Originally posted by Steve:
<STRONG>Any others out there?</STRONG>
Here are a few terms from a FAQ I wrote. I mean, found. On
"the internet."
2-in-1: A combo resulting from the 'buffering' or 'cancelling'
of a normal move into a special move [or DM]. An
example of this might be Joe Higashi 'cancelling' a
low C into a "Slash Kick" (hcf + K) for Rush: 2.
Abbreviation: the practice of referring to a phrase only by
the first letters of each word in the phrase. Many
special moves in KoF '97 (especially those with long
Japanese names) are often abbreviated when discussing
them (e.g. Andy Bogard's "Choureppadan" DM is
often referred to simply as "Andy's CRD").
Abuse ("Abusive") : taking [unfair] advantage of a particular flaw
in a game; this can involve [repeated] use of overpowered
tactics/moves, or of flaws in the game's engine itself.
Advanced Mode: One of the two Modes of play in KoF '97,
characterized by AB rolling, POW stocks, throw escapes
and short hops.
Aerial: A move or attack performed while "in the air," either
by jumping or by getting juggled.
Aggressive: A style of play, or strategy, that stresses offense
[i.e. moving towards your opponent and attacking
constantly; rather than sitting still and blocking] over
defense. (Also known as "Offensive Play")
Air-blocking: While jumping, pull bk or dwn-bk on the joystick.
You will block any attack thrown at your jumping character.
NOTE: air-blocking may only be performed on a vertical
(i.e. straight up) jump or on a backward jump. You may
NOT air-block while jumping forwards. (See Also: Blocking)
Air-defense: A move that will hit a jumping attacker out of the air.
Air-to-Air: A term used to describe a jumping move and how it
works against other jumping moves. An example is Terry's
jump B, which is excellent air-to-air defense.
Autoguard: The ability of certain special moves to "block" other
attacks while being performed. Example: Terry Bogard's
"Rising Tackle" has an autoguard, so if an opponent tries
to hit Terry while he is doing the move, the Rising Tackle
will actually "block" the opponent's move and continue to
hit him. Other examples of autoguard moves include Kyo
Kusanagi's "Oniyaki" uppercut and Ryo Sakazaki's "Moko
Raijin Go" sliding punch.
Block Damage: The [usually] small amount of damage that results
from blocking a special move.
Blocking: Pulling back or dwn-bk on the joystick; this causes
your character to take a defensive stance and guard against
incoming hits. There are 3 kinds of blocking in KoF '97:
-high-blocking: pull bk on the joystick: this will
guard against mostly all standing attacks and
overheads, as well as all jumping attacks. This
will -not- protect you from crouching (low) attacks.
-low-blocking: pull dwn-bk on the joystick: this will
guard against several standing attacks and all low
attacks. This will -not- protect you from overheads
or jumping attacks.
-air-blocking: while in the air, pull bk or dwn-bk
on the joystick. This will guard against any attacks
thrown at you while you are in the air.
NOTE: Airblocking can only be performed
on a vertical (straight up) or backward jump.
Block Stun: The period of time during which a character goes
into his/her blocking stance (pull bk or dwn-bk on joystick).
Block stun may be interrupted by the blocking player with
a MAX roll or with a CD counter, if the player has at
least one POW stock [Advanced] or a full POW meter
[Extra]. Note: YOU MAY NOT BE THROWN DURING
BLOCK STUN.
Bufferable: The property of a normal move to be 'buffered,' or
'cancelled' into a special move [or a command attack].
A bufferable normal move, buffered or cancelled into a
special move, constitutes a "2-in-1 combo." (Also known
as "cancellable" or "interruptable")
Buffering: Inputting a special move (or command attack) while
your character is performing a 'bufferable' normal
move. This causes the last few frames of animation of
a bufferable normal move into be 'cancelled' or 'interrupted'
into the special move (or command attack). An example of
buffering might be Robert Garcia's low C into
"Hiensenpuu Kyaku" (hcb + K) -- you should see Robert
performing his low C punch, but immediately 'cancel' the
last frames of animation of the punch into his HSK: this is a
"2-in-1 combo." (Also known as "cancelling" or "2-in-1")
The term "buffering" is also used to describe the
'cancelling' of normal moves into charge-moves specials.
In this case, it refers to the ability of a move to provide
sufficient charge-time.
Side Definition: Bufferable: A move that is bufferable may
be 'cancelled' or 'interrupted' into a special move (or a
command attack chain combo). (Also known as
"cancellable," "interruptable")
Cancelling: A reference either to a 2-in-1 combo or to "Power
Cancelling." Note that in Japan, the arcadegoer's
common term for 2-in-1 is "cancelling."
CD: The "knockdown attack" performed by pressing buttons C + D.
The CD always knocks down, and is always bufferable.
If used as a Counter hit, buffer the CD into a special
move or DM immediately for a Counter juggle.
CD Counter: A knockdown attack that costs one POW stock
[Advanced Mode] or full POW meter [Extra Mode] to
perform. While blocking your opponent's attack, press
CD [i.e. interrupt block-stun], though they deal very
little damage. CD counters are also accompanied by
a brief blue flash of light.
Chain Combo: A combo in which one normal move is comboed into
another. Chain combos in KoF '97 can only be performed
by chaining a bufferable normal move into a command
attack. Note the difference between a Chain Combo and
a Link: a Chain involves interrupting the last frames of animation
of the first move into the second (e.g. Joe's close standing C ->
fwd + B); a Link involves allowing all of the frames of animation
of the first attack to finish, then quickly following it with
a second attack (e.g. Shingo's low B -> low A).
(See Also: Command Attack, Link, Combo)
Changeup: Switching between two [or more] alternatives from a single
starting point. The most obvious examples of change-ups are
"high-low games" that involve mixing up overheads and low
hits so that the opponent doesn't know which way to block.
In Advanced Mode, mixing up Joe Higashi's short hop jump
D (which hits high) and his fwd + B (which hits low) is an
example of a high-low "changeup."
Character Width: A rough 'unit of measure' of horizontal distance
along the ground; about the width of a mid-sized character.
(Example: The Advanced Mode AB roll is ~ 1.5 to 2 character
widths long.)
Charge-Moves: A "Charge Move" is one that requires the player to
hold the joystick, or "charge" it in that direction, then move
the joystick in another direction [usually the opposite]
and press [a] button(s) in order to perform it. An example
of this is Leona's "Moon Slasher": "charge dwn, up + P"
(this means: "'charge' the joystick down briefly, then move
the joystick up and press a Punch button, A or C").
Combo: A 'combination' of one attack 'cancelled' into another;
this can take the form of following a jumping hit with a
well-timed hit on the ground for a 'jump-in combo,' or
in the form of a 2-in-1 or chain. Usually the best way to tell if
two moves 2-in-1 combo is to watch their animation: if the last
frames of animation of the first move are 'cancelled into' the
second, the two moves are said to 'combo into' each other.
KoF '97 also features a Rush Meter to count up comboed hits.
Command Attack: A normal move that can only be performed by
pushing the joystick in a certain single direction and
the appropriate button. Command attacks may be used 'by
themselves,' in which case they may have certain special
properties associated with them [e.g. Ryuji Yamazaki's
Downward Scratch (fwd + A) is an overhead when used
'by itself']. Command attacks can also be used in chain
combos [i.e. bufferable normal move into command attack],
but when they are, they will lose any special properties
associated with them [e.g. the Downward Scratch will no
longer be an overhead]. Note that some unbufferable
command attacks do become bufferable when chained.
Note also that command attacks are treated as normal
moves, as they do not deal block damage.
Counter: An attack that hits the opponent just as s/he is
performing a special move. On a successful Counter,
the "Counter" message should appear on the screen in
red letters. On a successful Counter with an attack that
knocks down, it may also be possible to follow-up
immediately with another attack for a "Counter Juggle."
Counter Critical: An attack that hits the opponent just as s/he is
performing a special move, and is also performed under
Critical Hit conditions. On a succesful Counter Critical,
the "Counter Critical" message should appear on the
screen with the word "Counter" in red letters and "Critical"
in green letters beneath it. As with Counter hits, Critical
hits may allow the player to follow-up immediately with
another attack for a "Counter Juggle."
Counter Juggle: This 'juggle' results from hitting the opponent
with a Counter (see Counter). The most reliable way to
perform a counter juggle is to counter your opponent's
special move with a CD knockdown attack [or a bufferable
normal that knocks down], then 'buffer,' or 'cancel' the
knockdown attack into a special move [in some cases counters
can be juggled with DM's instead!] -- if it is successful,
the special move follow-up should hit the opponent as
s/he is falling to the ground from the CD attack.
Critical Hit: An attack that causes a slightly longer 'stun' on
one's opponent. If a Critical Hit is blocked, it will
momentarily break the opponent's guard and cause
him/her to stumble backwards a step; if a Critical Hit
connects [i.e. the opponent takes the hit], it will cause
a slightly longer hit-stun.
Crossup: A jumping attack that is performed so 'deep' that it
actually 'crosses over' the opponent and forces him/her
to block in the opposite direction:
-Player A is standing on the left; Player B is
standing on the right.
-Player A jumps to the right, towards Player B
and performs an attack that crosses up [it
hits Player B in the back of the neck/shoulder]
-Player B would normally pull the joystick to
the right to block the attack, but since the
attack was a crossup, Player B must "block the
other way," by holding the joystick to the left
[otherwise s/he will get hit!]
(Also known as "Crossover")
DM: "Desperation Move," "Death Move," etc.
A DM is a move that costs one POW stock [Advanced] or
a full POW meter [Extra], and typically does quite a bit
more damage than any normal or special move. Each character
has his/her own specific DM's. When used on MAX [Advanced]
or with both a red lifebar and a full POW meter [Extra],
a DM becomes an SDM. DM's are always accompanied by a
blue flash of light and a momentary darkening of the rest
of the screen to black.
Deep [hit]: A hit that connects from fairly close range. A deep
hit from a jump-in attack or close ground attack usually
allows the player to follow-up immediately with another
attack; a deep hit with a special move usually means
that all of the special move's hits will 'connect.'
Dodge: The ability to quickly turn to the side and avoid all
non-throw attacks. The Dodge is only available to Extra
Mode players, and is performed by pressing AB. Note that
Extra Mode players are vulnerable to throws while dodging.
Early: Performing a counterattack more or less just as or right after
your opponent has initially attacked. An example of an early
move is Leona's C-button "Moon Slasher" (charge dwn, up + P);
when done 'early' against a jumping or otherwise attacking
opponent, it will hit that opponent cleanly out of his/her
attack; if it is done late, Leona will most likely trade hits.
(See also: Late)
Extra Mode: One of the two Modes of play in KoF '97,
characterized by super jumps, forward hops, ABC
POW charge-up and dodging.
Finisher: The ending hit on a special move; usually requires an
extra joystick + button input. An example is Kim
Kapwhan's D-button "Hienzan": after performing
the Hienzan, you can push dwn + D to get the
'finisher;' an extra down-hit that ends the move.
Glitch: A computer error that usually results in some strange
effect. An example is Billy Kane's "Whirlwind Fire
Wheel" DM: when Billy is command-thrown out of
this DM, he will fall down, but because of a glitch,
the fire wheel will not disappear; instead, it will stay
on screen (even after Billy has fallen) and hit the
command thrower multiple times(!).
Grab: see Throw
Grappler: A character that bases most of his/her special moves,
DM's and strategy on command throws.
Ground: Term used to describe a character who is standing
or crouching on the ground (i.e. not jumping or falling
down). "Ground attacks" are either standing or low;
"grounded characters" are standing or crouching firmly
on the ground. An example: Leona's A-button
"Moon Slasher" will knock down a jumping opponent,
but will not knock down a 'grounded' opponent.
Guard Crush: A Guard Crush occurs when a player blocks too many
attacks within a short period of time. On a successful
Guard Crush, the player will stumble backwards a bit, and
the "Guard Crush" message should appear on the screen in
blue letters. If reacted to very quickly, Guard Crushes may
be followed-up; most easily by performing a Guard Crush
with a bufferable or 'cancellable' move, then buffering
a special move or [DM] immediately afterwards.
Hit Detection: Location on a sprite where a move will hit. For
instance, the hit detection on most low attacks is at the
legs and lower body of the sprite.
Hit Stun: The brief period of time after a character has been hit;
this is indicated by the character's "reeling" animation.
While in Hit Stun, a character is essentially helpless --
the attacking player may effect a hit stun with a cancellable
move, then buffer it into a special or DM to perform a
2-in1 combo. Note: YOU CANNOT BE HIT BY A NORMAL
THROW WHILE IN HIT STUN, though you are vulnerable
to a command throw, if it was comboed.
Invulnerable: Cannot be punished. Advanced Mode AB rolls have
a bit of invulnerability to getting hit at startup, for example,
though they are still vulnerable to throws.
(Also known as "Invincibility")
Juggle: The act of "launching" one's opponent in the air (as
opposed to cleanly knocking them down), then doing a
follow-up to hit them as they are still in the air, falling
to the ground. In KoF '97, juggles can be performed
from Counters, from special "juggle moves" (like Andy
Bogard's "Dam Breaker," [hcf + P]) and from certain
combos in the corner.
(Also known as "launcher," "float," "pop-up")
Juggle Move: A special move that juggles the opponent in the air,
when connected successfully. An example of this is
Ryo Sakazaki's "Kyokugen Punch Dance" (hcf + P).
Keepaway: Attempting to stay away from your opponent by
knocking him back from you with long-ranged moves
and by constantly moving away.
Lag: A delay during which the player can do nothing [else].
Lag usually occurs at the beginning ("startup lag")
or the end ("end lag") of a normal or special move;
either when it is performed normally or when it is
successfully blocked.
Late: Performing a counterattack "on reaction," that is,
well after your opponent has started his/her initial
attack (note difference between a Late and Early
counterattack). An example is Leona's C-button
"Moon Slasher" (charge dwn, up + P); if done 'late'
against an attacking opponent, Leona will most likely
trade hits against the attack; if done early it will
usually cleanly hit the opponent out of his/her attack.
Learning Curve: An ambiguous term used to describe how
difficult a game is to play, or how difficult a
character is to use. A "steep" learning curve indicates
higher difficulty; a "shallow" learning curve indicates
lower difficulty.
Lifebar: The bar at the top of the screen that indicates how much
energy, or "life" your character has left. In Extra Mode,
when the lifebar drops low enough and begins to flash
red, the player may perform unlimited DM's. In Extra
Mode, the lifebar is yellow; in Advanced Mode, the
lifebar is orange.
Link: A combo that involves following one normal move with another.
Note the difference between a Chain and a Link: a chain combo
involves interrupting the last frames of animation of the first
move into the second (e.g. Mary's close standing C -> fwd + A);
a link combo involves allowing all of the animation of the first
attack to end, then quickly following it with the second attack
(e.g. Kim's low B -> low A).
(Also known as "Link Combos" or "Linkups")
MAX: The condition occurring after a player uses a POW stock
to ABC POW Explode (Advanced Mode) or ABC charges
his/her POW meter to full (Extra Mode). On MAX, the
player deliver 25% extra damage and DM's become SDM's
(Advanced Mode); or the player delivers 50% extra damage
and may perform a DM. Note that an Extra Mode player
with full POW [and therefore on MAX] and a red lifebar
may perform an SDM.
MAX Meter: The meter that replaces the POW meter when a player
uses a POW Stock to POW Explode (Advanced) or has
charged up to full POW (Extra). The MAX meter is a glowing
bar that gradually shortens in length, indicating how much
time the player has left to be on MAX. While on MAX,
characters flash white.
Mode: Extra or Advanced.
Move Detection: The ability of a game to take joystick and button
input and interpret it correctly; or "detect" it. For
example, KoF '97's Move Detection is quite good, and is
excellent at detecting half-circles; however, it isn't quite
as good at detecting quarter-circles. (See Section IV.)
Normal Move: The 'normal' punch or kick that comes out simply
by pressing A, B, C, D, or CD. Most normal moves require
no extra joystick input to perform (other than up to do a
jumping normal attack, or down to do a low attack). Normal
moves deal no block damage. Note that command attacks
are also treated like normal moves, in that they also deal no
block damage. (Also known as "Normals")
Option Select: Basically a situation overlapping moves that work in
the player's favor (as opposed to working to the player's
disadvantage, which is far more common). An example of
an option select would be Mai Shiranui's jump C or D
and her air-throw (any joystick direction + C or D):
occasionally Mai will attempt to do a jump C or D attack on
a jumping opponent, and she will air-throw the opponent
instead (usually by accident).
Overhead: A move [usually on performed on the ground] that must be
blocked high and will hit opponents who are blocking low.
Several command attacks in KoF '97 are overheads -- certain
special moves are as well. (See Also: Blocking)
(Also known as "Top Down Attack")
Overlap: A term used to describe two moves that have such similar
motions to perform that sometimes "the wrong move comes
out." An example of this is Yashiro's "Sledgehammer"
(qcb + P) and "Missle Might Bash" (hcb + P); since the
joystick motions for the moves are so similar, sometimes
players will try to do a Sledgehammer and get the Missle
Might Bash instead.
Overpowered: A term used to describe a character or set of moves
that is clearly far more powerful than most [if not all] others.
Palatte-Swap: The switchable color-scheme used for an object in
the game; usually refers to the color of a character's
outfit. In KoF '97, characters have two palatte-swapped
colors per Mode; they are selected by the player at the
character select screen. Choose your character with the
A-button to get the "default" palatte-swap, or the D-button
to get the "alternate" palatte-swap. An example of this might
be starting the game, choosing Advanced Mode, and picking
King with the A-button [for the burgundy palatte-swap] or
the D-button [for the sky blue palatte-swap].
Poke: A long-ranged move (normal or special) that can be
used to "poke" at opponents from a distance.
POW Chargeup: POW chargeup is done by pressing and holding
ABC in Extra Mode. POW chargeup fills the player's POW
meter to full; when it does, the POW meter changes to a
MAX meter and the player is on MAX. Note that Advanced
Mode players cannot POW chargeup.
POW Explode: POW Explode requires the Advanced Mode player
to have at least one POW stock. It is performed by
pressing ABC, and afterwards, you will be on MAX and
deal an additional 25% damage on all attacks, and any
DM's performed will be SDM's instead. While on MAX,
players may not POW explode again. Note that Extra
Mode players cannot POW explode.
POW Meter: The small meter in the lower corner of the screen
(yellow for Extra Mode players, orange for Advanced Mode
players) that fills up either by attacking, defending
and/or performing special moves [Advanced Mode] or by
ABC Pow chargeup [Extra Mode].
POW Stock: The green "dots" that appear in the three boxes next
to the Advanced Mode POW meter. POW stocks accumulate
every time the Advanced Mode player fills his/her meter
by attacking, defending and/or performing special moves.
POW stocks may be used to perform DM's at the cost
of one stock per DM; or to perform a CD counter or
MAX roll during block stun at the cost of one stock per
CD counter or MAX roll; or to ABC POW Explode at
the cost of one stock per explosion; and any subsequent
DM's performed on MAX will come out as SDM's at the
cost of one stock per SDM. (Also known as a "stock")
Power Cancel: The ability to cancel the animation of certain
special moves or DM's into other special moves or DM's.
Only a certain few characters possess this ability; for
example, Terry Bogard can power cancel his "Power
Charge" (hcf + K) into a "Rising Tackle"
(fwd, dwn, dwn-fwd + P).
Pressure [Tactics]: Continuously attacking with normal/special
moves and throws without letting the opponent rest.
Priority: The "priority" of a move refers to how often and how
many different other moves it will beat. A high priority
move will usually always beat a low priority move: for
example, Clark's "Argentina Backbreaker" (hcf + K)
will outprioritize Ralf's low C: the result is that the
Argentina Backbreaker "sucks in" Ralf, whose low C
gets outprioritized.
Projectile, Full-Screen: A special move that throws a projectile
across the entire length of the screen. Examples of
these are Iori Yagami's "Yamiharai" (qcf + P) and
Yuri Sakazaki's "Haohshokoken" (f, hcf + P).
Projectile, Shortened: A special move that was once a
full-screen projectile before KoF '96 (in which most
full-screen projectiles were 'shortened'). Shortened
Projectiles will travel a maximum of 1/2 screen distance.
Examples are King's "Venom Strike" (qcf + K) and
Terry Bogard's "Power Wave" (qcf + P).
Pushback: Pushing your opponent away, by using fast, weak
normals; stronger; longer-ranged normal move pokes,
no-lag special moves; throws that end up pushing the
opponent far away; or by some other means.
Reversal: A special move whose main purpose is to 'reverse'
an attack. In many cases, performing the reversal
causes the character to initially take some sort of
defensive stance and wait; if the character is attacked,
and the reversal is successful, the character will
perform a special counterattack that can only be triggered
via the reversal. Examples of these are Blue Mary's
Reversals "Reverse Facelock" & "Reverse Head
Buster" (qcb + B/D) and Billy's "Dragon Rave" &
"Dragon Buster" (qcb + B/D). Reversals are typically
performed with either a Kick button (B or D) or
with a Punch button (A or C). The "weak" version
(A or B) will usually reverse jumping attacks and
special moves, while the "strong" version (C or D)
will usually reverse standing [and sometimes low]
attacks.
Reversal, Offensive: An offensive reversal is different from a
regular reversal in that the initial part is actually an
attack itself (as opposed to a defensive stance);
so that the initial part itself will actually deal some
damage, and the counterattack will come out
automatically if the initial part 'touches' the opponent.
Therefore offensive reversals can actually be used
in combos(!). The only offensive reversals in the game
are possessed by Real Yashiro ["Upper Duel,"
fwd, dwn, dwn-fwd + P] and Real Shermie ["Shermie
Whip," fwd, dwn, dwn-fwd + K].
Roll, AB: The normal roll of the Advanced Mode player;
fwd + AB (or just n + AB) to roll forwards and
bk + AB to roll backwards. Rolls have a tiny bit
of invulnerability at the startup and travel a preset
distance of about 2 to 2-1/2 character-widths
forward or about 1 character-width backward.
Roll, MAX: When a player has at least one POW stock
(Advanced) or a full POW meter (Extra) to "spend,"
s/he may press AB while in block stun to interrupt
the block stun with a MAX roll: this will cause a
slightly longer-ranged roll trailing blue 'shadows'
behind it. Press fwd + AB (or simply n + AB) to MAX
roll forwards or bk + AB to MAX roll backwards.
Roll, Recovery: When a player is knocked down by an
attack, the player may press AB immediately
to quickly roll and get up from the ground. Note
that both Extra and Advanced Mode players
may use Roll Recoveries.
Rush Meter: A 'meter' that appears on-screen every time
two or more hits are landed in succession [i.e. as
a combo]. For instance, Yashiro Nanakase's "Missile
Might Bash" (hcb + P) does 4 hits, or "Rush 4."
SDM: The "POW-ed up" version of the DM. SDM's are
performed on MAX after ABC POW Exploding
(Advanced) or with a red lifebar and a full POW
meter (Extra). SDM's are always accompanied by
a pink flash of light and a momentary darkening of
the rest of the screen to black.
SNK: The video game company responsible for KoF '97
and it's hardware platform, the Neo Geo.
Scrub: A player who fails to grasp the early parts of the
learning curve (e.g. how to perform combos, how to
counterthrow, etc.), no matter how many times s/he
tries. Scrubs tend to choose characters who are easy
to use and whose strengths are easy to exploit. Scrubs
often tend to rely on easy-to-do, repetitious patterns,
such as Turtling (see Turtling).
Shortcut: An abbreviated joystick command: for example,
a shortcut for an hcf is simply dwn-bk -> fwd.
(See section II: Manual Moves Note2)
Short Hop: The vertically shorter but horizontally farther
jump of Advanced Mode. To do a short hop,
tap the joystick up-fwd, up or up-bk. Note that
short hops are unavailable in Extra Mode.
Skill: A rather nebulous term used generally to describe how "good"
a player is at a game, or how difficult a character is
to play. My own personal criteria for 'skill' are as follows:
-Manual Dexterity: The ability to physically perform complex
joystick + button maneuvers (like long combos). This also
includes "Timing," or how well a player can time each of
his/her attacks/strategies.
-Knowledge of One's Character: The familiarity of a player
with his/her character, and how well that player can exploit
his/her character's strengths and weaknesses. This includes
knowledge of one's character's normal and special moves,
combos and strategies.
-Knowledge of the Game: The familiarity of a player with
the game and how it works, and how well that player
can put that knowledge to use. This includes knowing how
and when to throw/counterthrow, having a good general idea
of different moves' priorities and so on.
-Strategy and "Mind Games": The ability to use one's character
'intelligently,' using different tactics and strategies (instead
of no-brainer patterns) to win games. This includes "Placement"
or "Positioning;" the ability to locate your character
strategically on the screen, and to force your opponent's
character into moving into a strategically favorable location.
-Presence of Mind: Possessing all of the above, and the ability
to remember most [if not all] of it, and use most [if not all] of
it on a regular basis.
-Non-Scrubbiness: Independence from abusive, repetitious,
no-brainer patterns (like turtling).
Skill Character: A character believed to require a good deal of
"skill" to play successfully.
Special Move: A move that [usually] requires an input
more complex than a single joystick direction +
button press. A special move may have any number
of different properties, the most obvious of which is
that when blocked, a special move will deal block
damage [be warned that some specials, like command
throws, are unblockable!]. Examples of special moves
are Mai Shiranui's "Ryuenbu" (qcb + P) and Yamazaki's
Exploding Headbutt command throw (hcf + P).
(Also known as "Specials")
Sprite: The technical term for the flat ("2-D") computer-
generated representation of a character on the
screen. Sprites' sizes are roughly indicated by the
size of the character.
Startup: The beginning of a move.
Super Jump: A jump that travels farther and higher than a normal
jump. To do a super jump in Advanced Mode, push the
joystick dwn-bk, then up-fwd; or dwn then up; or dwn-fwd
then up-bk OR while running forwards -> tap joystick up-fwd
To super jump in Extra Mode, you can:
tap joystick up-bk / up / up-fwd
OR
push joystick dwn-bk -> tap joystick up-fwd /
push joystick dwn -> tap joystick up /
push joystick dwn-fwd -> tap joystick up-bk
OR
push joystick qcf, up-fwd /
push joystick qcb, up-bk
On a super jump, your character will be covered in
trailing 'shadows.'
(Also known as "Shadow Jump," "Double Jump")
Super Short Hop: The super short hop is a short hop that travels
about twice as far horizontally along the ground.
In Advanced Mode (only), to super short hop:
push joystick dwn-bk -> tap joystick up-fwd /
push joystick dwn -> tap joystick up /
push joystick dwn-fwd -> tap joystick up-bk
OR
push joystick qcf, uf -> tap joystick dwn-bk
push joystick qcb, ub -> tap joystick dwn-fwd
As with super jumps, on a super short hop, your character
will be covered in trailing 'shadows.'
(Also known as "super jump short hop")
Sweep: Any normal attack that both hits low and knocks down.
TOD ["Touch of Death"]: A combo that both deals 50% or more
damage AND dizzies the opponent. A TOD is so named
because it can be performed on an opponent with a full
lifebar; take away half [or more] of that lifebar and dizzy
the opponent; then be performed a second time to defeat
the opponent's character outright.
Taunt: An incitement to attack, formerly used to deplete charging
POW meters in previous KoF's. In '97, taunts to do not
affect POW meters or any other aspect of gameplay.
Taunts are performed by pressing the Start button.
Team: The group of 3 characters you and you opponents choose
to play KoF '97.
Throw [Normal]: A physical hold or toss/grapple. Normal throws are
completely unblockable, though they can be escaped in
Advanced Mode [see Throw Escape]. Throws are normally
performed by pressing fwd or bk + C or D while close
to the opponent.
Throw, Air: A throw performed while jumping, usually by jumping
and pressing a joystick in a single direction and pressing
C or D. In KoF '97, Leona, Mai, Clark, Benimaru, Yuri,
and Athena are all equipped with air-throws.
NOTE: Air-throws cannot be escaped in any circumstance
or either Mode of play.
Throw, Command: A command throw is a special move in which the
character performs an unblockable special throw that has
no whiff animation (Shermie Spiral, hcf + P, is a good
example). Command throws may be comboed from normal
moves the same way other special moves are comboed.
Note that command throws are the most highly prioritized
moves in the game, and will outprioritize any other type
of move.
Throw, Counter: The ability of a player to throw the opponent first
in the case of tick-throws or walk-up throws. Whenever an
an opponent attempts to throw the player using a jump-in/
walk-up tick, or a walk-up throw, the player may ALWAYS
throw the opponent first. The only exception to this is when
the thrower simply has more throw range than the player,
as with certain command throws.
Throw, Running: A special move throw that automatically causes
the character to dash towards his/her opponent and throw
him/her. Running throws may be avoided by jumping up,
hitting the running-thrower out of the dash with a high-priority
normal or special move, or by counterthrowing [provided
you have enough range to successfully counterthrow the
running throw). Real Shermie, Clark, Orochi Yashiro, and
Goro are all equipped with running throws.
Throw, Tick: A tick throw is a throw that is set up with a fake-out
attack; either a quick jab or weak kick on the ground or a
suspicious-looking jump-attack. The fake-out is intended to
trick the opponent into pulling bk or dwn-bk on the stick to
attempt to block an attack that is faster than that opponent
expects (or an attack that simply isn't coming). Tick-throws
are easily thwarted with a counterthrow (see Throw, Counter);
and in KoF '97 can often be stopped simply by doing several
low A's. Note that in KoF '97, as with many other fighting
games, characters may --NOT-- be thrown while in block-stun.
Throw, Walk-up: The simple act of walking up to one's opponent
and throwing him/her straightaway. Easily preventable
by counterthrow, provided you have enough throw-range;
or simply by not sitting in one place long enough to get thrown.
Throw Escape: An Advanced Mode feature only; when an Advanced
Mode player is caught by a normal throw, s/he may escape
from the throw by immediately tapping a button. Note that
Extra Mode does not have throw escapes.
Throw-Range: The [maximum] distance from which a character can throw.
While most normal throws have roughly equal range, certain command
throws (most notably Shermie's "Shermie Spiral" and Clark's
"Super Argentina Backbreaker") have noticeably above-average
throw-range.
Tick: "Tick" has two main definitions:
-Block-Tick: The [usually] small amount of block damage
resulting from blocking a special move. Be aware that
some special moves and S/DM's in KoF '97 actually do
many block-ticks, resulting in a lot of block damage.
-Tick-throw: the weak or feigned attack used to set
up a throw attempt.
Trading Hits: When two characters attack each other simultaneously
with moves of similar priority, often each character's attack
will hit the other; i.e. both characters will take damage and
both characters will get knocked down/back. This is called
"trading hits."
Turtling: A manner of playing characterized by several
backward jumps, backdashes and [most often] sitting
for long periods of time in a low-block (joystick dwn-bk).
Underpowered: A term used to describe a character or set of
moves that is clearly far less powerful than most [if not
all] others.
Vulnerable: Can be punished, by a normal/special move,
a throw, etc.
Whiff: What happens when a move neither connects nor is
blocked; i.e. when a move completely misses
Zoning: Trying to keep your character at a certain distance
from your opponent's character for a certain purpose.
For example, Yamazaki can "zone" his opponents
to about 1/2-screen range using his 1/2-screen
"Snake Arm" attacks.
[ November 10, 2001: Message edited by: EX_Andy ]