Vampire Savior/Glossary
From Mizuumi Wiki
- AG: Refers to techhitting/pushblocking a single attack rather than a series of hits. Also can be referred to as 1-hit tech or 1H-tech.
- absolute block: A type of blocking scheme in a fighting game where once you block a string of hits that combo together, letting go of block will not make you stop blocking until the hits no longer combo. VSav has absolute blocking.
- activation: Another term to mean entering Dark Force mode.
- blockstun: The duration in which you are unable to move while blocking an attack.
- blockstop: The duration in which you are unable to switch your guard while blocking an attack. This is also usually the window of time that you are able to input a tech hit or guard cancel, and is a time prior to entering blockstun where your character is frozen in place and not being knocked back.
- BD: Back Dash.
- BNB: "Bread and Butter". This denotes a staple combo for a character which you must be familiarized with as it is considered an essential portion of their offensive tactics.
- cancelling: The act of cancelling a move into another move so that the hits string together and cannot be stopped once initiated.
- chicken blocking: Chicken blocking refers to airblocking a move very close to the ground, typically a while-rising airblock against a very deep jump in. The purpose is to both avoid mixups, since you don't need to block high or low in the air, and also to cut down on blockstun duration since airblocking has extremely short block duration. The name most likely originates from ChiKin (地近 -- close to ground) guarding.
- chip damage: Recoverable damage that is caused by blocking a special or super move. You can lose a life from chip damage in VSav.
- combo: A series of hits that cannot be blocked once the first connects.
- cmd super: A "command" super that is performed by a series of rapid sequence of attack inputs rather than a directional motion.
- cmd throw: A "command" throw that can not be tech'd out of (unblockable grab).
- dark force: A special state in which you activate an alternate fighting mode for your character at the cost of one stock. This state has a limited duration and the effects are character-dependant.
- DF#: Dark Force. The number listed indicates which strength (1 = LP+LK, 2 = MP+MK, 3 = HP++HK). If no number is indicated then any strength is applicable.
- DI: Darkness Illusion. One of Morrigan's EX Supers.
- ES: Extra Special. Powered up version of a special move that costs one stock.
- EX: Super. Usually a unique move that isn't associated with a special move. Costs one stock.
- footsies: A term to refer to how two players will vie for territorial control by using moves to limit the space and options the enemy has.
- frame advantage: The amount of time you have after a move in which you can move but your opponent cannot (because they are stuck in blockstun or hitstun).
- frame disadvantage: The amount of time you have after a move in which you cannot move but your opponent can (because you are still recovering from the move but they leave hitstun/blockstun before you do).
- frame trap: A tactic in which you use a move that seems to be punishable but is actually advantageous on block, baiting the opponent into being punished when they attempt to retaliate. Example: Lilith's c.HK canceled on block into her LI cmd super.
- fuzzy guard: This refers to a technique where you force the opponent into a long block stop (standing or crouching) and then hit them opposite of how they are blocking (high or low). Because in VSav you can not switch your guard during blockstop, which creates unblockable situations.
- GC: Guard Cancel (Guard Reversal). The act of cancelling blockstun out of blockstop by using the character-specific GC move (typically a DP).
- groundslam: A move that reels the opponent off the ground with extra time to be hit.
- groundtech: Rolling in a direction before you get up off the ground, performed by holding a direction and 4 or 6.
- guard break: An attack which is unblockable from the air, done while you are grounded and the enemy is airblocking.
- hitstun: The duration in which you are unable to block while being hit by an attack.
- IABD: Instant air backdash. Easiest way to do this in this game is 77.
- IAD: Instant airdash. Easiest way to do this in this game is 99.
- juggle: Keeping the enemy in the air with a series of successive hits. Most normal moves do not cause a juggle state but most special moves do.
- levels: A number at the base of your super gauge indicating the number of stocks that can be used for ES and EX moves.
- LI: Luminous Illusion. One of Lilith's EX supers.
- link: When two attacks are comboed together without chaining or cancelling the previous move. This takes advantage of frame advantage. An example would be Bulleta's c.MP, +c.MP, since the move does not chain into itself, but it can link into itself due to heavy frame advantage.
- meaty: An attack in which any frame other than the first active hit-frame connects on a knocked down opponent getting up off the ground
- okizeme: Abbreviated "oki", okizeme is comprised of tactics you use after knocking down an enemy. In VSav, okizeme typically consists of 5-way mixups (high left, high right, low left, low right, throw/cmd throw) that are extremely difficult to react to and block correctly.
- proration: The amount that a move is scaled down in terms of damage. Proration occurs during combos where each subsequent hit deals less damage than it would on its own, to prevent combos from dealing too much damage.
- reel: The state of a character spinning or wiggling around helplessly, adding time to hitstun.
- renda bonus: This is a trait unique to VSav. Some characters gain a frame advantage bonus when chaining light attacks into themselves, usually +2-3F advantage bonus over the base amount of frame advantage. But this is character specific and does not apply to the whole cast, or to every light attack. An example would be Bulleta's far standing LP which is normally +10 on hit, but becomes +13 on hit when chained into itself.
- situational: A term denoting a tactic or combo that can only be used under certain circumstances and cannot be done in a neutral state where both characters are on the ground.
- suki: Literally "gap". Refers to any sort of recovery or state where you are unable to act for the amount of frames listed. A 4F landing suki would therefor mean a 4F recovery once your character touches the ground.
- super gauge: The circular gauge next to the number at the base of your spirit gauge which tells you how far your super is filled up and how many levels you have.
- stagger: The act of delaying the timing between a series of hits. This is done in order to punish/prevent tech hit attempts or to set up tick throws.
- tech: Can refer to a pushblock or throw tech or ground tech, depending on the context.
- tick throw: The act of using a normal move that gives significant frame advantage and/or leaves you close to the opponent in order to set up the ideal situation to throw the opponent.
- TK: Tiger Knee motion. Typically 2369x. The act of doing an air special move very close to the ground, while rising from the ground.
- wallslam: A move that reels the opponent off the wall with extra time to be hit.