Fighting Vipers 2/Glossary

From Mizuumi Wiki
Jump to navigation Jump to search

Fighting Vipers 2/Glossary

Basics

Neutral - Describes a state in which there is no directional (joystick) input.

Strike – An attack whether it be a punch, kick, guitar, bike, head butt or butthead. These can be guarded against.

Punch (P) – Punch Button.

Kick (K) – Kick Button.

Guard (G) – Hold to block all strikes. Press down while guarding to low Guard.

Guard Crush – When a Guard is broken by a specific Strike.

High – An attack that aims high. Can be avoided by crouching

Middle(Mid) – An attack that aims at middle height. Can force crouching opponents out of crouching, even while guarding.

Low – An attack that aims low.

While Standing attacks (WS) – A move performed while transitioning from a crouch to a standing position.

While Running (WR) – Attacks performed while running. Everyone has a shoulder tackle and a slide kick. Some are unique per character. Many are Armor Breakers.

Strings – A combination of inputs to form a pre-canned combo.

Natural Combo - A part of a String that's guaranteed on hit.

Launcher – An attack that launches the opponent in the air for juggle opportunities.

G-Cancellable – Some High Kicks can be cancelled by pressing Guard during their start-up. Some kicks can be cancelled during strings.

Throws

Throw – Attacks that grab the opponent. Useful for opponents that Guard a lot. Throws are usually 10 frames before execution. These throws are aimed High. Throws are also beaten by Strikes (counts as CH).

Low Throw – A throw that grabs crouching opponents. Some attacks can force opponents into a crouching height to follow it up with a Low Throw.

Air Throw – A throw that catches an airborne opponent.

Wall Slam – Throws that lead the opponent towards a wall. This type is the regular throw for all characters except Jane.

Throw Combos – Chain throws. Some throws (mostly from Sanman) open for more inputs to continue the animation.

Throw Escapes - By quickly entering the appropriate command after your opponent begins a throw, you enter a throw struggle. Then press a command (6,8,4 or 2 P+G) to do a throw before your opponent does. P+G breaks the struggle back to Neutral.

Recoveries

Air Recovery – Recover in the air after an attack for a safe landing. Press Up (8) and P+K+G to prolong air time. Back (4) and P+K+G to flip back during air recovery.

Recovery Roll – When knocked down, roll out of the way to avoid Pursuits or to be put in a desirable position.

Armor

Armor — An extra layer of protection with the top half from the bottom half. Either half can be broken one after the other making the character take more damage. Armor stays broken for the rest of the match. Strength of top or bottom Armor varies between characters.

Armor Breakers (AB) — Special moves that can break armor that’s at its breaking point. Characters are flashing during these moves.

Armor Flash (AF) – An input that breaks all your Armor from a special input. Armor stays broken for the rest of the match.

Armor Icon – The green icon next to the health bar. Flashing green means it’s about to break. Red means it’s broken. The whole body flashing blue means a Super K.O. is possible.

Guard & Attack (G&A) – Armor Breakers that guard on startup. Characters have extras flashes surrounding them more than regular Armor Breakers. Can be thrown or countered with another G&A.

Tech Mechanics

Tech Guard (TG) – Functionally a parry. It interrupts an opponent’s attack. Stops Strings altogether.

Tech Counter (TC) – A counter attack immediately after performing a Tech Guard. Some act as Armor Breakers.

Tech Roll (TR) – A quick recovery roll before falling to the ground.

Walls

Walls – The surrounding cages in every stage that can’t be broken (only during a Knock Blow.) Combos off of walls do more damage. Running straight into walls.

Wall Climb – Climb to the top of the cage to perform a move.

Over The Wall (OTW) - A special move where the character automatically jumps on top of the nearest wall then attacks.

Damage States

Knockdown - Refers to a down state that occurs after being struck by an attack such as a sweep or a launcher.

Soft Knockdown - A knockdown that can be air recovered or tech recovered.

Hard Knockdown - A knockdown that cannot be air recovered or tech recovered. Only remedied through normal recoveries.

Knock Blow – An attack that launches the opponent horizontally. Farther than any other move. Can be air recovered. This wasn’t given a name (that I’m aware of)

Counter Hit (CH) – When a Strike interrupts another, the damage is multiplied. Some Strikes gain launching properties on counter hit. CHs are indicated by a bigger hit spark (explosion graphic) and a louder sound effect.

Stagger – A type of hurt state. The joystick/d-pad icon appears indicating the staggered player needs to rapidly input directions for a quicker recovery. Strikes, guard crushing strikes and throws can cause a stagger state.

Crumple – A type of hurt state that acts as a slow, prolonging knockdown. Moves designed to crumple aim at the Head or Stomach area. Can be followed up with more attacks.

Misc.

Turn Around – When you’re standing with your back is facing the opponent. You can run by double tapping/holding back (4). You can only go back to the correct position by pressing forward. Some moves and simply jumping over the opponent puts you in a Turn Around position.

Backflip – Special movement replacing the back short jump for some characters.

Weight – Characters have different weight types that can affect some combos.

Super K.O. (SKO) – Finishing moves when used to end a round, gives the successful player two round points. Performed when all Armor is broken (Armor Icon is flashing blue.) They can be blocked and interrupted. You only have one chance to perform them.

Stance - A character altering their moveset for only a few moves. Only Charlie and Emi have more than one stance.


General
FAQ
Controls
HUD
Glossary
System
Training Mode
Netplay
Characters
Bahn
Charlie
Emi
Grace
Honey
Jane
Mahler
Picky
Raxel
Sanman
Tokio
B.M.
Kuhn
Del Sol