The following notation will be used for inputs:

up (u) ------------. 
up+back (ub) --- 7 8 9 - up+forward (uf)

back (b) ------- 4   6 - forward (f)

down+back (db) - 1 2 3 - down+foward (df)
down (d) ----------´

Note: These numbers can be easily referenced by looking at your keyboard's numpad. Think of it as a joystick/controller that is facing to the right. "5" is used to signify "neutral".

A = Light attack
B = Medium attack
C = Heavy attack
D = Reflect Guard



Short for "Bread and Butter", an attack or combo considered essential to a character's play.

Command throw

A throw that requires an input motion instead of a direction and A/D. An example is Berserker's 2147893c.


Hold 2 while airborne (must not be in Hitstun). This does what it sounds like, it makes you fall faster, usage depends on character. If you hold 2 for the majority of your jump, you will notice your jump is a lot shorter then normal, which makes loops easier/better.


The ability to turn a poke or unexpected hit in a blockstring into a full, damaging combo (as opposed to just a few hits). A critical element of making one's blockstrings a true threat.


An attack that sends an opponent into the air on hit. Can usually be followed up with air attacks.


An attack done early so that the tail end of the attack connects with an opponent getting off the ground on the first available frame. Someone on the receiving end of a meaty attack can only block or reversal. This also has the effect of reducing the recovery of the meaty attack.


A combination of attacks intended to make the opponent block incorrectly and expose themselves to a combo.

Negative Edge

Negative edging is the act of delaying an attack by holding down the appropriate attack button AND still being able to do other attacks. For example, Sakura's 214 series can be held down to delay the pet's attack, but Sakura can still MOVE AND ATTACK while the attack button is held.

  • Sakura 214C: Hold the C; Sakura can move and attack while the pet travels on the floor.
  • While the C button is held, you cannot use C attacks until you let go of it.
  • A B and D buttons are still usable, so you can still throw.
  • Letting go of C will pop the pet so you can do throw setups using Negative edging, as you can pop the pet anytime you wish.


Short for "on the ground," meaning either a state of being attackable while knocked down, or the actual attack on a knocked down opponent.


An attack on an opponent getting up from a knockdown state without teching. Abbreviated as "oki".

Projectile Crossup

You have to switch the way you block if you change positions while blocking a projectile. But as of right now, only Caster and maybe Sakura can really make use of it.


The time in frames a character takes to return to a neutral state from a move.

Reflect Cancel

A method of canceling an attack into a reflect guard, which enables the the character to instantly follow up with another attack, even if that attack has previously been used in the same string. Abbreviated as RC.


The ability to go straight from a non-hittable frame (such as being on the ground) directly into a special attack with no delay. The special attack must have startup invincibility and/or hit on the first frame. Counters meaty attacks (usually).


The time in frames a character takes to perform a move before that move has an active hitbox and can damage the opponent.

Tiger knee

Buffer an attack, jump, then press the appropriate attack button. An extremely useful technique used in many fighting games. This makes you perform your attack as soon as you leave the ground, for example:

  • Rin j.236B Frostjewel can only be done in the air.
  • You buffer in the 236 motion then jump, say you are going to use 9:
  • Then your overall instant j.236B would be j.2369B: you have to input the B after you leave the floor, otherwise you'll get a jump install.

If you want to TK an attack, you need to end with that attack's last motion. For example, for 236A, youd need to 2369(6A), ending with a 6+A, not 6 then A.

Tiger knee Canceling

TK Cancelling is the act of canceling an attack that is only jump cancellable into another attack or anything similar. The best example would be Rin's 623A.

  • Rin's 623A can only be jump canceled. This means that after 623A hits, you can either let it recover or jump.
  • You jump cancel the 623A, the jump has startup of ~4frames.
  • However, if you input an attack during those 4frames, the jump will be canceled into that attack.
  • So something like 623A can be canceled into 623C, for example, by jumping and doing 623C during the jump startup. The input will look like 6239A623C.

Many combos are only possible using TK Cancelling.


The act of recovering from a knockdown attack or aerial attack.


Unscale is a technique used in combos for massive damage. Due to proration, supers attached to the end of a combo do VERY little damage, around 900 or 1000 damage for 100% meter. However, this technique lets you do a super which hits for its full damage at the end of a combo.

  • To unscale: Have a projectile on the stage, then super. The super will be UNPRORATED and hit for its full damage.
  • For example, Rin can do 236B Icicle (freezes opponent) then do a 236236B (Laser Super). This will only hit for around 1500 damage. However if she activates, does a 236B icicle and cancels the 236b icicle into 236236b laser BEFORE the icicle hits the opponent, the super will do full damage for around 3000 damage.


To intentionally (or unintentionally) have a move miss.

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