Tough Love Arena/Glossary
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Active
The duration in which an attack can hit the opponent.
Anti air
Hitting the opponent during their jump animation
Armor
A property that negates an attack that would otherwise hit the player at the cost of receiving a reduced amount of damage.
Block
Defending an opponent’s attack
Block Pressure
Pressuring the opponent while they are blocking (typically with attacks).
Burst
A metered action that allows the player to escape a combo.
Cancel
The ability to skip the endlag or startup of a move through a specific action (i.e. an attack or Rapid Cancel)
Carb
The shortened version of Carbohydrates. The main description used to refer to Noodle and Rice in conjunction.
Chip
Damage that is dealt to an opponent blocking an attack.
Combo
Hitting the opponent with two attacks without having a gap.
Corner
The endscreen of the stage. Usually advantageous to have the opponent in the corner as it limits their options.
Corner Carry
Pushing the opponent to the corner through a combo.
Cross Up
Traveling from one side of the opponent to the other side of them.
Counter Hit
Hitting the opponent while they are still in the startup of an attack.
Delay Attack Cancel
Canceling an attack late in the cancel window.
Dragon Punch
An invulnerable reversal on startup that is very punishable on block.
Frame Advantage
How fast a player can act in relation to their opponent after a certain action. If the player can act before the opponent, they are considered plus. If the player only can act after the opponent, they are considered minus. Commonly referred to in relation to attacks landed on block.
Frame Trap
Using a blockstring that has a gap in between attacks. Acts as a way to punish mashing from the opponent.
Footsies
The state in which both players are in the mid range playing around each others’ attack range to get a hit.
Fuzzy
Delaying an attack during block pressure on defense. It’s a way to avoid getting hit for using an attack but to also beat out a throw if the opponent goes for one.
Hit
Landing an attack on the opponent when they are not blocking.
Hit Confirm
Comboing a stray attack into another attack.
Juggle
Attacking the opponent while they are airborne.
Jump
Using an action that puts the player into the air. Typically can be used to approach or dodge a grounded attack but is very punishable on reaction.
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.
Launch
A property of an attack that makes the opponent airborne.
Link
A type of combo that uses a large enough frame advantage to hit two attacks without a gap in between that does not require a cancel.
Meat
The main description used to refer to Beef and Pork in conjunction.
Meaty
Landing an attack on hit or on block during the later active frames.
Meter
A limited resource mechanic that allows for certain actions when a sufficient amount of that resource is met.
Metered
An action that uses meter.
Meterless
An action that does not use meter.
Mid Range
The range in which both players are generally right outside of their attack range.
Midscreen
The state in which both players are close to the middle of the stage.
Mixup
Doing an action that the opponent is not meant to expect.
Neutral
The state of the game in which neither players has a significant advantage and are trying to get an advantage through footsies, zoning or other methods.
Okizeme
Attacking the opponent as they get up from a knockdown.
Parry
Deflecting an attack that is supposed to hit the player and counterattacking to punish the opponent’s attack.
Poke
Pressuring the opponent with a relatively safe, long range move during neutral.
Pork Round
Winning a round quickly (typically with a perfect) with Pork.
Pressure
Attacking the opponent with the intent of landing a hit. Typically seen with block pressure.
Punish
Hitting the opponent out of their intended action.
Rapid Cancel
A meter mechanic that allows the player to cancel the recovery frames of a move.
Recovery
The amount of time a move takes to end after active frames.
Reject
A meter mechanic that allows the player to push the opponent away when the player blocks an attack.
Reset
Intentionally dropping a combo in order to get potentially more damage than what the original combo itself would do.
Restand
Letting the opponent land on the ground during their juggle state.
Relaunch
The property of an attack that reapplies a launch value to an opponent already in a juggle state.
Reversal
An attack that can punish an opponent attacking you when they have frame advantage.
Rock-Paper-Scissors
The scenario in which certain actions punish certain actions from the opponent (i.e. throw beats blocking, attack beats throwing, and blocking beats attacking).
Rushdown
Running at the opponent to get close and personal to start mixups.
Safe Jump
A type of okizeme that uses a Jump attack to gain a large amount of frame advantage while also saying safe against a reversal on wakeup.
Setplay
Using a premade mixup to try to get a hit on the opponent.
Setup
A premade mixup used to try to get a hit on the opponent.
Shimmy
A player faking out a throw or going in range of a specific attack to cause the opponent to whiff.
Shoto
A jack of all trades character.
Spice
The main description used to refer to Onion and Garlic in conjunction.
Stagger
Delaying an attack during pressure or combos.
Startup
How fast an attack takes for its active frames to come out.
Strike
Attacking the opponent with a move.
Timeout
The round ends through the timer reaching zero.
Throw
A ground attack that can hit the opponent while they are blocking.
Touch of Death
Reducing the opponent’s full health to zero from a single hit.
Wakeup
The transition between the opponent’s knockdown state and their neutral state.
Wavecheating
Canceling an attack on a move that is armored into another move to avoid the armored attack.
Whiff
Missing an attack completely.
Whiff punish
Punishing a whiffed attack with another attack.
Zoner
A character that wants to keep the opponent at a far distance with long range pokes or projectiles.
Zoning
Keeping the opponent out with long range pokes or projectiles.