Street Fighter 1 MR/Glossary
This wiki uses a lot of fighting game terminology, and these are the terms that are either really important or exist only within SF1MR.
For a full list of fighting game terms, see here for a glossary: Infil Fighting Game Glossary
Glossary
- Air Hard Knockdown:
An airborne state after getting hit where you're completely inactionable.
- Air Soft Knockdown:
An airborne state after getting hit where you're inactionable except for being able to Air Tech.
- Air Tech:
An action allowing you to break out of a juggle combo. You can perform this by pressing any 4 buttons during an Air Soft Knockdown.
- Dash Momentum:
A brief slide after your run that carries onto your jump or other attacks. This can be used for specific combo pickups or a run jump.
- Gatling:
Cancelling one normal into another consecutively.
- Invulnerability:
A state where a character can not be physically hit.
- Instant Overhead (IOH):
Performing a jump normal or air special as soon as you're airborne to hit an opponent as a quick overhead.
- Infinite Blockstring:
Performing a blockstring that loops into itself until the opponent gets chip killed, or the timer runs out.
- Jabwalk:
Linking one move into itself multiple times by microwalking in between. This mainly applies with 5As, but other + enough normals can utilize this too.
- Knockdown:
Putting the opponent into an inescapable state where they can not be hit but can not act either. Typically leads to a large amount of frame advantage and Okizeme.
- Shoto:
In reference to Ryu and Ken, a specific well-rounded archetype.
- Spinout:
(Also known as "Air Reset") An airborne hitstun state that restands the opponent when they land. Unlike other games, this isnt invuln, meaning when you antiair with a spinout normal, you can have the ability to combo from it.
- Tiger Knee (TK):
Performing an airborne special as low to the ground as possible. This is typically done with a specific motion, like 2369K for Lee's Divekick.