Art of Fighting 3/Glossary

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Art of Fighting 3 still uses the same terminology that other 2D fighting games use, but here's a small list of terms to help elaborate what some of the wiki mentions.

  • Launcher: An attack that lifts the opponent into the air on hit, allowing the player to juggle combo the opponent.
  • Juggle: A combo that carries the opponent forwards while they are airborne until they land again.
  • High: Any move which you can crouch under. This is where the more Tekken-like influence comes in.
  • Overhead: A move which can only be blocked standing (holding 4). Some moves, like Jin 4A, are both high and overhead.
  • Low: A move which can only be blocked crouching (holding 1).
  • Mid: A move which can be blocked standing or crouching.
  • Full Crouch: When your character is in crouching state completely, and are not in the transitional state. Not really used often other than when a character has a Full Crouch 2A/2B, which is different from their regular 2A/2B.
  • Rush Combo: An automated combo that results from a string of attacks that link together. Also referred to as a chain.
  • Pursuit: An attack that hits opponents while they're knocked down. Every character has a pursuit with the input 3A/3B, but some characters have other options.
  • Desperation: The state of low health where a character begins glowing orange, where they can then access their super and gain a damage boost.
  • SDM: Short for Super Desperation Move, or in other words a super attack. Only accessible from Red Health, around 20%.
  • Crush: Refers to when a move is able to completely dodge all highs or lows in the game, using high crush and low crush respectively. The exception to this would be Wyler who outranges everyone, but he's banned. In Tekken, crushing is an actual mechanic that intentionally ignores hitbox collision so that a given move can dodge all moves of its type. But here, it's a more casual, simpler way of saying a move can dodge well. This game is already filled with 3D jargon, why not add more?
  • Restand: When the character is performing their standing up animation by exiting their crouching state, this is known as a restand. This is not to be confused with restand combos, which Art of Fighting 3 has none.
  • Gravity: A value to determine how heavy a character is and whether or not a given combo works on them.

List of Abbreviations:

  • FC: Full Crouch
  • FCC: Full Crouch Cancel
  • RC: Rush Combo
  • KD: Knockdown
  • SKD: Soft Knockdown
  • Also known as a CKD: Counter Hit Knockdown
  • QKD: Quick Knockdown
  • ST: Stagger
  • STKD: Stagger Knockdown
  • KDSV or KSV: Knockdown State Value
  • CHL: Counter Hit Launch
  • LCHL: Low Counter Hit Launch
  • HCHL: High Counter Hit Launch
  • SCL: Screw Launch
  • WLK: Wakeup Low Kick
  • WB: Wrongblock
  • CD: Crouch Dash
  • DC: Dash Cancel
  • FDC: Forward Dash Cancel
  • BDC: Backdash Cancel


General
FAQ
Controls
HUD
Glossary
System
Training Mode
Characters
Jin
Karman
Kasumi
Lenny
Robert
Rody
Ryo
Sinclair
Wang
Wyler