The SRK Glossary - WIP


cst.lp means close standing light punch. You want to do low jab/short, close standing lp, standing mp > ender instead of the target combo for ease of hit confirming and, in the case of low short, it starts with a low.

That target combo isn’t that great really.


what does no meter combos mean ?


A combo that doesn’t use any super/ultra/etc. gauge/meter, so, in SF4, it would be combos without EX, Supers, or Ultras. In MvC3, it would be without using Hyper Combos, but X-Factor could be in there, depending on your definition of meter.

Generally speaking: no usage of meters.


oh i get it, thanks


I’m still not completely sure about the “buffer” aspect of the game. Could anyone break it down for me noob style?


this video explains it pretty well:




what exactly are loops?


It’s a series of attacks that you repeat, with or without a definite end… if the loop doesn’t have a definite end, or can go on for a very, very long time, it’s sometimes called an “infinite,” like MvC2 Ironman’s [j.LP, MP, MK, U+H] - though technically, under normal circumstances, this infinite will end when the character “dizzies out” after awhile.

Think of El Fuerte’s last trial in SSFIV, where you have to connect three HPs in a row. People call the method for executing that combo “Run, Stop, Fierce” or RSF. You’re "loop"ing [HP xx Habanero Dash, Sudden Stop]. in the case of the RSF, it will eventually end since the dummy character gets pushed back with each repetition.

hope that helps.


It hasn’t been mentioned yet, but a Mist Cancel is a technique almost exclusive to Johnny in GG (is there anyone else that can do it?) which involves using a special attack, in this case a stance, to circumvent lag on normals. The character was basically designed around it, he’s slow unless you cancel his normals on hit into other normals. Not sure how else to explain it.


Cool thread! I would add some terms used in 3D fighters though, like Guard Impact, SPOD and such.


Whats a fuzzy guard? Is it just a situation thats ambiguous to where opponent has to block (e.g. cross ups and instant overheads)?


What is the notation for Cross Up when posting combos, etc?
Is there a universal notation guide?


I don’t think there really is a notation for crossup; generally when a combo can cross up, it’s important that it can also NOT cross-up, which makes it into a mix-up. If you’re transcribing a combo that took place in a match/combo video, then sure, you might just put like “[cross-up]”, but I don’t think there’s a symbol for it.

Also, here is a short notation guide from Maj’s Sonic Hurricane:


I guess you could use XU for cross-up. Or X-U. It’s not very commonly used, but it’s not difficult to decipher either.


Sometimes combos will have (cross up only) in front of them, otherwise it’s probably safe to assume it works either with or without a cross up.


Excellent! This is just what I needed to become familiar with the terms and applications that I see on other threads. Learnt a lot. Thanks you guys :slight_smile:


Thanks for making this guide. I get pretty confused reading fighting game lingo, it’s like another language to me.


I still don’t understand Hit confirms and plinking.


What is a “ROM” combo? Is it just a type of combo and if so could someone please explain or is it an acronym as well? Thank you in advance for replies!