Terminology

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    3.0 / 3.1 / 3.2 / 4.0 / 4.1: This #.# series you tend to see when hardcore players are discussing differences between "games". The first number is the version of Dead or Alive. For example 3.# means the player is talking about Dead or Alive 3; and 4.# means the player is talking about Dead or Alive 4. The preceding number after the period is the version of that game. Each version may have differences, major or minor. However, each version is significantly different in order to differentiate between another. The differences can be system or gameplay changes.

    3.0: Dead or Alive 3: North American Version

    3.1: Dead or Alive 3: Asian Version

    3.2: Dead or Alive 3: PAL / European Version

    4.0: Dead or Alive 4: Un-patched version. Original Version.

    4.1: Dead or Alive 4: First Patched version. Online Updated Version.

    1-Frame Delay: When using dash :6::6:, crouching dash :3::3:, back dash :4::4: or crouching back dash :1::1:(Character specific), if you enter the dash command and then enter an attack command, there will be a delay of one frame even if you buffer the command. This is called 1-frame delay. But by entering the directional button portion of the attack command in the first half of the buffer period (when only directional buttons are recognized), you can avoid this delay, and launch your attack as quickly as possible.

    1P / 2P: Indicates which side you start on. Player 1 (1P) starts on the left, and Player 2 (2P) starts on the right. Inputs for moves are given under the assumption that they are performed by Player 1.

    A

    Abare: Attacking from a disadvantage. Contrast to 'moral'. From the Japanese word 暴れる, Abareru, 'to act violently'. Pronounced as “Ah-ba-reh”.

    Absolute Guaranteed Attack: A situation in which an attack cannot be blocked or evaded no matter what. This occur when the advantage is 2 (or greater) frames more than the Counter Blow used.

    Active Phase: This is when an attack, hold, throw ect. Are in its hit phase.

    Advantage: This is when you can move before your opponent

    Air Throw: These are throws that are executed of airborn opponents. Work only as a Juggle/float finisher.

    Attack attribute: Categories that describes the properties of attack, such as high or mid.

    Attack potential: Describes the part of the move that can do damage to an opponent if it hits. The opposite of this is damage potential, which is the window where your opponent can take damage.

    Attacking a rising opponent: Timing an attack to hit an opponent as they are getting up after a fall.

    Attacking a Techrolling opponent: Timing an attack to hit an opponent as they are techrolling from a fall.



    B


    Back attack: Attacking your opponent while your back is turned.

    Back crouch Dash: Character with special stance abilities can crouch dash backward while being able to duck highs simultaneously.

    Back Dashing: :4::4: Backdashing is something used to help make an attack whiff when in close quarters.

    Back Stance: This is a state in which you are back turned and can perform back turned specific attacks. Also known as Back turned (BT).

    Back Set-Up Hold (parry)
    : A set-up hold that is used while back turned

    BackStepDash: :4::4:..:4::4: A lot like Back Dashing accept your cancelling the Back Dash into a step and then back into another Back Dash. Best used if you want to continue moving when you back dash. Is also good for making moves whiff.

    BackStepSS: :4::4:, :2:/:8: Movement used for when you want to space out, and move about around enviromental hazards or direct your opponent into a environmental trap, and also good for buffering into a SS move or, SSing an oncoming attack. Also known as Stair Stepping

    Back throw: A throw performed while your opponent is facing away from you.

    Back turn back: Dash tapping :4::4: to back dash while your back is exposed.

    Back turn foward dash: Characters like La Mariposa can tap :6::6: while their back is turned and dash forward.

    Back turn Free step: Tapping either :8: or :2: to Free step while your back is exposed.

    Back to wall: A move that can be used when your character is standing with his or her back to the wall.

    Back turned FS: :2:/:8: Movement used for when your back is turned and would like to move around the environments.

    Bokuho: A special stance used by Helena. Moves listed as 'from Bokuho' in command list must be performed during this motion.

    Bounce: A rebounding (bounce) from off the floor while being hit from a slam attack.

    Bounce combo: A combo follow up that is used after a bounce.

    Bounce hold: A rebounding (bounce) from off the floor while being hit from a hold that slams to the ground

    Bounce throw: A rebounding (bounce) from off the floor while being hit from a throw that slams to the ground

    Broken: A great imbalance of a character or game attribute that gives unfair advantage to another character.

    Buffering: Executing the command in the middle of another command or movement.

    Buffered Crouch: Buffering moves while in a crouching state.

    Buffered Stand: While in a Crouch state, dashing forward or backwards will place you into the standing position

    Button Mashers: A fighting game player with no skills who must constantly pound all the buttons at once to achieve any type of success. DOA is friendly to these types of players but don't fret, any skilled opponent can beat a masher.



    C


    Cancel: Ending a move prematurely (before it enter its hit detection phase). This is done by hitting :F: button during a move's execution (attack specific).

    Canned Combos: These are combos that result from the use of canned strings.

    Canned Juggles: These are juggles that result from the use of canned strings.

    Canned String: This a preset string already present in a characters move list.

    Catch Throw: Catch throws are throws that can grab an opponent who is beginning a striking attack. Catch throw differ from Offensive holds due to it being a throw with holding abilities, as opposed to a hold with throwing properties.

    Ceiling Attacks: These are attacks that knock your opponent into the ceiling.

    Ceiling Holds: These are holds that knock your opponent into the ceiling.

    Ceiling Throws: These are throws that knock your opponent into the ceiling.

    Charge attack: These are attacks that can be charged up by pressing and holding the buttons. The attack will be slower to activate, but there are various benefits, such as increased damage, different hit effects and guard breaks. Attacks that can be charged are simply called charge attacks.

    Charge OH (offensive hold): These are offensive holds that can be charged up by pressing and holding the buttons. The OH will be slower to activate, but there are various benefits, such as increased damage, and different OH effects. OH that can be charged are simply called charge holds.

    Closed stance: Describes the relative positions of your feet and your opponent's feet. In this case, both characters have the same foot forward so the foot positions are parallel to each other.

    Closed stance combos: These are combos that must be performed in closed stance.

    Close Hit: Characters have certain power moves that when they hit at a very close range, inflict more damage. (Also called "Proximity Hit" or PH)

    Combo: In this game, a successful amount of string attacks are considered a combo. However these strings of attacks can be either held or block making them not true combos.

    Combo Hold: A series of holds (or holds into attack/throws) that can chain after a the initial hold.

    Combo Throw: A series of Throws (or throws into attacks) that can chain after a the initial throw.

    Continuous guard: Describes a situation in which after you guard to block the first strike of series, you have no choice but to continue guarding for the second strike. This occurs when attacks follow each other very quickly.

    Counter attack: This is when you use an attack while your opponent is in recovery state.

    Counter Blow: When a character was hit while doing a strike. Damage is increased by 25%

    Counter Hold: This is a maneuver that reverse your opponents attack. When an attack is held in the middle of the hold active frames (Frames 6-12 out of 22 frame hold window). Damage is increased by 25%

    Counter Hold (OH): This is a hold with the property to throw. Damage is increased by 25% when connected with other holds.

    Counter Throw: Occurs when a Throw beats out another throws, or when a Throw beats out a charged attack. Damage is increased by 25%

    Critical (Blow): An attack that staggers the opponent, instead of knocking them to the ground.

    Critical Combo: These are strings of attacks done on a Critical (staggered) opponent. These combos can only be escaped by either Slowescaping or Critical holding.

    Critical Hold: These are Defensive holds that are executed during a Stun/stagger. Hold damage in critical state are reduced.

    Crouch Dash: :3::3: Used to continously dash forward while being able to duck highs simultaneously.

    Crouch Dash Cancel: Same for crouch dash cancelling ( :3::3::5: ) Crouch Dash cancelling is used mainly on characters that have while rising moves that usually launch but is also a multi-purpose move.

    Crouching: A state in which you are low, and can avoid high attacks.

    Crush: Any attack that can beat out another attack by either going under an attack or jumping over an attack. Crushing does not involve out speeding other attacks; it actually can beat out faster attacks if the crush goes around the faster attack



    D


    Damage: The amount of damage caused by a move..

    Damage Scaling: The amount of damage inflicted by Blows/Throws/Holds is adjusted depending on the circumstances. The amount of damage added or subtracted is called damage scaling.

    Dash: A short quick forward motion performed by entering :6::6:. It's useful for quickly closing in on an opponent.

    Defensive Hold (DH): A Defensive Hold is the term used for the reversal system. :7::F:, :4::F: , :6::F: and :1::F:

    Defensive Stepping: Free Step/ SS/ SS Attack- used defensively to evade an opponents attack or Offensive hold (With a SS attack only).

    Delay: This is when you enter in the next command in a string, at the last possible frame or within the 1st and last frames). This can also be done for rising attacks by pressing :K: after you begin to move.

    Disadvantage: This is when your opponent can move before you.

    Distance: The amount of space between the two characters.

    Diversion: Describes a move that deflects an opponent's attack, and renders them immobile for a short period of time.

    Dokuja-Fujin (Poison seprent stance): One of Christie's special stance. Moves listed as 'from Dokuja-Fujin' in the command list must be performed from this stance.

    Dokuritsu-Ho (DHO): One of Brad Wong’s special stances. Moves listed as 'from Dokuritsu Ho' in the command list must be performed from this stance.

    Down Attack: Blows that can hit opponents when they are in the ground stun (down position)

    Down throw: Throws that can hit opponents when they are in the ground stun (down position)

    Ducking: (DK) Stance - Zack

    Duration: The length of time hit detection occurs.



    E


    Edge Critical: When facing the edge of a terrain (before the drop off), all attacks that hit become critical hits do to loose footing.

    Evasive Movement: Any kind of movement or attack that aims to move a character closer/farther from an opponent or go around an opponent in some way. This includes special movements, any kind of stepping or dashing, and attacks that have evasive properties.

    Exact tech rolling: When getting knocked down by an attack, When you recover from the fall at the exact instant you hit the ground.

    Execution: The time it takes for a move to execute before it detection.



    F


    Face down: Describes how a character is lying on the ground after being knocked down--in this case, face down on the ground.

    Face up: Describes how a character is lying on the ground after being knocked down--in this case, on his or her back, and facing up.

    Facing away: Describes a character standing with his or her back turned to the opponent.

    Fastest timing: This is when you enter your command as quickly as possible, completing a delay-able series with no delays, or by attacking the moment your recovery ends.

    Feet toward opponent: Describes how a character is lying on the ground after being knocked down--in this case, with the opponent standing near his or her feet.

    Flow Chart: Branching paths of the next attack in a string, whether the next attack lead into a high, mid or low.

    Follow-up: Inflicting additional damage on a floating opponent with a combo or on a downed opponent with a down attack.

    Foot position: Describes how a character is standing. Specifically, it describes which foot is in front when standing still, as well as the relationship with the opponent's foot position.

    Forced choice: When you recover before your opponent and have a mid advantage, you can force your opponent to chose a defensive stance.

    Forced tech (roll): An attack that will force your opponent to techroll while in the ground stun.

    Frame: This is 1/60th of a second, and is the measurement used to calculate the execution, hit detection and recovery of attacks, as well as disadvantages and advantages.

    Frame Advantage: An Attack/DH/OH/Throw that puts you at an advantage against your opponent making it so they cannot move. However, in some situations your opponent can only hold.

    Frame Trap: A frame trap is when you put your opponent in a mixup by using frame advantage. An example would be Hitomi vs Hayate. Hayate has his back to the wall and blocks Hitomi :2::K:, :K:, :P:. Hitomi is at +1 advantage and Hayate is now at a -1 disadvantage.

    Free Cancelling: :F: Cancelling is used to stop a string in the middle of one and start a new one or add a different ender to the string.

    Ex: Hayabusa combo :P::P::4::P::F::7::K:

    Free Stepping: When you enter :1: (:1:) :4::7::8::9::6::2: (:2:). Your character will slowly walk in that direction.

    Free Step Dodge (FSD): Free Step Dodge means to avoid an oncoming attack by moving :8: or :2:.

    Full Circular move: This is an attack that rotates in a full 360 degrees. These moves cannot be avoided with side stepping.

    Full Critical: This is the maximum critical stun/stagger threshold. The highest launch/bounce is possible during full critical state.

    Fuzzy Guard: Fuzzy guarding is a technique used to avoid both standing throws and mid attacks at the same time. When you are guarding while standing, you can avoid mid attacks, however, you will be vulnerable to throws. If you duck, you will be vulnerable to mid attacks. Using fuzzy guard will allow you to avoid both.



    G


    Getting up: Getting up off the ground after getting knocked down.

    Getting up (back step): One way of getting up after a knockdown. You can hold Back while you are in the down position.

    Getting up (in place): One way of getting up after a knockdown. You can press Free Button or Punch while you are in the down position. This will allow you to rise in place..

    Getting up (side-roll): One way of getting up after a knockdown. You can hold :8::F: or :2::F: while you are in the down position. This will allow you to roll to the side while getting up.

    Gogyo-Goitsu-Ken: Basic principal of Xing Yi Quan, consist of an interconnected series of 5 types of Kungfu. This is specific to Eliot.

    Grabbing motion: The first part of a throw, in which you attempt to grab your opponent. If this grabbing motion makes contact with your opponent, the actual throwing motion begins.

    Guaranteed Attack: A situation in which an attack cannot be blocked or evaded at a specific hit level (depending on standing/crouching state), and therefore is guaranteed to hit. This occur when the advantage is 1 frame more than the Counter Blow used.

    Guaranteed throw: A situation in which you are guaranteed to get a throw, usually after blocking a powerful attack,whiffed hold, or during evasion.

    Guard Break: A guard break is a strike that when blocked prevents the other character from blocking the next strike. This is a shorter version of the 'Guard Crush'. An example would be Dead or Alive 3.1/3.2's Leon P+K on guard.

    Guard Crush: A guard crush looks like a guard break only instead of the character being unable to block, The character is just at a big disadvantage. Implemented in DOA3, this looks like the character's hands are blown back over their head with one fit also in the air, changing their stance. An example would be Dead or Alive 3.1/3.2's Leon 4P+KP on guard.

    Guard Stun: Period of time after one blocks an incoming attack during which he can not move. Normally your guard stun will end before the attacker is still in recovery.



    H


    Half Circular Moves: This is an attack that rotates in 180 degrees. These moves can be avoided by side stepping into its vulnerable side.

    Half Hit: When certain attacks do not fully connect, the attack does less damage and/or will have a different critical effect.

    Handstand (HS): A stance originally used by Hayabusa but has been adopted by Brad Wong since DOA5.

    (Back-turned) Handstand (BTHS): One of Brad Wong's unique stances. Listed in game as "Reversed Handstand". It is neutrally entered through Brad Wong's back turned stance, and this it's notation.

    Hold: This is a maneuver that reverse your opponents attack. When an attack is held in the end of the hold active frames (Frames 13-22 out of 22 frame hold window).

    Head toward opponent: Describes how a character is lying on the ground after being knocked down--in this case, with the opponent standing near his or her head.

    Heavy down attack: A down attack performed by entering :8::P::+::K:. They are relatively slow, but do more damage then light down attacks. These are also known as Pounce attacks.

    Heavyweight: A group of characters who are relatively heavy, and less vulnerable to midair combos.

    High: Describes moves that can be blocked high, and will not hit a crouching opponent.

    High Counter Hold: This is a maneuver that reverse your opponents attack. When an attack is held in the beginning of the hold active frames (Frames 1-5 out of 22 frame hold window). Damage is increased by 50%.

    High Offensive Hold (OH): This is a hold with the property to throw. Damage is increased by 50% when connected with attacks.

    High Counter Hit/Blow (HCH/B):: This is a term describing when a character is hit out of a throw attempt or while backdashing. Damage is increased by 50%

    High Counter Throw: This means that a character was thrown out of a Defensive or Offensive Hold. Damage is increased by 50%

    High Crush: A high crush is a move that beats all highs once its on the screen. For example.. Ayane's :4::P: is a High Crush.

    High guard: Guarding by standing, and pressing :F: or :4:. This will allow you to block high and mid attacks, but you will take damage from low attacks.

    High Defensive hold: A hold that reverse high attacks.

    High Level Jump: Acting like a High crush, but accept without a attack behind it. Usually used just to look nice, but it has its uses especially if your character has a good air attack. Most characters have the Air Punch which stuns, or a Air Kick which knocks down for Okizeme.

    High-mid attack: Any mid attack that can be crushed by a high-mid crush and looks like it hits higher than the exact mid portion of the body. EXample: Zack's :6::P: elbow

    High-mid crush: Any attack that can duck under mids that hit higher than the mid portion of the body

    High throw: A move that can throw a standing opponent.

    Hold Resistant: A attack that if held doesn't grant any damage to the holder accept puts you and the holder in a mixup. This is also known as a diversion.

    Hit: Describes an attack that makes contact with your opponent.

    Hit check: Looking at the type and success of your last attack and using that information to determine your next move. The alternative is to follow up with commands that you may be comfortable with but do not fit the situation. For example, someone who fails to hit check may back dash out of habit after floating his opponent instead of adding damage with a guaranteed combo.

    Hit detection: The part of a move where an attack will be successful if it makes contact with an opponent who is not guarding properly.

    Hit effect: Describes the effect of a successful attack. There are four major types stuns/staggers and knockdowns.

    Hit stun: Period of time after you are hit during which you can not move.

    Hit-throw: Certain striking attacks that can chain into a throw when they hit, or are blocked. The resulting throws are called hit-throw.

    Hold attribute: Every move in the game has a reversal attribute that determines how it is affected by holds. Most moves are sorted into categories such as punches, kicks etc. In the command lists punches are listed as Punch, kicks are listed as Kick, and Hold resistant attacks are listed as diversions.



    I


    In-place recovery: A type of recovery. You can enter Free Button, Punch, or Kick to quickly recover from a fall in the spot you landed.

    Independent System: These are special character specific stances.

    Initial stun frames: The waiting period in a stun from the starting frame of the critical hit to the earliest possible time that one can hold within the stun.

    Interrupt: To break into an opponent's attack and stop it with an attack of your own.

    Invulnerability: Describes a state in which you cannot take any damage.



    J


    Juggle: A successful amount of hits after a Launcher.

    Jumping/Before landing: A move performed while jumping, right before landing on the ground.

    Jumping/In midair: A move performed while jumping, at the top of the jump.

    Jumping/While rising: A move performed while jumping, at the very beginning of the jump. Do this by jumping with the directional buttons, and then entering the command at the same time.



    K


    :K:Hold: Indicates a move that can Hold an opponent's kicking attack, if used with the right timing.

    Kip up: The Kip-up is an acrobatic move which takes a person from a down position directly to his feet.

    Knock Back: This is a property of some moves that will send your opponent flying backwards.. up to approximately 5.5 meters.

    Knock Down: This is a property of some moves that will send your opponent to the ground.

    Korean Back Dash:: :2::1:, :2::1:.. Fastest Back Dash movement in the game can cover a wide range of space quickly.



    L


    Launcher: An attack that when hits launches into the air for a free amount of hits before the opponent falls to the ground.

    Launcher hold: A type of hold that Launches the opponent, instead of knocking them to the ground.

    Launcher throw: A type of throw that launches the opponent, instead of knocking them to the ground.

    Leg collapse (flop): A hit effect seen when Ein’s :4:K connects on normal hit. The legs are hit out from under your opponent.

    Light down attack: These are attacks (:2::K:, :2::P:, :1::P:..etc) that connect on a downed opponent. AKA ground hits

    Lightweight: A group of characters who are relatively light, and are more vulnerable to midair combos.

    Linear attack: Describes a straight-on striking attack that has no spinning properties.

    Long-Range: Describes the distance between you and your opponent. In this case, the distance is so far that most attacks cannot reach.

    Low: Describes moves that can be blocked low, and cannot be blocked high.

    Low Catch throw: A move that is capable of throwing a crouching opponent as well as catching low attacks.

    Low Crush: A low crush is a move that beats all lows when its on the screen. An example of that would be Jann Lee's hop kick :9::K:

    Low Defensive hold: A hold that reverse low attacks.

    Low Guard: Guarding by crouching, and pressing :F: or :1:. This will allow you to block low attacks, but you will still take damage from mid attacks.

    Low Guard Crush: These are attacks when guarded low will result in a guard crush.

    Low-mid attack: Any mid attack that can be crushed by a low-mid crush and looks like it hits lower than the exact mid potion of the body. Example: anyone's mid wakeup kick

    Low offensive hold: A move that can throw a crouching opponent as well as hold low attacks.

    Low throw (LT): A move that can throw a crouching opponent.

    Lying head/feet towards (LHT/LFT): One of Brad Wong's special stance. Moves listed as 'from Lying down' in the command list must be performed from this stance.



    M


    Medium weight: A group of characters with relatively normal weight, and have average vulnerability to midair combos. AKA mid-weight

    Mid: Describes an attack that can be blocked high, but cannot be blocking low still results in the defender getting hit.

    Midair combo: After an opponent has been hit high into the air, with a striking attack, they are vulnerable until they hit the ground. During this time you can follow up with additional striking attacks for a midair combo.

    Mid Crush: A Mid crush is a move that ducks under or jumps over mid attacks. Usually requires timing, and can be divided into high-mid crushes and low-mid crushes.

    Mid Air throw: This is an air throw done on a standing opponent while you are in the air. Ex Tengu's Mid Air throw.

    Mid Air Combo throw: This is an air throw done while being air combo'd by Hayabusa.


    Mid Defensive hold: A hold that reverse mid attacks.

    Mid-range: Describes the distance between you and your opponent. In this case, the distance is just enough for side kicks or other long attacks to reach.

    Moral: Style of play; defending when disadvantaged, attacking when advantaged. Contrast to 'Abare'.



    N


    Natural Combo/2in1/3in1/4in1: A Combo which cannot be held after a certain hit is placed.

    Neutral: Describes a state in which there is no input on the directional buttons.

    Nitaku (50/50): Forcing your opponent to choose between two lines of defense when you have the advantage. AKA 2 way forced choice.

    Normal Blow: Describes a standard hit, resulting from a striking attack on an opponent who is not doing anything or has whiffed an attack.

    Normal Stance: A standing position with the right foot forward. Irrelevant of the opponent's foot stance.



    O


    Offensive Hold: Also known as the catch throw/catch grab. A Offensive Hold acts as a Throw with Offensive holds properties meaning it beats out attacks, and defensive holds, but its beaten by all Throws. AKA the catch throw/catch grab.

    Offensive Stepping: Free Step/ SS/ SS Attack- Used to position oneself to an opponents back while he is either Neutral, Blocking, Holding, crouch dashing, foward dash or running (easier to do if a person steps in the direction of the opponent's back). Or, used to step in the same direction as a techrolling opponent to keep him from spacing away.

    Offshoot move: Describes a move that follows another one, such as in an attack series or throw combo. AKA followup atacks or string followups

    Okizeme (Oki): Is the Japanese term used for the ground portion of a fight when someone is knocked down.

    Onygoin Stance: One of Hayabusa's special stance. Moves listed as 'from Onygoin Stance' in the command list must be performed from this stance.

    Open stance: Describes the relative positions of your feet and your opponent's feet. In this case, one character has the right foot forward, and the other has the left foot forward.

    Open stance combos: These are combos that must be performed in open stance.

    Opponent Behind: A move performed while your opponent is behind you.

    Opponent crouching: A move performed when your opponent is crouching.

    Opponent down: A move performed when your opponent has been knocked down.

    Opponent facing away: A move performed when your opponent is turned around, and facing away from you.

    Opponent's back to wall: A move performed when your opponent is standing with his or her back to the wall.



    P


    :P: Hold: Indicates a move that can Hold an opponent's punching attack, if used with the right timing.

    Partition Jump: Tapping :6::6: near a low partition will allow you to jump over it.

    Partition attacks: While jumping over a low partition, tapping :K: or :P: will allow you to perform a Guard crushing attack.

    Perfect Forced Techroll (PFT): An attack that will force your opponent to tech while in the ground stun, while allowing you to force an santaku mixup (3choice mixup). Your opponent can only block during this situation.

    Perfect Stagger: These are staggers like the head crumple and stagger and trip stumble (on water) that provide the offensive player with guaranteed damage no matter what the defensive player do. However, the way the opponent tries to escape the stagger determine the amount of guaranteed damage you will get.

    Pounce: These are down attacks in which your character jumps off the ground and onto your opponent (:8::P::+::K:, :P::+::K:, :6::F::+::K:..etc). They are relatively slow, but do more damage then light down attacks.



    R


    Reach: The distance a move can travel. If you use an attack with a longer reach, you can hit your opponent from further away.

    Reactive String Hold (RSH): Holding followup string hits on any hit and/or on block

    Recovery: The brief period of time after you perform an attack, or after you get hit by an attack, during which you cannot move.

    Rising attack: After you have been knocked down, you can press :8::K:, :K: or :2::K: to attack while getting up. These are high/mid/low rising attacks in order).

    Rope Attacks: These are attacks that are performed while on the ropes.

    Rope Rebound: When hit against the ropes (at least a meter away), a rebound will occur, instead of a wall crumple.

    Rope Throws: These are throws that are performed while on the ropes.

    Running: Tapping and holding :6::6_: will result in a run. This will allow you to close in the gap between you and your opponent.

    Running attacks: These are attacks that are performed while running

    Running throws: These are throws that are performed while running



    S


    Sabaki (divert): This is an attack that will deflect an opponent’s attack at a certain level as it executes. DOA use attack sabakis that stagger opponents. Throws and Offensive holds will beat sabakis in their diversion frames.

    Santaku: Forcing you opponent to choose to defend himself from three different threats. AKA 3 way forced choice.

    Series: Two or more attacks that can be done one after the other. Usually refers to attacks that won't necessarily continue to hit if the first one hits. Eliot is an example of a character who has this.

    Setup: An attack or tactic that is used to force your opponent into a particular action

    Set-up Holds: These are holds with the ability to parry your opponent's attacks and grant the one who held frame advantage with or without damage. The moves will vary depending on the opponent's attack. Link:

    Set-up throws: These are throws that divert your opponent, while giving you frame advantage with or without an exposed back. Distance to opponent from setup throws varies.

    Short-range: Describes the distance between you and your opponent. In this case, the opponent is close enough to perform throws, and close striking attacks such as :2::P:

    Side-hit Combos: These are combos that must be performed on the side of your opponent.

    Side Step (SS): To side step means to avoid an oncoming attack by moving to the background or foreground. AKA Free Step / Free Step Dodge (FSD)

    Side-Techroll: A type of techroll. You can recover from a fall by entering :8::2::F: , :P: or :K:, and depending on the direction you entered, you will recover while rolling toward or away from the screen.

    Slide hold: When you hold within the first few frames of an attack, you will slide forward (Slide) towards your opponent and hold the attack. The skidding part extends the hold's natural range to hold the attack.

    Slide throw: When you throw within the first 8 frames of a hold, you will slide forward (Slide) towards your opponent and throw them. The skidding part extends the throws natural range to grab the hold.

    Slope Throw: These are throws that are done while on a slope or stair edge.

    Slow Escaping: The act of inputting directional controls to escape out of Critical state or Guard Breaks/Crushes. This is done by different ways: inputting opposite directional controls, or twirling your stick or dpad around in 360's stuns/staggers, and hitting the face buttons (:P:, :K:) in a certain way will aid in slow escaping.

    Slump stun: When knocked into the wall consecutively 2x, your opponent will be placed in a slumped stun. During this time you are invulnerable to attacks, and can either rise in place, wall tech, or use a wall attack.

    Special High: These are High attacks that can hit low attacking opponents.

    Special Low: A low attack that can hit both a crouching and standing opponent.

    Special Mid: A mid attack that have both high and mid attacking properties, and can be held both high and Mid.

    Special Move (ment): A move that has no attack potential. Most of these special moves allow for movement, or changing stances.

    Special Stance: A different fighting stance from the normal position. Most of the special stances don't allow you to guard, but do allow you to perform attacks that can only be done from these stances.

    Squatting Status: Ducks highs and is throwable by highs and lows.

    Stagger: A type of hit effect, along with knock down. When your character staggers, You can slow escape from the stagger to shorten the duration of the effect, or critical hold.

    Stagger hold: A type of hold that staggers the opponent, instead of knocking them to the ground.

    Stagger Shift: The turning around while in a Back turned stagger. AKA stagger reverse

    Stagger throw: A type of throw that staggers the opponent, instead of throwing them to the ground.

    Stair Stepping: :4::4:, :2:/:8: Movement used for when you want to space out, and move about around environmental hazards or direct your opponent into a environmental trap, and also good for buffering into a SS move or, SSing an oncoming attack. Also known as Back step SS

    Standard Stance: The beginning fighting stance, with no special stances active.

    Standing: Describes a character standing up, as opposed to crouching. High throws will work on standing opponents, but low throws will not. (There are certain exceptions, such as hit-throws under limited conditions).

    Starting Move: The first move in an attack series or combo.

    Step Move (SS Move): An attack that avoids other attacks by moving to the background or foreground.

    Stopping: Ending a move prematurely (before it enter its hit detection phase). This is done by hitting :F: during a moves execution (attack specific).

    Strings: These are a group of attacks when used in succession are not guaranteed.

    Striking Attack: An attack, such as a punch or a kick that inflicts damage when it hit an opponent. With certain exceptions, guarding can block them.

    String manipulation: The usage of Free cancelling, Delays and mixups of High, mid (:p & :k) and low attacks to lessen the amount of perceived frame disadvantage, to thwart off throw/hold punishment.

    Sway Back: A special swaying motion that allow you to sway back.

    Sway Duck: Special ducking manuever from sway back.

    Sway Step: Special step from sway back. This is similar to a SS.



    T


    Tech Rolling: You can recover from a fall by pressing :F:, :P:, :K: or :8:/:2::F:,:P:,:K: or when you land on the ground, to avoid getting downed. The former is called in-place recovery, and the latter is called side-techrolling.

    Tech Crouch: This is a term used to describe a move, that when it comes out, puts the character in a crouching position thus making the attack avoid highs.

    Threshold: This is the amount of Critical blow damage that is possible before your opponent is knocked down or reset.

    Throw: A type of attack effective against guarding or evading opponents, but not against opponents beginning a striking attack. If the initial grabbing motion hits your opponent, the throw will begin.

    Throw Escape: By quickly entering the :F:+:P: after your opponent begins a normal or combo throw, you can escape the throw and avoid taking damage.

    Turning Around: When you are standing with your back to your opponent, you can turn around by pressing Free Button, pressing the directional buttons toward your opponent, or performing an evade, dash, or crouching dash.

    True Combo: This is a string of hits that are guaranteed after the first hit.

    True Mid: A Medium Kick or Medium Punch with Ground Strike properties.

    True Side Step: These are Side stepping attacks that break an attack's tracking allowing you to Step to your opponents side/back.



    U


    Unblockable Move: A move that cannot be blocked. Unlike guard-break moves, unblockable moves can directly damage a guarding opponent. Jann Lee's :236::K:

    Uramawari: A technique used to jump over your opponent while exposing his back.



    W


    Wall in Front: A move that can be used when your character is facing the wall.

    Wall Attacks: Like rising attacks, these are attacks that are done while in the slump stun when knocked against the wall. These moves can also be done after a wall tech.

    Wall crumple: This is a head crumple that occur when hit against the wall.

    Wall Move: A striking attack or a special move that uses the wall in some way.

    Wall hold: A defensive/offensive hold that uses the wall in some way.

    Wall Throw: A move that takes advantage of the wall to throw an opponent.

    Wall Tech: To wall tech means to roll off the wall by holding Up or Down after the character is placed in a slump stun against the wall. Characters cannot be hit while they wall tech.

    Water Critical: Critical state produced from being on the water after getting hit with an attack that cause critical stun/stagger on counter blow. Critical state while in the water also produce longer stuns/staggers. Also known sometimes as water crush

    Water throws: These are throws that change in animation while in the water and may cause extra damage.

    WaveDash: :6:, :236:, :6:, :236:. A crouch dash cancel that covers a lot of space in a small amount of time great movement to use for when you want to rush someone down without running since running makes your momentum shift, but by Wavedashing you can shift your momentum anyway you want without any recovery frames of a run to stop you.

    Weight: Each of the characters has a set weight, which affects how high they can be hit into the air. This determines their vulnerability to midair combos.

    While rising from a crouch: A move performed while rising from a crouch into standing position.



    Y


    Yomi: Japanese term literally meaning 'read'. Ability to read your opponent, actions/intentions etc, “knowing your enemy”.
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