fighting game glossary

fighting game glossary
fighting game glossary

Fighting Game Glossary:

Are you new to fighting games? Do you find yourself struggling to understand the terminology used by seasoned players? Fear not! In this article, we will provide you with a comprehensive guide to fighting game terminology. From basic terms like “attack” and “block” to more advanced terms like “whiff punishing” and “frame data,” we’ve got you covered. Let’s get started!

Table of Contents

  1. Introduction
  2. Basic Terminology
    1. Attack
    2. Block
    3. Throw
    4. Special Move
    5. Super Move
    6. Combo
  3. Advanced Terminology
    1. Frame Data
    2. Canceling
    3. Mix-Up
    4. Okizeme
    5. Punish
    6. Whiff Punishing
    7. Footsies
    8. Zoning
    9. Cross-Up
  4. Character-Specific Terminology
    1. Grappler
    2. Rushdown
    3. Zoner
    4. Turtle
  5. Strategy and Tactics
    1. Mind Games
    2. Option Select
    3. Pressure
    4. Baiting
  6. Glossary Conclusion
  7. FAQs

Basic Terminology


An attack is any move that can damage an opponent. In fighting games, attacks can range from punches and kicks to projectiles and special moves.


Blocking is a defensive technique that allows a player to reduce or completely negate damage from an opponent’s attack. To block, a player must hold the joystick or D-pad in the direction opposite the opponent’s attack.


A throw is an unblockable move that can grab an opponent and deal damage. Throws can be used to punish opponents who are blocking too much.

Special Move

A special move is a move that requires a specific input and can be used to perform a variety of actions. Special moves can be used to attack, defend, or move around the screen.

Super Move

A super move is a powerful move that requires a certain amount of meter to perform. These moves are often flashy and can deal a significant amount of damage.


A combo is a sequence of attacks that can be performed in rapid succession. Combos are an essential part of fighting games, as they allow players to deal more damage than they would with single attacks.

Advanced Terminology

Frame Data

Frame data refers to the number of frames it takes for a move to start up, be active, and recover. Understanding frame data is crucial for advanced play, as it allows players to determine which moves are safe and which moves can be punished.


Canceling is a technique that allows a player to cancel the recovery frames of one move with the start-up frames of another move. This technique is often used to extend combos or make unsafe moves safe.


A mix-up is a technique that involves using multiple different attacks in order to confuse an opponent. Mix-ups are an essential part of high-level play, as they allow players to keep their opponents guessing and prevent them from blocking successfully.


Okizeme refers to the art of pressuring an opponent while they are getting up from a knockdown. Understanding okizeme is essential for high-level play, as it allows players to keep the pressure on their opponents and prevent them from mounting a comeback.


A punish is a move that can be used to punish an opponent for making a mistake. Punishes can


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