Fight of Animals/Glossary
Gameplay terms
Assistant Mode
Select Assistant mode at character select to change how your L and H buttons work. Mashing L and H either standing or crouching will perform specific auto combos. This mode does not change how Skill or Super buttons work.
Burst
Bursts are a single hit of 0 damage that forces the opponent back on block or hit. Consumes the entire gauge, press Super while in block/hit stun or being juggled to perform.
Dash Cancel
Perform any skill (except universal overhead) and quickly double tap forward (66) on hit to cancel the recovery of the move with a forward dash.
Super Skill
High damage attack that uses your entire gauge. Press Super while not blocking or being hit to perform.
Frame data definitions
Damage
Amount of damage suffered by the opponent when the attack is not blocked. It should be noted that damage never scales or prorates.
Guard
Specifies if the attack hits Low (L, must block crouching), Mid (M, can block crouching or standing) or High (H, must block standing).
Chip
Amount of damage suffered by the opponent when the attack is blocked. See the System page for chip damage rules.
Startup
The frame where the attack starts, counting from the start of the action.
Active
The duration in frames where the attack has a hitbox.
- Active fields defined as "Projectile" indicate that the attack travels across the screen which changes the amount of time the attack will be active greatly based on the opponent's position.
Recovery
Amount of vulnerable frames after the attack's active frames are over.
Advantage
How many frames you can move before/after the opponent after they block your attack. This is specifically On Block advantage.
- When active frames are available the listed Advantage value will be worst case scenario or static difference. This means the attack is blocked on the first possible active frame to arrive at the number listed.
- If active frames are not available (i.e. jumping attacks or projectiles with variable active frames) the listed Advantage value will be an approximation of worst case and best case scenario based on spacing.
- This wiki does not list On Hit advantage because the combo system relies on canceling move animations.
Invincible
Range of frames during the entire duration of the move (Startup + Active + Recovery) where you cannot take damage or be pushed back by any attacks.
Hit
The amount of stun (in frames) suffered by the defender when an attack is not blocked.
Block
The amount of stun (in frames) suffered by the defender when an attack is blocked.
Cancel options
Combo rules are described on the System page. Cancel options lists what can be canceled into and when during the total duration of the move. Each option is listed by input which means 66 is forward dash cancel and 44 is back dash cancel. It is also specified whether or not these options are available on hit or block.