The SRK Glossary - WIP


#171

auto-correct?
auto-pilot?


#172

what exactly are loops?


#173

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.


#174

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.


#175

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


#176

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


#177

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


#178

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: http://sonichurricane.com/articles/sfnotation.html


#179

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.


#180

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.


#181

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:


#182

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


#183

I still don’t understand Hit confirms and plinking.


#184

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!


#185

Are you referring to ROMfinite combos?


#186

Hello guys, i’m french and i would like to know what does mean the word “tier” in “tier list” please


#187

Anyone know what “curly mustache” and “pringles” means? 


#188

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/31265/Immaculate">Immaculate</a> said:</div>
<div class=“QuoteText”>Anyone know what “curly mustache” and “pringles” means? </div>
</blockquote>

Curly mustache is in reference to pringles, since the pringles dude has a curly mustache.<br><br>People have varying opinions on what exactly ‘pringles’ mean, since it’s interpretation has kind of changed over the years depending on who’s telling it.  It originally meant that you cracked as easily as a pringles chip, meaning you’ve got no defense and you get opened up very easily by your opponent.  


#189

There should also be a glossary on Sponsor and Team affiliations. Like ''WW, MCZ, DRS, CT, FR, TS, aAa, vv, pdp, AG" and so on. Like what each abbreviation stands for


#190

Fuzzy guarding is a situation where you have a chance to guard against two or more attacks of different ranges/classes. So instead of guessing whether the next attack is a low attack or an overhead, fuzzy guarding lets you block both.

Hit confirming is exactly what it sounds like: recognizing that your opponent got hit, allowing you to safely follow up with something. A good example is Fei Long’s Rekka Ken. If the first hit didn’t connect, you need to have the presence of mind to not input the rest of the sequence, because that will leave you at a big disadvantage. Conversely, if the first hit did connect–that is, you confirmed the hit–then you would follow up with the rest of the sequence. It’s a simple concept that takes a lot of practice to get right.

My understanding of plinking is wonky, so I’d rather not explain that one.

A “tier” is a ranking. So when someone asks what a character’s tier is, they’re actually asking what their ranking is.