# Glossary

## Crush

The act of breaking the guard.

## Notation

N = Non-typed
S = Spirit
M = Matter
V = Void
A = Ascend
D = Dash
f.X = far X
j.X = Aerial X
CH = Counter Hit
[X] = Charge/hold X
!X = Delayed hit from X move
jcX = jump cancel towards X direction
hjcX = High jump cancel towards X direction
djcX = double jump cancel towards X direction
IA = Instant Air
TK = Tiger Knee input (ex : 2369B)
dl.X = Delay X move
lc = landcancel
O-OD = Offensive overdrive

## Set

Simply multiple games in a row against the same opponent.

## Untech

The time before being able to airtech after being hit by a move while you are in the air, or if the said move launched you.

## Hitstun

The time before being able to block and attack when getting hit.

## Blockstun

The time before being able to block and start a move when getting hit.

## Wrongblock

When you block high a low move or when you block low a high move.

## Hitstop

The time during which a character/object is frozen when hitting/getting hit.

## Blockstop

The time during which a character/object is frozen when blocking/getting someone to block.

## Chicken Block

It is simply the act of pressing 7 to immediately jump backward and block.

## Groundtech/Airtech

Action of getting up, either in the air (called airtech), or on the ground (called groundtech). Performed by holding a direction and any key.

## Mana/Meter

Refers to the 3 bars at the bottom of the screen, spent when using special moves or supers. For more information see this page.

## Proration/Prorate

Multiplier applied to next attacks' damage in the combo.

## Limit

Value that accumulates in combos. When any of the 4 values reach 100%, the combo ends, but the target cannot airtech.

## Title Screen

Refers to the screen shown when starting the game.