Coaching Gaming

FGC Glossary

All essential fighting game terms

6 categories

Fundamentals

(5 terms)

Frame Data

Numerical data indicating the speed and properties of each move. Includes startup, active frames and recovery.

See also:StartupRecoveryFrame Advantage

Startup

The number of frames needed before a move becomes active and can hit the opponent.

See also:Frame DataActive Frames

Recovery

The number of frames during which a character is vulnerable after performing an action.

See also:Frame DataPunish

Frame Advantage

The frame difference between you and your opponent after a move. Positive (+) means you recover before them.

See also:Plus on BlockMinus on Block

Hit Confirm

The technique of visually confirming that a hit has connected before completing a combo.

See also:ComboBlock String

Strategy

(4 terms)

Neutral Game

The phase of the match where neither player has the advantage, often called 'footsies' or spacing game.

See also:FootsiesSpacingWhiff Punish

Footsies

The ground space control game, using ranged attacks to maintain or gain positional advantage.

See also:Neutral GameSpacingPoke

Zoning

Defensive playstyle using projectiles and ranged attacks to control space.

See also:ProjectileKeep OutSpacing

Rushdown

Aggressive playstyle based on constant pressure and mixups to overwhelm the opponent.

See also:PressureMixupOkizeme

Offense

(3 terms)

Mixup

Offensive technique using multiple attack options (high/low, left/right) to make defense unpredictable.

See also:High/LowCross-upThrow

Okizeme

The offensive options available when the opponent is getting up from a knockdown. From Japanese 'wake-up game'.

See also:KnockdownMeatyMixup

Combo

A guaranteed sequence of hits where the opponent cannot defend after the first hit.

See also:LinkCancelJuggle

Defense

(3 terms)

Punish

A guaranteed attack after blocking or dodging an opponent's unsafe move.

See also:UnsafeRecoveryWhiff Punish

Reversal

An action performed on the first possible frame after waking up or blockstun.

See also:DPWake-upInvincibility

DP (Dragon Punch)

Short for Dragon Punch, an invincible anti-air with Shoryuken input (forward, down, down-forward + punch).

See also:Anti-AirReversalInvincibility

Technique

(2 terms)

Counter Hit

A hit that lands on an opponent during their attack startup, often providing bonus damage or frames.

See also:Frame TrapPunish Counter

Option Select

A technique where a single input covers multiple defensive options automatically.

See also:TechOS

Community

(2 terms)

FGC

Fighting Game Community - The global community of fighting game players.

See also:EVOTournament

Tier List

A ranking of characters based on their relative strength in the current game meta.

See also:MatchupMeta

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