The SRK Glossary - WIP


SA1/2/3: Super Arts 1, 2 and 3. In Street Fighter 3, characters had 3 super attacks they could choose from before the match started.
Safe jump: A jumping attack on a knocked-down opponent timed to be safe regardless of the opponent’s response. Additional information:
Safe Jump

[details=Spoiler]A safe jump is a tactic used against a knocked-down opponent to pressure them with little to no risk. In most fighting games, characters who have special moves that are invincible for a few moments can perform them the first possible moment after being knocked down (with reversal timing - include link to Reversal definition) to counter any attacks. For example, in SF4, if you knock Sagat down and try to sweep him as he gets up, he can perform a reversal Tiger Uppercut, which will beat the sweep because Tiger Uppercut is invincible for a moment when it is first executed (on startup, include link to Startup definition). Safe jumps take advantage of the fact that most moves of this type are immediately invincible, but cannot actually hit the opponent until a few moments later. Going back to the Sagat example, all versions of Tiger Uppercut have 5 frames (include link to Frame definition) of startup - that is, the attack does not hit the opponent for the first 5/60ths of a second of the move. If timed correctly, a character performing a jumping attack against a knocked-down Sagat can land during this 5-frame window and be blocking before the Tiger Uppercut hits. This is a very powerful technique, as when executed correctly, all possible outcomes are advantageous or neutral for the attacker:

  1. Sagat tries to reversal and fails. In this situation, the jumping attack hits Sagat as he stands up, doing damage and often leading into a combo.
  2. Sagat does not try to reversal, and forgets to block high or otherwise makes a dumb error. Again, the jumping attack hits as Sagat stands up, doing damage and often leading into a combo.
  3. Sagat blocks high, blocking the attack. Most jumping attacks will typically leave the attacker at a neutral or advantageous situation when blocked. Make sure to pick the right jumping attack!
  4. Sagat tries to reversal and succeeds. In this situation, the Tiger Uppercut’s startup invincibility will allow Sagat to go right through the jumping attack, and he will not get hit. However, because Tiger Uppercut has 5 frames of startup, the attacker has time to land and block the Tiger Uppercut, and then punish with whatever they want.

In specific games, the knocked down opponent may have additional options. For example, in SF4, Sagat could Focus Attack (link to Focus Attack definition) on wakeup, absorbing the jumping attack, and then try to dash away to safety. However, in general, these additional options all still result in advantageous or at least neutral situations for the attacker, making the Safe Jump a very powerful technique.

The exact timing of Safe Jump attacks depends on the specific characters involved, and not all characters are vulnerable to them. For example, in SF4, Ryu’s Shoryuken’s (all strengths) have only 3 frames of Startup. Due to SF4’s specific mechanics, characters who perform jumping attacks cannot block for 3 frames after landing (this is called Tripguard - link to Tripguard definition). As a result, it is impossible to Safe Jump Ryu in SF4, as his Shoryuken will hit before the attacker can land and block. In order to get the most out of this advanced technique, learn your matchups![/details]

Saving Attack/SADC: Japanese name for Focus Attack/FADC.
Semi-infinite: A combo that appears to be an infinite but breaks after a certain number of repetitions. See also: Infinite.
SGS: Shun Goku Satsu, or Instant Hell Murder. Another name for Akuma’s Raging Demon super attacks, done by inputting jab, jab, forward/back, short, fierce.
Shoto: Characters trained in the Shotokan fighting style: Ryu, Ken, Akuma.
SJC: Super Jump Cancel. Certain attacks in Marvel vs. Capcom 2, Guilty Gear, and other games can be canceled into a high jump by pressing down up as an attack lands.
SPD: Spinning Piledriver. Zangief’s famous 360 command grab.
Special/Super Cancel: Canceling the recovery frames of an attack into a special/super attack. For example, SF3 Chun-li’s crouch forward can be super canceled into her SA2 Houyoku-Sen. This is a way to hit-confirm attacks.
SRK: Shoryuken.
Stun: A [sometimes] hidden meter that when filled, causes a character to be “dizzied”. Fills when hit by attacks, and some characters will take more than others before becoming dizzy (Zangief has very high stun capacity, while on the other hand Seth has very little). Certain attacks apply more stun than others, such as Zangief’s aerial headbutt which grants a huge amount of stun.
Sweep: An attack that must be blocked low and knocks the opponent down. Most characters have a sweep for their crouching roundhouse, or sometimes crouching fierce (SF3 Makoto, for example).

TAP: Balrog’s (Boxer) Turn Around Punch. An attack executed by holding all three punches or kicks and releasing them. Goes through projectiles at certain ranges and does more damage based on how long it was held.
Target combo: Normals that cancel into another. For example, Ken’s standing strong>fierce, or Rufus’s standing short>roundhouse (shitty definition, will revise).
Tatsu: Tatsumaki Sempukyaku, the Shotokan hurricane kick. Down, down-back, back, kick.
Tick throw: A throw that is timed to land at the earliest frame an opponent can be thrown after blocking.
Throw tech: Throws cannot be blocked, so a throw tech is how you stop the opponent’s grab. In most games it is done by inputting the throw command within a certain number of frames of the opponent throwing you.
ToD Combo: Also known as the Touch of Death. Refers to a combo that kills the opponent from any amount of health. Originated with SF2, when one combo was often enough to dizzy an opponent and kill them afterward.
Trade: Both players get hit with each other’s attacks upon collision. Occurs when both characters attack and their hitboxes coincide. See also: Hitbox.
Turtle: A style of play that centers on waiting for your opponent to make the first move and reacting to what he does. Often called “cheap” by newer players. Certain characters are complimented well by this playstyle, such as Guile.

UOH: Universal Overhead. In SF3, every character had an overhead that was used by pressing MP+MK. See also: Overhead.
Unblockable: Comes in two forms: 1) A move that must be avoided rather than blocked such as Akuma’s Raging Demon, or 2) A series of attacks that hit in a way that make it so that you cannot block them; hits high and low at the same time, hits behind and in front, etc.
Untechable Knockdown: Knocking the opponent down so that they cannot quickly recover. Much of Akuma’s gameplay in SF4 revolves around knocking the opponent down with a sweep as it is an untechable knockdown.

Vortex: A style of play in which, after knocking the opponent down, you make them guess what you are going to do (and how they should block/react) and they are more likely to guess wrong than right. Also see: Mixup, Untechable Knockdown.

Wakeup: What you do when you are getting off the ground.

Zoning: Finding the perfect distance to limit your opponent’s options. Ryu wants to find the distance from which if his opponent jumps over a Hadouken, he can easily Shoryuken them out of the air.


SF2, WW, CE, HF, ST, SSF2, HSF, HDR: Iterations of the Street Fighter 2 franchise - Street fighter 2, World Warrior, Champion Edition, Super Turbo, Super Street Fighter 2, Hyper Street Fighter, Hi-Definition Remix
SF3, NG, 2I, 3S: Iterations of the Street Fighter 3 franchise - New Generaion, Second Impact, Third Strike
SFA, A2, A3: Iterations of the Street Fighter Alpha series.
XvSF, MvSF, MvC, MvC2: X-Men vs. Street Fighter, Marvel Super Heroes vs. Street Fighter, Marvel vs. Capcom, Marvel vs. Capcom 2
SvC, CvS: Capcom vs. SNK
GG, #R, /, AC/^C: Guilty Gear, #Reload, Slash, Accent Core
MB, MBAC, MBAA: Melty Blood, Act Cadenza, Actress Again
SS/SamSho: Samurai Shodown
KOF: King of Fighters

Major Tournaments:

EVO: Evolution, held in Las Vegas
SBO: Tougeki Super Battle Opera, held in Japan (qualifiers held in Japan, US, Europe, Korea, and China)
NEC: Northeast Championships, held in Philadelphia
SB: Season’s Beatings, held in Columbus
FR: Final Round, held in Atlanta
MWC: Midwest Championships, held in Chicago??
WCW: West Coast Warzone, held in Los Angeles

Various questions
R.Mika Combo/Tech Thread: "Pull Out All The Stops!"
Hey there, another newbie here with a lot to learn!
SFxT: Best way to use training mode?
Struggling to understand "Hitconfirm" and how to use it in a sentence?
Ken Match-ups Thread: "Strong fighters such as yourself make it worth staying in shape!"
[HELP] Jump to qcf or dp
What do all of the acronyms I read in the forums mean

Reserved again.


kara cancel
target combo
negative edge

plenty more missing but these seem like the least self-explanatory


Yeah I’m just putting in whatever comes to mind at 3 am when I’m hella tired. Added those, thanks.


Make sure you add definitions and How to read combo’s and input shortcuts such as c.lp, and explain what xx means.


OTG = Off The Ground


Putting it in words is always going to be harder than visuals. [media=youtube]O5twy_2fifs#t=6m42s[/media] does a great job explaining what Negative Edge is.


excellent OP, finally I know what a tech throw is!

edit: what is plinking?


This might be worth linking to:


How about boxers turn around punch?


I dont think thats a good defintion of a meaty, but rather the situation most meaty attacks are used in. As I understood it, any attack can be used as a meaty as long as you are hitting the opponent with the later end of the active frames of the move, hence why moves with many active frames are good meaty attacks. The advantage of a meaty attack is that you get more frame advantage on hit and less frame disadvantage on block, as well there are some combos that can only be done meaty IE makoto’s meaty st.strong -> st. strong.


Read - Analyzing the opponent’s actions and guessing what they will do next. (Context: If you have a good read on your opponent’s offense, uppercut FADC ultra).

Turtling - A style of defensive play which is generally passive in nature until the opponent makes some sort of mistake.

Rushdown - A style of aggressive play which is generally active in nature and forces the opponent to make a mistake.


Another thing you might wana do is link to the shoryuken’s glossary on their wiki once its back up…


Everybody always forgets SSF2. It’s like it never even existed. :lol:

Safe jump


7 8 9
1 2 3



mind games
option select
charge partitioning
feel free to add to/improve upon the wiki at while the SRK one is down.


Strogg give me definitions for the Marvel ones, you know I don’t play that game :looney:


Not until you add MvC2 to the list of games <3


I would recommend linking to SRK’s own wiki for the SF4 frame data link…when the wiki is put back up next week. It’s more up-to-date.


You should get some game-specific terms in there for TvC as well. Baroque, Advancing Guard, MegaCrash