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    Mortal Kombat

    Game » consists of 26 releases. Released Apr 19, 2011

    One of the goriest fighting game franchises returns to its roots, introducing a new story that re-tells the events of the first three Mortal Kombat games (with a unique twist).

    Common fighting-game terms

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    EvilDingo

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    #1  Edited By EvilDingo

    I've been thinking about listing some of these, because it actually was first yesterday I got a better idea about what "mix-up" actually meant. 
    People throw these term around as if it's common knowledge. 
    Feel free to correct me. I'm just writing down what my understanding is. 
     
    Mix-up:
    A characters ability to leave the opponent guessing about high/low/mid attacks.

    Juggling:
    Keeping the opponent in the air for combos. 
     
    Chain Combo: 
    A combo that's build into the game. It's the combo's you can find on the move-list. 
     
    Custom Combo:
    A combo that's not in the move-list. 
     
    Launcher:
    A move that get the opponent up in the air - leaving them open for follow-up attacks. 
     
    Pop-up attack: 
    A move that knocks the opponent into the ground so they bounce - effectively launching them in the air leaving them open for follow-up attacks. 
    Technically I don't know if these attacks are any different than launchers except through how they animate. 
     
    Nerf:
    Term used about making a character or move weaker through a patch. 
     
    Buff:
    Term used about making a character or move stronger through a patch. 

    Rush-down:
    I think it's a characters ability to quickly close the distance to the opponent while continually attacking - thus keeping up pressure. 
    I'm not too sure about this one. 
     
    Zoning:
    Keeping your opponent at a distance that is advantageous to your characters move-set.
      
    Whiffing:
    When a move doesn't connect.
     
    Chip-damage: 
    I believe it refers to the small amount of damage received when blocking. 
     
    Wake-Up
    While recovering from a knock down you have an opportunity to attack as you "wake-up". 
    The strategy/usefulness of wake-up attacks depends on your fighter's move-set.

    Combo Breaker: 
    A technical ability to stop the opponents combo. The use of this ability is usually is usually limited to certain requirements of uses (example: In Mortal Kombat you have to use 2 bars from the the EX Meter to preform a Combo Breaker). Other games will let you preform special moves to break a combo. Combo Breaker is also a meme from Killer Instinct. 


    Terms I'm really not sure about what actually means: 
     
    Option-select

    Not quite sure what this means - but it get used quite often. 
    It's perhaps something to do with a move that has some different follow-up moves - Or it has something to do with canceling out of a moves animation.
     
    EDIT: 
    A link provided by @groin pretty much makes this thread unnecessary: 
     
      @groin said:

    This is an extensive list of fighting game terms: http://www.option-select.com/strategy/article/?a=12


    after all the people who wrote that I figure actually know what they are talking about - unlike me who are just writing my understanding... 
    As an example "option-select" is not anything like my suggestions :-) 
     
    I'll still add the definitions some people have postet.
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    TechHits

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    #2  Edited By TechHits

    OTG / Bound:

     Off the Ground, an attack that will allow you to continue comboing after a knock down. Also known as a bound attack in Tekken
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    Bestostero

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    #3  Edited By Bestostero

    Zoner is also a term used, I believe this one means they can keep you at a distance, spamming noobs are one, but rush down like Johnny Cage can usually handle it lol

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    EvilDingo

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    #4  Edited By EvilDingo
    @xhavoc86 said:
    Zoner is also a term used, I believe this one means they can keep you at a distance, spamming noobs are one, but rush down like Johnny Cage can usually handle it lol
    about zoner/zoning: 
    Of cause... How could I forget. 
    Though I think it is more used as a general term about keeping your opponent in the "zone" that favorable to you. Which of cause in Noob's case IS across screen - but I believe zoning with Ermac (as an example) is keeping your opponent in mid-screen distance. 
     
    @TechHits:  
    I'm not sure I quite understand. Does it mean hitting someone who's lying on the ground - and is that something that occurs in MK?
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    EvilDingo

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    #5  Edited By EvilDingo

    I just played online a bit and was just reminded of another common turned -  while I got increasingly frustrated at myself. 
     
    Whiffing:
    Failing to execute the intended move - and instead do some random move. 
     
    Actually it's my main annoyance in online matches... And there is really no-one to blame other than myself... it sucks. 
     
    Edit: apparently that's not the what the term means.

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    Pessh

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    #6  Edited By Pessh

    Whiffing is when the move doesn't connect

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    EvilDingo

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    #7  Edited By EvilDingo
    @Pessh:  
    Ok thanks.. 
    Any term that covers what I described - because I honestly thought that was the term?
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    ShaggE

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    #8  Edited By ShaggE
    Cheap: Performing any move that causes damage to the opponent. 
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    EvilTwin

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    #9  Edited By EvilTwin
    @EvilDingo said:
    @Pessh:  Ok thanks.. Any term that covers what I described - because I honestly thought that was the term?
    People would probably just call it an error in execution.
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    Gargantuan

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    #10  Edited By Gargantuan

    Edit: wrong thread

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    Ares42

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    #11  Edited By Ares42
    @EvilDingo said:
    Pop-up attack: 
    A move that knocks the opponent into the ground so they bounce - effectively launching them in the air leaving them open for follow-up attacks. 
    Technically I don't know if these attacks are any different than launchers except through how they animate. 
     
    Not gonna say I'm an expert, but I think the point of making a difference between launchers and pop-ups is that games tend to have rules that separates how many launch attacks and ground-bounces that are allowed within a single custom combo. So in order to reach max amount of juggles you need to alternate between the two instead of just repeating the same launch over and over.
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    groin

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    #12  Edited By groin
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    Damian

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    #13  Edited By Damian

    Handy list. Here's my contribution:
     
    Wake-Up: While recovering from a knock down you have an opportunity to attack as you "wake-up". The strategy/usefulness of wake-up attacks depends on your fighter's move-set.

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    Bestostero

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    #14  Edited By Bestostero

    Footsies are another one too, i do this one a lot lol

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    daemonblade

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    #15  Edited By daemonblade

    Combo Breaker: A technical ability to stop the opponents combo. The use of this ability is usually is usually limited to certain requirements of uses (example: In Mortal Kombat you have to use 2 bars from the the EX Meter to preform a Combo Breaker). Other games will let you preform special moves to break a combo. Combo Breaker is also a meme from Killer Instinct.

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    D_W

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    #16  Edited By D_W
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    EvilDingo

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    #17  Edited By EvilDingo
    @IntramanDW said:

    Zoning is the ability to control the spacing and position of your opponent.

    Is this much different than what I wrote? 
     
    I'll correct it, but it sound similar to: 
    " Keeping your opponent at a distance that is advantageous to your characters move-set." 
     
    But none the either way... the link provided by @groin pretty much ends this thread :-) 

    @groin
    said:
    This is an extensive list of fighting game terms: http://www.option-select.com/strategy/article/?a=12
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    EvilDingo

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    #18  Edited By EvilDingo
    @xhavoc86 said:
    Footsies are another one too, i do this one a lot lol
    You didn't write what it means though :-)
     
    Footsies:
    Keeping yourself just out of range of opponents attack with the intend of tricking him into missing, and thus being open for counter attack.
     
    Does that sound about right?
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    soldierg654342

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    #19  Edited By soldierg654342
    @EvilDingo: "Chain Combos" are "Stings." At least in the MK community.  
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    OneManX

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    #20  Edited By OneManX

    There is only one term that matters

    Salty.

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    Bestostero

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    #21  Edited By Bestostero
    @OneManX said:

    There is only one term that matters

    Salty.

    YES! yesss oh god yes!!! 
    PJSalt PJSalt PJSalt
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    TechHits

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    #22  Edited By TechHits
    @EvilDingo said: 
    @TechHits:  I'm not sure I quite understand. Does it mean hitting someone who's lying on the ground - and is that something that occurs in MK?
    yes and yes
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    UncleThursday

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    #23  Edited By UncleThursday
    @Ares42 said:
    @EvilDingo said:
    Pop-up attack: 
    A move that knocks the opponent into the ground so they bounce - effectively launching them in the air leaving them open for follow-up attacks. 
    Technically I don't know if these attacks are any different than launchers except through how they animate. 
     
    Not gonna say I'm an expert, but I think the point of making a difference between launchers and pop-ups is that games tend to have rules that separates how many launch attacks and ground-bounces that are allowed within a single custom combo. So in order to reach max amount of juggles you need to alternate between the two instead of just repeating the same launch over and over.
    There is a limit to the amount of pop-ups per combo. In fact, you can see this easily with Scorpion if you try doing a teleport  to spear to pop-up combo while your opponent is in the air. Instead of the pop-up happening if you do a straight jump up and punch, the opponent hits the ground and slides away. I would assume this is because the game registers the initial hit of the opponent in the air as part of a pop-up.
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    deactivated-61665c8292280

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    @xhavoc86 said:

    @OneManX said:

    There is only one term that matters

    Salty.

    YES! yesss oh god yes!!! PJSalt PJSalt PJSalt

    I hope you guys saw that dude in the crowd during the EVO MK Grand Finals with that giant salt shaker.

    Magical.

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