Fighting Game Terminology

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Across
  1. 1. Keeping the opponent off the ground with subsequent hits
  2. 2. A type of character defined by a projectile and DP
  3. 6. The state of being hit while attacking
  4. 7. A move designed to beat arial moves
  5. 8. A move that cannot be blocked
  6. 10. Grabbing the opponent mid air
  7. 16. Nickname given to resource gauges used to perform supers
  8. 17. Nickname given to projectiles
  9. 18. Nickname given to low normals that knock down an opponent
  10. 21. Hitting with the end of a moves active frames
  11. 22. Inputting a dash mid air as soon as possible
  12. 24. A combo that kills from full health
  13. 27. A situation where the defender must guess between different options to defend against attacks
  14. 28. Inputting a move as an opponent switches sides to autocorrect the direction of the move
  15. 29. Pressing down then up in quick succession to get a "superjump"
  16. 30. Inputting a normal in the middle of a charge motion
  17. 31. A special move that can be extended with subsequent inputs
  18. 33. Nickname given to air moves that descend downwards usually performed with a QCB input
  19. 34. A type of character defined by their low health and high movement
  20. 35. A character that controls an additional character at the same time
  21. 37. Nickname given to z input reversals
  22. 38. The nickname given to the FCB+F or 632146 input
Down
  1. 1. Tapping back to block a move right as it hits
  2. 3. Hitting two buttons in quick succession to trick the game into giving you back to back presses of the same button
  3. 4. Canceling a forward advancing normal into a special move to move forward
  4. 5. Knocking an opponent against the edge of a stage and having them rebound off
  5. 9. The state of having an opponent knocked down
  6. 11. Nickname given to vertical charge reversals
  7. 12. The state of neither player having the advantage
  8. 13. Killing three of the opponent's characters with one combo
  9. 14. Killing two of the opponent's characters with one combo
  10. 15. A type of damage that occurs even when blocking
  11. 19. Inputting a jump and landing without inputting a move
  12. 20. The term given to the remaining health of a character that barely survived death
  13. 23. A single input that results in multiple outcomes depending on the opponent's actions
  14. 25. Hitting an opponent while they are knocked down
  15. 26. The act of grabbing at the same time as the opponent to neutralize their grab
  16. 32. Inputting upforward at the end of a special to instantly do it in the air
  17. 36. Rapidly pressing a button to avoid a mistimed input