Fantasy Strike/Glossary
Absolute guard
Refers to the way Blockstun works in Fantasy Strike and many other fighting games. If a character is in blockstun, they will continue to block any attacks until they leave Blockstun.
See also Blockstring.
Active
The portion of a move where it has a Hitbox, after Startup has finished.
See also Hitbox, Startup, Recovery.
Air-to-air
When both characters meet in the air. Usually used when referring to moves that will often win these exchanges.
Anti-air
When the opponent is airborne and you're on the ground. If a move is described as an anti-air, that means it's great for hitting opponents who are jumping at or above you.
Armor
Armor is indicated by a Blue glow. A move with Armor will ignore the Hitstun, allowing the move to continue. However, Hitstop is still applied. Armor Moves may have different amounts of hits they can absorb. Armor can be broken with the Armor Break property. Armor Breaking moves will ignore the Armor and hit as normal.
B&B
"Bread and butter". Standard combo for a character.
See also Combo.
Bait
A feint to attempt to get the opponent to do a punishable action or waste resources.
Block
To defend a Strike or Projectile attack.
Block Advantage
The Frame advantage after blocking an attack.
See also Frame Advantage.
Block damage
See Chip.
Blockstring
A series of attacks where the opponent will be stuck in blockstun for the entire series.
See also Absolute guard, Blockstun.
Blockstun
If a character blocks they are put into Blockstun for a set amount of frames. You are immune to throws while in blockstun, and will automatically block any attacks that strike you regardless of crossup.
See also Frame.
Buffer
Pressing a button before your character is able to act (Up to 8 frames in Fantasy Strike) to get the button on the first available frame.
Cancel
Ending a move early by interrupting it with another move that has the Cancellable property.
See also Special Cancellable.
Charge
Holding a button to get a different version of a move
Chip
Special attacks deal chip damage, if blocked, they will cause one of the opponent's HP to start flashing. Three hits of chip turns into one HP worth of real damage.
Combo
A series of attacks where, if the first one hits, the rest are guaranteed to also hit.
Command Throw
Special throw that can be jumped out of.
See also Jumpable, Throw.
Counter Advantage
The Frame advantage after hitting with a Counter Hit attack.
See also Counter Hit, Frame Advantage.
Counter Hit
If a move hits while the opponent is in the startup frames of their move, it will change the properties of the move.
See also Startup.
Crossup
An attack that forces the opponent to switch the direction they're are blocking.
Deep
When a move hits as close and late as possible.
See also Shallow.
Empty jump
Jumping and landing without performing a move in the air.
Fireball
See Projectile.
Flip-out
If hit by a move that causes Flip-out an airborne character will become invincible and land on their feet.
Frame
Each frame corresponds to one part of a character's animation, Fantasy Strike runs at 60 frames per second (FPS). All moves and actions can be described in length of frames.
Frame Advantage
The difference in frames a character can act before the opponent. If you have Frame Advantage then you can act before opponents, disadvantage would mean they can act first. Also described as being plus or minus.
Frame Trap
Creating a gap between attacks to allow an opponents move to come out in such a way that it will lose.
Fuzzy guard
Delaying blocking so that Yomi Counters can happen before the block occurs.
See also Yomi Counter.
Grab
See Throw.
Grappler
Character archetype that has high health and deals 2 damage on Throws and Yomi Counters.
Hit
When any attack connects with the opponent.
Hit Advantage
The Frame advantage after hitting with an attack.
See also Frame Advantage.
Hit confirm
Waiting to see the results of a move before committing to the follow up.
Hitbox
The part of a move that will hit opponents.
See also Hurtbox.
Hitstop
When you hit the opponent with an attack, the action freezes for a few frames to exaggerate the impact of the hit (and to make it easier to hit-confirm). Projectiles are not frozen during hitstop, which can result in some slightly unexpected things happening.
Hitstun
Being stunned and unable to act due to being hit.
Hold
See Charge.
Hurtbox
The area of the screen where a character can be hurt.
See also Hitbox.
Invincible
Some attacks have invulnerable frames, during which you cannot be hit by strikes or projectiles, typically indicated by a white aura. Invincible characters do not have a Pushbox.
Juggle
A state where the opponent is hit into the air and are vulnerable until they land on the ground.
Jumpable
This is displayed if a Command Throw could have been jumped. Note that if a Command Throw was used as a punish it won't display Jumpable.
Knockdown
When a character is falls to the ground on their back. They are invincible until they get up but this gives the opponent an advantage.
Link
Performing a Combo by letting a move that hit the opponent completely recover and then hitting them with another move before they recover from Hitstun.
Low profile
Moves that force the character down, changing the Hurtbox and potentially avoiding attacks.
Meaty
An attack that hits later in the active frames, giving more frame advantage.
Meter
In-game indicator of available resources that can be used.
Minus
Typically referring to advantage, if a move leaves a character minus they do not have advantage.
See also Frame Advantage.
Mixup
A situation where the opponent must guess between multiple types of guarding. For example, blocking left or right.
Multi-hit
A single move that hits multiple times.
Normal
All moves done with the A Button.
Parry
Parries are indicated by a Green aura. If hit by the right type of attack they will automatically perform a counter.
Plus
Typically referring to advantage, especially on block.
See also Frame Advantage.
Poison
Poison state is indicated by a Purple aura. Slowly drains over time and then does damage.
Pre-jump
The frames before a character is considered airborne.
Priority
Refers to how strong the Hitbox and Hurtbox interactions of a move are. For instance, Invincible moves have the highest priority because they have no Hurtbox.
See also Hitbox, Hurtbox.
Projectile
Special moves that are separate from the character.
Proximity block
At a certain distance from an attack a character will start blocking in anticipation of the attack. This prevents walking away but not towards the attack, jumping is also not affected.
Punish
A guaranteed move that hits while the opponent is still recovering.
Pushbox
The part of a character that takes up space. Pushboxes can't go through each other, ie preventing characters from walking through each other.
Recovery
The amount of frames required before a move is finished following active frames.
See also Active, Startup.
Reversal
Performing a move on the first possible frame after Knockdown, Blockstun, or Hitstun. Often used to refer to Invincible moves.
Rushdown
A character archetype with low health and fast movement.
Safe
An attack where no punishment is possible.
Safejump
An air attack that is set up in such a way that it is safe.
Shallow
When a move hits far away and early.
See also Deep.
Special
Moves done with the B or C button.
Special Cancellable
Moves with this property can Cancel into a Special move.
See also Cancel.
Startup
The beginning portion of a move before it becomes Active.
See also Active, Recovery.
Strike
Physical hitting attacks.
Super
Moves done with the S button. Requires full Super Meter.
See also Super Freeze, Super Meter.
Super Freeze
Cinematic that stops in game action. In-game time is paused during the cinematic.
Super Meter
Meter used for Supers.
See also Meter.
Throw
Grounded attacks that are Unblockable, once they connect they will be invincible during the animation. There are two types of Throws, the standard Throw done with the T button and special Command Throws.
Command Throws can be jumped out of at any point. A standard throw will still grab opponents that are in their pre-jump frames but can be Yomi Countered.
See also Yomi Counter.
Wake-up
Refers to the situation when a character is getting up.
Whiff
An attack that misses entirely.
Yomi Counter
If a throw hits you while are in an idle state you perform a yomi counter. This deals damage to the opponent, knocks them down, AND restores your entire super meter.
Zoner
Character archetype with average health and projectiles.