#fgc
45 words tagged “fgc”
Mashing a button at frame disadvantage, praying for a counter-hit.
Cancelling a move's start-up into another move to steal extra range.
The frames after getting hit where you can't do anything but take it.
An attack that hits from behind, tricking you into blocking the wrong way.
A chain of attacks the opponent blocks back-to-back to keep them pinned in defense.
Jumping to block in the air instead of on the ground in air-block games — the coward's defence.
An invincible move done on the very first frame you can act out of block or knockdown.
Pressing two buttons a frame apart to widen your link timing — priority linking.
Short hop, fast fall, L-cancel an aerial — the cleanest, laggiest-free way to throw an air move from the ground in Melee.
Deliberately playing below your level — hiding your real skill or holding back in a match.
A backup fighter you keep ready for one specific bad matchup.
Your character's go-to combo — reliable, easy, the one you'll do a thousand times.
An attack timed to land on its dying active frames as they wake up — max plus frames.
Playing emulated retro games online together.
A coin-flip mixup — block the wrong way and you're guessing right half the time at best.
The little bit of life you lose blocking specials and supers — death by a thousand pokes.
Inputting your next move during the current animation so it fires the instant it can.
Cancelling weak normals into stronger ones to build a combo, no specials needed.
Jumping off an opponent's head — for extra height, an escape, or to start a combo.
A character built to keep you at arm's length and chip you from afar.
A blocked jab into an instant throw — the cheapest reset in fighting games.
The brief freeze-frame both characters share the instant an attack connects.
Walking out of throw range to bait a throw, then whiff-punishing it.
An invincible rising uppercut on a forward-down-forward motion — the answer to jump-ins.
Demanding an instant rematch on the same stage right after a loss, fuelled by pure salt.
Reading your opponent's mind — anticipating their next move before they make it.
Blocking the exact frame an attack lands to cut blockstun and pushback.
A grounded move built to swat jumping opponents out of the sky.
A knockdown-into-mixup loop that keeps them guessing until they die.
A special-move throw that grabs straight through blocking and shields.
The weak part of a move's hitbox — the one you don't want to hit with.
One input that auto-picks the right answer for you based on what they do.
A single combo that takes someone from full health to KO with no escape.
The invisible zone on a character that has to be touched for a hit to land.
An in-your-face archetype that wins by smothering you with fast offense.
A Ryu/Ken-style character with a fireball, an anti-air uppercut and a forward-moving kick.
A player who lives in training mode digging up tech and combos.
Reading whether your move hit or got blocked, then deciding to combo or stay safe.
Offensive pressure you pile on while the opponent gets up off the floor.
A jump-in timed so tight you block their wake-up reversal even if it whiffs.
Excuses a player makes for losing — bad controller, lag, off day, you name it.
A match where both players pick the exact same character — also called a mirror match.
The mid-range poking battle of spacing, baiting, and whiff-punishing.
The part of a move's hitbox that hits hardest — the spot you actually want to land.
An attack string with a tiny gap that stuffs anyone who tries to mash out.