must guess between multiple options and, if wrongly guessed, is put back into the same situation.
Wakeup AttackAn attack that is done after being knocked down.
WhiffAn attack that completely misses the opponent.
ZoneTo control space. 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.
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