Introducing The Fighting Game Glossary. Over 650 terms carefully explained with 200+ video examples and Japanese translations. Easily search by term or game, share links to terms with your friends, and explore related concepts without losing your place.
this is how fast rematch is in SF6. devs, please stop making us watch fadeouts, forced outros, doing stuff like artificially delaying the menu popping up, etc. I want to rematch literally as fast as I can hit the button after the KO
SF6 at Evo was probably the best top 8 I've seen for any game ever. This is the benefit of developing difficult and complex system mechanics and then asking the players to perform under pressure. It's a good lesson for everybody in charge of FG design both present and future.
casual rocket league player watching a pro hit a flip reset shot that took 1000 hours of practice to learn: wow, I can't wait until I'm that good, better start practicing
casual FG player asked to press one button at a precise time: dear diary, today I have been wronged
the worst lie SF players perpetuate is "SF has traditionally been a game focused on grounded footsies and whiff punishing". it exists as one small aspect of those games and nothing more. every SF game has gross set play, full screen safe on block moves, powerful jumps, and more
i'm still very upset at how they handled outfit 1 colors in SF6. watching the game (especially tournaments) is boring, since everyone picks colors 1-2. individuality is lost. using drive tickets to unlock them will take *years*.
something drastic needs to change here.
You are ultimately responsible for every interaction when you play a fighting game. If a move doesn't work the way you expect and it causes you to lose, the game is not to blame for this, you are.
Street Fighter 6 is the best fighting game Capcom has ever released. It's a product stuffed with an incredible amount of quality of life and care, the battle system is expressive and creative, and there's content for all skill levels.
My full review is linked in the replies.
I regret to inform you that there's never been an age of "footsies and neutral". ST Vega wall dive, 3s Makoto dash/Urien tackle xx aegis/Yun genei jin, CvS2 roll cancel, SF4 Viper/Fuerte/Seth/Jaguar Kick/EX Lunge, Marvel 3 Vergil swords... they're flying at you in every game ever
I've noticed that recent fighting games are having a paradigm shift toward "aggression mechanics"; SF6's Drive Rush, Strive's Wild Assault, Granblue Rising's Raging Chain, even Tekken 8's new Heat system. We're moving past the age of footsies and neutral, and into an age of unga.
New to fighting games with Street Fighter 6 and confused by all the FGC terminology? Use ! My July update contains the SF6 terms and brings the site to over 900 terms, 330 videos, and 750 Japanese translations. Use the search bar and start learning!
Here is a list of every player who made Top 8 in at least two different games at the main EVO tournament from 2002-2019. Games with a different number (eg, T6 vs T7) count as different, whereas games with a subtitle or patch (eg, SF4 vs USF4) count as the same game.
wish I could understand why SF6 stopped calling them "EX moves", a punchy, well-understood name that goes back over 20 years with only one possible use, and now calls them "overdrives", a term used in a half-dozen other FGs that all mean something different
my poor glossary :(
My contribution to the FGC in 2021 was . Thanks to everyone who said very nice things about it, linked it to those in need, or donated. I hope it continues to be useful well into the future, even for people who don't yet know that they like fighting games.
FG fans do not "blindly believe" in rollback as if it's magic. It is a concept that is easy to explain, even for non-programmers, and my article () & other sources bridge that gap for anyone interested.
Then, people play a rollback game and see the value.
In SF6 you can combo into DI to strip one bar of drive from your opponent and force meaty block strings for huge drive loss. It will make sense to do this (over a damaging combo) fairly often and will solidify the fact that drive gauge is as important as a second health bar.
If you are in SF6's training mode and want to quit, pause the game and hit L1+R1 (HP + 3P button on most sticks). This will immediately highlight the "quit training" option no matter what menu you're buried in, so you don't have to scramble around looking for it.
1) throw tech pushes back to 3/4 screen
2) you have reversal at round start and will always have it if you choose to keep drive for DPs
3) no stun, so throw is short term reward
4) throw is needed to keep parry in check
5) abare jab is big dmg
6) why yall scared of decent offense
I'm a pretty big defender of SF6's gameplay but their marketing and monetization is just so confusing to me. Not showing something big about the future of the game at their own $1mil marketing event, where fans and non-fans will be watching, just feels like a big mistake.
if you're interested in exactly why fighting games use p2p and not client-server architecture, i ask this question to the iron galaxy guys in my netcode article!
it's easy to be informed these days guys, we have lots of resources on FG netcode now
has just been updated with new terms from Tekken 8, GBVS: Rising, and more! If you're just getting into fighting games and are constantly confused by FG terms, this site has in-depth explanations of almost 1000 terms with tons of video examples.
Can't believe it's been one full year since I launched ! It's been lots of fun watching it become an everyday tool for FG fans. If you have anything cool to share about how you or your friends have used the site, or a feature you like, I'd love to hear it!
Introducing The Fighting Game Glossary. Over 650 terms carefully explained with 200+ video examples and Japanese translations. Easily search by term or game, share links to terms with your friends, and explore related concepts without losing your place.
the "dark ages" isn't only just about no capcom games (although that is a part of it). it's also the death of arcades, console ports sucking or not existing, no online play, and bad arcade sticks unless you built your own
here's my definition attempt:
Dark Age of Fighting Games: a term invented by Capcom fans, to describe the time when Capcom wasn't the center of culture
irl Dark Ages: a term invented by Italians, to describe the time when Italy wasn't the center of culture
I really like SF6 but been avoiding talking about it because Twitter discourse for the game is so awful. I dunno if it's worth it, but I'm thinking about posting counter-arguments to a lot of stuff that I disagree with (for example, I think throw loops and drive rush are great).
past games have had rematch this fast (marvel 3), why did we lose this in so many modern games? really wish more devs would take the player's time seriously
(as a side note, you have to press start, not A, to skip the outro like this. i'd like sf6 to allow A to do it as well!)
was a huge amount of work. For those who are interested, I want to give a history of how the project started, how I designed and built it, and some of the struggles I had while making it. (thread)
seeing people make comments like "jamie has to guess way more times than marisa to win a round" makes me wonder if some people understand how toolkits work, and why this being true does not automatically translate to a character being weak (or strong)
one thing I really like about sf6 is how often it causes mistakes. players are challenged on so many facets at once that they will often forget basic combo structure and strategy, forcing primal scrambles that show their true personality as a player, which I find very fascinating
SF6 is a super high power level game, and also the first version. There's bound to be balance decisions you disagree with (and each person will have a different list). However, no matter what they change in the future, you will have to make peace with the power level.
great video! these types of fuzzy decisions, where even if you analyze after the fact you can't quite tell what was optimal or not, are the best part of FG design and i think SF6 has more of these types of decision points than any past SF game
If you find value in my work (and me as a creator), please consider a donation! My content is always free, and does not fit the Twitch or Youtube model. This project represents 9 months of very hard work, and donations will be my only source of income.
I hear people often say they dislike guessing or 50/50s in fighting games, but the reality is virtually every interaction in a fighting game was a guess itself, or the result of your opponent's guess. Guessing is baked into the very fabric of the genre; you cannot escape it.
Here is a list of every player who made Top 8 in at least two different games at the main EVO tournament from 2002-2019. Games with a different number (eg, T6 vs T7) count as different, whereas games with a subtitle or patch (eg, SF4 vs USF4) count as the same game.
to go further, I'm really starting to dislike "neutral skip" as a term, as if a person doing a move from outside your crMK range is somehow skipping the entire point of playing. If you can't stop moves like that, then *you* aren't playing neutral well and deserve to lose
sajam, moste and i have put hundreds of hours into will it kill over the last half year, putting on a free show
in our delirium at 3am on our busiest WIK week ever by far, we finally made a mistake and included some suboptimal combos
if this bothers you, please don't play again
Strive discourse has set back my enjoyment of fighting games by a mile. People spout whatever unproven exaggerations or outright lies they want, and civil discussion is impossible
I hate how nobody seems to have any historical perspective on past games -- both old & very recent.
The Strive character discourse is maybe the nastiest of any game I've ever played, full of so much low effort nonsense and negativity that it's impossible to have a reasonable or nuanced discussion about the game.
My first big update is here! I've added 95 new terms and over 50 new videos, while also making adjustments to hundreds of existing terms. You may have to hard refresh (ctrl+F5) to see the changes. The complete patch notes are here:
Sometime next week, I will (hopefully) launch my first big update. It will have close to 100 new terms and hundreds of adjustments to old terms as I read every response (700+) to my feedback form. I want to provide a bit of context for this update here!
My next update is here! This one adds 57 new terms and 32 new videos, with most of the focus on Melty Blood and Virtua Fighter. You may have to hard refresh (ctrl+F5) if you don't see it. Full patch notes are here:
feel like some people might need to hear this today
all fighting games are uncaring entities that do what their programming tells them. as a player, your only goal is to use the moves as programmed to win. what you "think should happen" doesn't matter in the slightest
You are ultimately responsible for every interaction when you play a fighting game. If a move doesn't work the way you expect and it causes you to lose, the game is not to blame for this, you are.
Don't trust people who say "wait until Tekken 8/Street Fighter 6/the next game, then I'll body you" because they are unhappy with top tier characters or strategies in the current game. They have never been right.
I'm super happy that Strive has good rollback. I'm really hoping it will *finally* be the catalyst for rollback to become standard in every FG, after more than a decade of us asking for it. We really owe
@CMZinac
a lot for fighting for us behind the scenes when it all felt lost.
if you want to make a FG that is fun to play online, here's what you need:
- good rollback
- crossplay (including PC)
- a lobby system that lets me play with anyone easily (eg, lobby code), is non-intrusive, and has fast rematch/spectating
that's it. that's the complete list.
Gfycat, which hosts all of 's 600+ videos, is shutting down on Sept 1. I've been worrying about this day for several months and have spent the last long while investigating my options and changing how videos are stored and loaded on all my sites.
even though
@WheelsFGC
didn't win like i know he wanted to, he should be extremely proud of what he accomplished. some people may not know how hard the stuff he's doing is, but we know, and you showed world class resilience today
If you're interested in learning Killer Instinct after today's 10th Anniversary patch notes reveal, go check out my guide at ! I describe how every system and character in the game works with video examples.
(And use for terms too!)
fighting game fans are extremely loyal; they'll put up with decades of nonsense just so they get to play games with their homies. imagine how much further the genre would be if companies put even the slightest effort into modern features expected in any other 2019 game in return
I use this gif in my rollback blog post. I still don't understand how it's possible (rollback can only ever skip startup of moves, it should never predict a move to happen, then undo it completely). My only guess is there's a bug with copying "hold" inputs to the next frame.
Fighting games are deterministic, and virtually every interaction could be researched or studied if you had unlimited time. If your anti-air got stuffed by a certain move, you could have known this would happen in advance.
I often see complaints about tools that are too strong in fighting games. The thing is, every game has tools that are too strong by design and mathematical necessity. If you don't find enjoyment in strong moves, the FG genre is not for you (and really, most competitive genres).
no idea why this tweet from 3 years ago is seeing traction again, but it's still true
you don't have to agree with the design of every move, but you do need to take ownership for what happens when you press any button. all games have training mode, the game isn't hiding anything
You are ultimately responsible for every interaction when you play a fighting game. If a move doesn't work the way you expect and it causes you to lose, the game is not to blame for this, you are.
Barring some unforeseen disaster, after 8 long months, I will be launching my new FGC project next week. It does something new in an important space and I hope everybody finds it useful.
one thing I've really learned from making is just how important language is. when terms are confusing, it has a very long-term impact on the scene in general, especially beginners who have to sort this out long after the fact, maybe between multiple games
I am here to bring peace to the Smash and FGC houses. I have sat and educated myself
Ryu and Ken are Shotos (Fireball, Shoryu, Tatsu).
Kayuza is a Mishima (dash style and Electric God Fist).
Terry is his own fighter and is not a shoto.
TY FGC Glossary
welcome to fighting games! very often, the best mixups are because you blocked something! consider blocking:
- sentinel drone assist in marvel
- gunflame yrc in xrd
- wind kick xx instinct in KI
- wagner's 22C in uniclr
your goal as a player is to not be put in these situations
@HiFightTH
@momochi212
He got that mixup for making the opponent block. Thats wrong man. Unearned. Not hating on momochi he a god, thats just sfv in a nutshell
When stuff is hard (both execution and decision making), players make mistakes under pressure, which leads to electric and drama-filled moments. And it means when someone comes through in the clutch, when it matters most, everybody cheers because they know how hard it is.
The colors being locked behind drive tickets (and having no way to earn them right now) has put a big damper on launch SF6 for me. Outfit 2 being unlocked in WT is fine, since at least you get all 10 colors immediately for that. I just want to use and see others use the colors :(
some people may see this as a weakness of sf6, that the game is random or uncontrollable, but to me it's the exact opposite. perfect play is only impressive if it's extremely hard to attain, and true player expression shows up the most when they're stressed and making mistakes
The April 2022 update to is here! It's a small update this time, with 16 new terms and 2 videos, some fixes to old terms, and the ability to link people to view the glossary filtered by letter or game. I hope the glossary is remaining useful to you all!
Now, I don't expect every interaction to be fully known by every player... that is pretty unreasonable. And I recognize that some interactions in FGs can be frustrating. But the game is never at fault for your own lack of knowledge. You need to learn and adjust going forward.
so apparently with today's patch, they removed the ability to infinitely rematch with someone in DBFZ's player matches. it is now locked at FT2
if true, i'm completely astounded and i'm more convinced than ever that nobody who makes decisions in JP FG dev plays fighting games
You can get put in a dangerous trap where everything that doesn't go according to your plan is never your fault. This will both stunt your growth as a FG player and make you needlessly hate on a game. It is exhausting to be around and I have seen many good players fall for it.
resources do exist, but i think the bigger problem is that there are very few good teachers in the FGC. a good teacher can break down problems from any angle and provide practical advice tailored for a person, instead of just saying "keep practicing you'll get it"
I realize that biggest problem in the FGC is that most players are self taught, very few places you can ask for help and even fewer people willing to help
So the same crop of top players remain there and once every long while someone climbs up.
Its quite sad really
I made a fighting game themed crossword puzzle! It's about NY Times Monday difficulty (so not too tough), but FG knowledge will help a lot. Pay attention to how the five themed across entries work ("?" indicates a pun/double meaning)! Give it a try here:
an excellent feature that all games should have. really hoping SF6 adds this in season 2. I think the replay system already has 95% of the functionality necessary, so I think it'd be a big win for a relatively small amount of dev time
A fun side project: I measured timers in lots of fighting games to find out which are faster, equal to, or slower than real time! The number in ( ) is how many real-time seconds represent each in-game second, and the number in [ ] is what the timer starts at each round.
The February 2023 update for is here! It's been a while since my last update, so I just focused on adding more terms (31 with 9 videos) and making changes based on user feedback instead of any new big site-wide features. I hope it is still useful!
I'm a pretty big defender of SF6's gameplay but their CPT format is just so confusing to me. Not focusing on finding the world's best 48 players over a long period, and then randomizing the 48 that do qualify into nonsensical death pools for $1m, just feels like a big mistake.
When you spectate people playing a long set at a cabinet in SF6, it randomly loads a new stage each match, even though the two players have rematched and are playing on the same stage as before on their own screens. This plus a new random theme each match helps variety a ton.
i don't think this is a particularly hot take, i think modern is way too good at the top level and it makes the game considerably less interesting in tournament play. i think capcom needs to change how it works early in the game's life to keep the game interesting long term
Hot Take:
If Modern stays the way it is, it’s going to change how the game is played in the future, there will be more modern players and the game will naturally slow down due to easy reactions
I think it’s very strong
this GBVS proxy OS thing is probably the most broken neutral OS i've seen in any popular FG ever made
i've heard some people say "modern games aren't really broken/buggy anymore" and i hope this serves as a reminder: making FGs, even simple ones, is incredibly, monumentally hard
I'm still a pretty big fan of what drive impact does to SF6's neutral. Forces you to really own your space, overloads the mental stack which makes everything else much more difficult and exciting. It can't be any slower or more expensive or it would be a mostly worthless move.
The January 2022 update of finally brings a dark mode! Find the toggle near the search bar. There's also 16 new terms and 9 new videos, including some hand-cam videos for Piano, Negative Edge, and Plink. Full patch notes here:
online tournaments are difficult even at the best of times. dealing with friend invites, lobbies, and shaky internet is tough.
this is why FG game devs MUST implement good rollback, to handle 99% of cases the best way we know how. it is not an option or nice-to-have anymore.
One thing that pushed me through the soul-crushing amount of work needed to make was the fact that, once I finished, it would just... exist forever as a resource for the FGC. I hope it's helpful enough that soon, people will not remember a time without it.
btw if you want to know how to make a "high execution" game without any one thing being insanely hard, this is how
you overwhelm the brain with tons of doable tasks and give 0.5 seconds to do each one on demand
KI was like this and it was a big part of why it was so fun
It might just be because it's my day 1 but the mental stack of SF6 is absolutely insane. There's like a half dozen things you have to be ready for at all times which are all "reactable" and have different counters lmao
i think this is a symptom of how overly romanticized footsies is by some in the fgc, as if it's the only sexy, exciting, or valid skill in a match. footsies is cool in context of many other skills, not just by itself
also, i find most people who say this have the worst footsies
i don't think beginners gain much by playing a FG with a supposed focus on neutral (lowering combos, setplay, etc). 1) beginners don't setplay/out-combo other beginners and 2) they'll still have no idea why they're losing against better players, except now it's more frustrating
Getting maximum bond requires 100 bond points, and you get 5 for gifting their favorite item (and more along the way). So you'll need probably about ~15 of these items bought at a shop.
Fighting with the char earns style points which isn't related to the bond, so can avoid that.
To unlock the 2nd costumes for each fighter in SF6 (without spending money) you need to reach the maximum bond level with that specific character in WT. In my 18 hour run, I only managed to do that with ONE character, Ryu. It's gonna take ages if you want everyone's alt. (1/2)
SFxT has some fantastic ideas that were deservedly sunk by several awful design choices:
- gems (badly balanced, pay to win, no UI for tournaments, a severely half-baked idea)
- awful game pace choices (walk speed, block stop/push back on normals)
- on disc DLC
- ugly as sin
it seems they are talking about GG gameplay not working with rollback here and not codebase (since they specifically reference SF)
but GG chars holding pose for so many frames makes it ideal for rollback. and faster games (KI, skullgirls) do just fine, so it's not about pace
My interview with Daisuke is live, and imo the whole thing is worth reading, but I know you all just want to know what he said about Guilty Gear Strive's netcode, so here's the dirt
you can name me any SF title and i can find you dozens of clips where the game just looks incredibly silly. touch of death setups, unblockables, infinites, full screen safe untouchable moves that can win the game instantly. don't be fooled by people who think the games are fair.
watching pros do hard, cool combos I wanted to learn to do was a big reason I got into FGs. I'm sure it still is for some people, but I feel a lot of casuals have lost this and only focus on not being an expert in the first 10 seconds of playing, and it's a bit puzzling
Let's examine an example of SF6's difficult combo routing. You're black Ryu (gauges on 1P). You've been playing stressful ground game, watching for anti-air and DI, and you jump over DI and have 20 frames to decide a punish to kill 2P Ryu. What's your combo choice here?
I'm excited to publish my second Fightin' Words blog post; this time it's a deep dive into fighting game netcode! Learn exactly how delay-based and rollback solutions work, why rollback is so good, and read interviews from
@Krazhier
,
@TheKeits
and
@Sajam
!
to go even further further, when a large number of characters have threats from many positions on the screen, you end up with way more fun archetypes and player personalities, and give more chances for skill to shine through
we shouldn't even *want* to remove "neutral skips"
the outfit 1 colors need to be unlocked in world tour, or they need to give you 7000 drive tickets per week so at least you can get the colors in months instead of years, or it needs to cost only 500 tickets for a char's full set (again, one set per week)... or *something*
the best part about watching marvel is just how fast rematching is, you can be back in the next match in under 1 second
i wish that was a priority of modern devs. many modern games force unskippable win screens and load times on you and it's unbearable as a player AND spectator
I'm all for helping new players (all the work I put into should prove this), but it should not be done at the expense of difficult in-game decision making. We can bring in newcomers in many ways; don't sacrifice the game system to do it.
I've been working on a new FGC project for the last 8 months. I'm not ready to share what it is yet, although it's not a guide for a new game. If all goes well, I hope to share it with you all sometime in May. It's been a huge amount of work but I hope people will find it useful.
I think the best way to make a fighting game deep is not just to have a bunch of options for your characters to do, but to make the value of succeeding with them fuzzy and hard to know in real time. This feeds player creativity and exciting "I've never seen that before" moments.
I updated to have a page for Twitch/Discord bot integration: . I also improved the link clicking behavior in terms to allow middle-click to a new tab. You may have to ctrl+F5 (not just F5 by itself) hard refresh to see the changes.
like i think you guys should actually try KI it's a cool game with good netcode you can just play it's fun you can learn the game on my website like really it's just something you should try if other games really did the thing it seems they might have done
the insistence in some circles that footsies is the holy grail of FGs has done a big disservice to the genre. movement, decision making under pressure, pattern recognition, conditioning, execution, risk assessment... each of these things is equally important in a player's toolkit