Super Gotcha Force/Glossary
Borg: The name of the fighters you choose in battle
Force: A team of borgs you assemble under the cost limit
Cost: The amount a borg weighs. The more cost a borg has, the less borgs you can put in a force
Landing Attack: A move that can only be used the instant you land on the floor
Dive Attack: A move that can only be used directly above the opponent
Jump Cancel: An ability some borgs have on certain moves to sprint upwards mid-attack
Burst: An aerial move with very low startup that does not usually lead to combos (example: Kei airdash melee)
Tech Roll: A get-up maneuver that has more invincibility and travels a certain distance by holding a direction on the stick. Can be cancelled by sliding off a ledge
Empty Get-Up: The action of not performing a tech after getting knocked away. You are vulnerable for about a second and have access later to either a tech roll or a normal get-up. Getting attacked in this state does not reset damage scaling and launches the player from the ground while invincible. Sometimes used by pro players to trick the opponent during a tech-chase.
Air Tech: The ability to cancel aerial knockback from moves after half a second.
Hard KD: The spinning knockdown animation that sends you farther than normal and cannot be air teched. This happens when proration has been maxed.
Stagger: The long hitstun animation achieved by landing certain moves while the opponent is grounded
Rekka: Certain move strings, mostly ones that involve a Jump Cancel, that have a rushdown of attacks. (Example: Neo-G Red's dash melee -> jump cancel -> rekka)
Mash: The action of spinning the stick and tapping multiple buttons to greatly extend a multi-hit move's duration
Retract: The special action only Wire Girl can do that allows her to zip back with her wire by double tapping Special
Tech Chase: The act of pressuring the opponent's get-up options and comboing them as they get up
Ledge Cancel: Using certain moves off ledge to eliminate recovery frames
Framebounce: Using any move the frame you touch the floor with forward momentum, giving the player a bounce and immediately putting them in airborne state
LAC: Short for "Landing Attack Cancel". The act of using a grounded move at the very last frames of jumpsquat, so that two things happen: you ignore the landing attack trigger, and you also ignore the jump attack macro
HC: Short for "Homing Cancel". Used by boost or flying type borgs by mashing airdash (jump, airdash, repeat) to completely dodge any move. Boost types have a limitation for this while flying types can perform it at will. Can also be done with jumping borgs until they run out of jumps.
Rain of Pain: A technique coined by veteran GF players that involves cancelling your airdash by using shots. If done rapidly you can rain projectiles on the opponent from above. Extremely effective as a defensive maneuver as it has the same effects as an HC, giving most jump borgs a way to deal with zoning.
Pursuit: A technique used to zip the player right to the opponent's location by smart timing with attack strings after knocking them away. Can be used to extend combos or tech chase
Dash Cancel: A shooting technique that can only be done in a back-turned state. By shooting while back-turned, the game lets you dash away instantly. Can also be done with some Knight's slashes
Whiff String: The act of continuing a string of attacks or cancelling your move into Special after hitting a destructible object or going past the opponent after landing a hit.
Infinite Slash: An exploit most Knights have with that slash attacks. By buffering a jump while attacking the opponent and then buffering another attack afterwards, you can cancel the recovery frames of your slash attack.
Ledge Dash: The action of performing a melee attack with forward movement, off a ledge. Can also be referring to buffering a hover movement (Dark Knight/Imperial Knight/Alien Insect) while sliding off a ledge.
Shield Dance: A technique used by Normal Knight/Sword Knight/Death Gamma II involving repeatedly using their Special move to skit around the arena
Just Charge: A combo or series of inputs that involves using charge moves along with uncharged ones. This allows for powerful combos, unpredictable zoning and tech chase punishes.
Early Shot: Used by characters like Sapphire Knight or dragon borgs to preemptively use a shooting move by doing the empty shot animation as it loads
Proration: The value that each moves have to determine when a hard knockdown is achieved.
Tumble: The special state occuring while being staggered falling off a ledge.
Self-Destruct: Name description; press L+R+Y+Z to do it.
Fastfall: Press Z while in neutral fall or during an aerial attack to drop to the floor.
Y Cancel: Press Y to cancel any grounded normal post-hit.
Special Cancel: Input AY (A -> Y, not A+Y) during a special (X or charge) move to cancel it. Combo counter must have 3 hits or more.