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Slang for the noobs

Hi there guys,
Ive been lurking the site since Mk 9 came out and Im trying to improve my game.
I used to play Mortal Kombat as a kid on my snes and my experience with the fighting genre kind of stops there. I would like to suggest a list of all the slang used in fighting games in general and specificaly for MK9. Its nice to see people trading their favorite kombo, but as the noob that I am, I cant quite grasp the every little things.

exhibit A : a Nightwolf Kombo : F+32/122 hatchet B+2~hatchet jab dash jab 122 shoulder 38%.

my guess is (on playstation) :
foward x square/ triangle square square hatchet back+ square (stop the string) hatchet square foward foward square triangle square square shoulder = kombo of 38%

ok that might be it, but like I said Ive been lurking ont his for a while.
So I think a complete list of all the slang words (that might seem obvious for some) would be usefull for everyone.

what do you guys think?
thanks for helping me out (and others who might be too shy)
 

hardwire

Noob
well ill help with the little i know

b=back
f=forward
d=down
u=up
1=square/X
2=triangle/Y
3=X/A
4=O/B
BLK=Block
NJP=neutral jump punch (jump striaght up and press 1 or 2)
NJK=neutral jump kick (jump straight up and press 3 or 4)
Dash=two imputes either forward or back
Jab=any non directional 1 or 2 attacks (now i may be wrong about this as it may mean a crouching punch)

this should get you started and i dont want to screw you up so ill let the advanced guys tell you the other slang
 
* Dash is sometimes also written as "ff" or "bb".
* ~ means that the previous move should be cancelled into the next by inputing the later before the move that should be cancelled hits. Generally has to be done quickly.
* Jabs and jab strings are fast punches that you can throw out with minimal risk, either to just pressure/check your opponent or to actually get your offense started.

1 is sometimes noted as fp (front punch) or :fp
2 is sometimes noted as bp (back punch) or :bp
3 is sometimes noted as fk (front kick) or :fk
4 is sometimes noted as bk (back kick) or :bk
 
Sorry if this topic has been dealt with before such as one thread called MK dictionary with this link : http://testyourmight.com/forum/showthread.php?5437-MK9-Basics-Notation-Guide

then again if Bnb means bread and butter, what do you mean by a bread and butter kombo? it's a juggle, they go hand in hand?
hehe, there is plenty more slang on the forum, what I'll do is try to write them all down and edit this post later.

Edit : here are some of the slang/words/expressions used on this site in regards of the game that a total newbie migth not get or understand, feel free to describe them terms. thanks.

In no particular order,

string :

safe/ unsafe + on block :

to punish / be punished / punishable :

launchers :

hit box :

zoning :

otg / off the ground :

mixups :

cross up :

wakeup:

pressure :

matchup:

overhead:

negative edge:

window:

juggles:


Now, I understand some of them are very basic terms, but try to put yourself in the shoes of a noob.
 
I asked this same question when I joined TYM, maybe an admin or something can put a sticky on the noobs section with something like "before you post, noobs! read this!" And just put some of the basic information and acronym translations in this forum! Just a thought! Anyway, welcome to TYM!
 

Vulcan Hades

Warrior
@Dreadlash: Alright, since no one else is answering and I feel like helping out: (orange words are other terms that might need to be later explained)

string: A string is a set of normals used either to combo, chip or trap. For example: 1, 1 is a combo string. D1, D1, D3 doesn't combo but can be a blockstring or a frame trap. Some characters have "jail strings" basically meaning opponent is trapped in hit/blockstun and has to keep blocking or compromise (jump, press a button to escape). Any succession of normals is a string.

safe/ unsafe + on block: All attacks do a certain amount of hitstun / blockstun. An attack that has frame advantage on hit/block basically means you recover faster than your opponent so you are able to act before they do. +0 and up are completely safe on block because you are able to block at the same time as your opponent is able to respond with an attack. That being said -5 on block is still safe if you consider the fact that the fastest attack in the game has 6 start up frames. This means even if you have -5 disadvantage, opponent cannot punish you quick enough because you'll recover 1 frame before their attack's hitbox becomes active (so you can still block).

to punish / be punished / punishable: Err.. not sure how to make this any more clear to be honest. Punishing is what the word means: making the opponent pay for his mistakes (for example a whiffed or blocked special move). If you block a move that's like -10 on block for example and you have a special or normal that has only 8 start up frames, it means you are able to punish it before they are able to block.

launchers: It's a move that makes the opponent go up in the air in a juggle state. Neutral jump punch is a universal launcher. Kung Lao's spin is another example of launcher. Another word used for this is "Pop up".

hit box: Hit box and hittable box are invisible boxes used to detect collision in fighting games.

ex:



The red boxes are hit boxes. When these red box come in contact with a green box, it means there is a hit.

The green boxes are hittable boxes. Those are the vulnerable places where you can be hit.


zoning: A defensive playstyle revolving around the use of projectiles and other defensive/counter specials to control space and flow of a match. The best zoning characters have either very fast and effective projectiles (Noob's shadow clones) or "capture" type projectiles (sub-zero's ice blast, reptile's force balls).

otg / off the ground: When a special that can be done in the air is done as low to the ground as possible. Others slang terms for this are "tiger knee" and "instant".

mixups: Someone who is too predictable isn't mixing up enough. For example, if you always try to go for an uppercut after a certain block string, then all your opponent has to do is crouch to avoid your uppercut and punish it. But if you "mix it up" a little, for example by sometimes doing a low attack, an overhead or a throw instead of an uppercut from time to time, then you become harder to read. So simply put, "mixing up" is alternating your attacks to be more unpredictable.

cross up: It's when you change sides by either jumping over your opponent or using a special that makes you cross to the other side (ex: Reptile's elbow dash).

wakeup: When you're getting up after getting knocked down. This is the "wake up" phase where you can roll, stay grounded or go for a wake up attack.

pressure: When you stay in your opponent's face giving them no air to breathe or no place to go. Jail strings and blockstrings apply pressure. The more the opponent is pressured, the more they want to get out. So that's often when they'll make mistakes or compromise (whiff a special or make an unsafe jump).

matchup: Characters can have advantage and disadvantage vs other characters. So when someone says for example that the Shang Tsung vs Cyber-Sub Zero matchup is 2-8. It means that if two same skilled players fight using those characters, CSZ has 80% chance of winning over Shang. 5-5 matchups can go either way because no character has advantage over the other.

overhead: Any attack that hits from above and needs to be blocked standing. If you crouch block, an overhead can still hit you. Another term for overhead is Medium attacks.

negative edge: Using the release of buttons to execute special moves. The game reads each input twice (when you press and when you release a button). Negative edge occurs when you release a button. What happens is that releasing a button sends a "copy of that input" into the buffer (so it stores it in memory).

Examples of negative edge use:

-With Ermac, force push is B, F, 1. But negative edge allows you to do 1, B, F instead. When you release it, the "1" input is stored for a short while so when you do B, F right after it the game remembers you previously pressed 1 and thinks you want to do Ermac's force push.

-With Mileena, doing B3, F, F or F3, F will chain B3/F3 to a teleport kick. So in other words you don't have to press 3 again since it's already in memory.


window: Any kind of gap or temporary state. 5 frame window means you have 5 frames to act before the window of opportunity closes.

juggles: When you hit opponent while he's in the air. So basically any combo that keeps the opponent airborne is a juggle.


what does a 50/50 mean?
50/50: It means you have to guess. For example if you try to mix up your opponent with overhead and low, opponent has to guess if he needs to block standing or crouching. That's a 50/50 guessing game. Note that throws in MK9 are also a 50/50 since you have to guess wether to tech with 1/3 or 2/4.
 

DOWNLOADED

The Cowardly Lion
@Dreadlash: Alright, since no one else is answering and I feel like helping out: (orange words are other terms that might need to be later explained)

string: A string is a set of normals used either to combo, chip or trap. For example: 1, 1 is a combo string. D1, D1, D3 doesn't combo but can be a blockstring or a frame trap. Some characters have "jail strings" basically meaning opponent is trapped in hit/blockstun and has to keep blocking or compromise (jump, press a button to escape). Any succession of normals is a string.

safe/ unsafe + on block: All attacks do a certain amount of hitstun / blockstun. An attack that has frame advantage on hit/block basically means you recover faster than your opponent so you are able to act before they do. +0 and up are completely safe on block because you are able to block at the same time as your opponent is able to respond with an attack. That being said -5 on block is still safe if you consider the fact that the fastest attack in the game has 6 start up frames. This means even if you have -5 disadvantage, opponent cannot punish you quick enough because you'll recover 1 frame before their attack's hitbox becomes active (so you can still block).

to punish / be punished / punishable: Err.. not sure how to make this any more clear to be honest. Punishing is what the word means: making the opponent pay for his mistakes (for example a whiffed or blocked special move). If you block a move that's like -10 on block for example and you have a special or normal that has only 8 start up frames, it means you are able to punish it before they are able to block.

launchers: It's a move that makes the opponent go up in the air in a juggle state. Neutral jump punch is a universal launcher. Kung Lao's spin is another example of launcher. Another word used for this is "Pop up".

hit box: Hit box and hittable box are invisible boxes used to detect collision in fighting games.

ex:



The red boxes are hit boxes. When these red box come in contact with a green box, it means there is a hit.

The green boxes are hittable boxes. Those are the vulnerable places where you can be hit.


zoning: A defensive playstyle revolving around the use of projectiles and other defensive/counter specials to control space and flow of a match. The best zoning characters have either very fast and effective projectiles (Noob's shadow clones) or "capture" type projectiles (sub-zero's ice blast, reptile's force balls).

otg / off the ground: When a special that can be done in the air is done as low to the ground as possible. Others slang terms for this are "tiger knee" and "instant".

mixups: Someone who is too predictable isn't mixing up enough. For example, if you always try to go for an uppercut after a certain block string, then all your opponent has to do is crouch to avoid your uppercut and punish it. But if you "mix it up" a little, for example by sometimes doing a low attack, an overhead or a throw instead of an uppercut from time to time, then you become harder to read. So simply put, "mixing up" is alternating your attacks to be more unpredictable.

cross up: It's when you change sides by either jumping over your opponent or using a special that makes you cross to the other side (ex: Reptile's elbow dash).

wakeup: When you're getting up after getting knocked down. This is the "wake up" phase where you can roll, stay grounded or go for a wake up attack.

pressure: When you stay in your opponent's face giving them no air to breathe or no place to go. Jail strings and blockstrings apply pressure. The more the opponent is pressured, the more they want to get out. So that's often when they'll make mistakes or compromise (whiff a special or make an unsafe jump).

matchup: Characters can have advantage and disadvantage vs other characters. So when someone says for example that the Shang Tsung vs Cyber-Sub Zero matchup is 2-8. It means that if two same skilled players fight using those characters, CSZ has 80% chance of winning over Shang. 5-5 matchups can go either way because no character has advantage over the other.

overhead: Any attack that hits from above and needs to be blocked standing. If you crouch block, an overhead can still hit you. Another term for overhead is Medium attacks.

negative edge: Using the release of buttons to execute special moves. The game reads each input twice (when you press and when you release a button). Negative edge occurs when you release a button. What happens is that releasing a button sends a "copy of that input" into the buffer (so it stores it in memory).

Examples of negative edge use:

-With Ermac, force push is B, F, 1. But negative edge allows you to do 1, B, F instead. When you release it, the "1" input is stored for a short while so when you do B, F right after it the game remembers you previously pressed 1 and thinks you want to do Ermac's force push.

-With Mileena, doing B3, F, F or F3, F will chain B3/F3 to a teleport kick. So in other words you don't have to press 3 again since it's already in memory.


window: Any kind of gap or temporary state. 5 frame window means you have 5 frames to act before the window of opportunity closes.

juggles: When you hit opponent while he's in the air. So basically any combo that keeps the opponent airborne is a juggle.



50/50: It means you have to guess. For example if you try to mix up your opponent with overhead and low, opponent has to guess if he needs to block standing or crouching. That's a 50/50 guessing game. Note that throws in MK9 are also a 50/50 since you have to guess wether to tech with 1/3 or 2/4.
I did not know that the throw was a 50/50 like SoulCalibur and I have never heard of negative edge.
 

Gengar

Hypnosis > Dreameater (its a reset)
[MENTION=4771]Dreadlash[/MENTION]: Alright, since no one else is answering and I feel like helping out: (orange words are other terms that might need to be later explained)

string: A string is a set of normals used either to combo, chip or trap. For example: 1, 1 is a combo string. D1, D1, D3 doesn't combo but can be a blockstring or a frame trap. Some characters have "jail strings" basically meaning opponent is trapped in hit/blockstun and has to keep blocking or compromise (jump, press a button to escape). Any succession of normals is a string.

safe/ unsafe + on block: All attacks do a certain amount of hitstun / blockstun. An attack that has frame advantage on hit/block basically means you recover faster than your opponent so you are able to act before they do. +0 and up are completely safe on block because you are able to block at the same time as your opponent is able to respond with an attack. That being said -5 on block is still safe if you consider the fact that the fastest attack in the game has 6 start up frames. This means even if you have -5 disadvantage, opponent cannot punish you quick enough because you'll recover 1 frame before their attack's hitbox becomes active (so you can still block).

to punish / be punished / punishable: Err.. not sure how to make this any more clear to be honest. Punishing is what the word means: making the opponent pay for his mistakes (for example a whiffed or blocked special move). If you block a move that's like -10 on block for example and you have a special or normal that has only 8 start up frames, it means you are able to punish it before they are able to block.

launchers: It's a move that makes the opponent go up in the air in a juggle state. Neutral jump punch is a universal launcher. Kung Lao's spin is another example of launcher. Another word used for this is "Pop up".

hit box: Hit box and hittable box are invisible boxes used to detect collision in fighting games.

ex:



The red boxes are hit boxes. When these red box come in contact with a green box, it means there is a hit.

The green boxes are hittable boxes. Those are the vulnerable places where you can be hit.


zoning: A defensive playstyle revolving around the use of projectiles and other defensive/counter specials to control space and flow of a match. The best zoning characters have either very fast and effective projectiles (Noob's shadow clones) or "capture" type projectiles (sub-zero's ice blast, reptile's force balls).

otg / off the ground: When a special that can be done in the air is done as low to the ground as possible. Others slang terms for this are "tiger knee" and "instant".

mixups: Someone who is too predictable isn't mixing up enough. For example, if you always try to go for an uppercut after a certain block string, then all your opponent has to do is crouch to avoid your uppercut and punish it. But if you "mix it up" a little, for example by sometimes doing a low attack, an overhead or a throw instead of an uppercut from time to time, then you become harder to read. So simply put, "mixing up" is alternating your attacks to be more unpredictable.

cross up: It's when you change sides by either jumping over your opponent or using a special that makes you cross to the other side (ex: Reptile's elbow dash).

wakeup: When you're getting up after getting knocked down. This is the "wake up" phase where you can roll, stay grounded or go for a wake up attack.

pressure: When you stay in your opponent's face giving them no air to breathe or no place to go. Jail strings and blockstrings apply pressure. The more the opponent is pressured, the more they want to get out. So that's often when they'll make mistakes or compromise (whiff a special or make an unsafe jump).

matchup: Characters can have advantage and disadvantage vs other characters. So when someone says for example that the Shang Tsung vs Cyber-Sub Zero matchup is 2-8. It means that if two same skilled players fight using those characters, CSZ has 80% chance of winning over Shang. 5-5 matchups can go either way because no character has advantage over the other.

overhead: Any attack that hits from above and needs to be blocked standing. If you crouch block, an overhead can still hit you. Another term for overhead is Medium attacks.

negative edge: Using the release of buttons to execute special moves. The game reads each input twice (when you press and when you release a button). Negative edge occurs when you release a button. What happens is that releasing a button sends a "copy of that input" into the buffer (so it stores it in memory).

Examples of negative edge use:

-With Ermac, force push is B, F, 1. But negative edge allows you to do 1, B, F instead. When you release it, the "1" input is stored for a short while so when you do B, F right after it the game remembers you previously pressed 1 and thinks you want to do Ermac's force push.

-With Mileena, doing B3, F, F or F3, F will chain B3/F3 to a teleport kick. So in other words you don't have to press 3 again since it's already in memory.


window: Any kind of gap or temporary state. 5 frame window means you have 5 frames to act before the window of opportunity closes.

juggles: When you hit opponent while he's in the air. So basically any combo that keeps the opponent airborne is a juggle.



50/50: It means you have to guess. For example if you try to mix up your opponent with overhead and low, opponent has to guess if he needs to block standing or crouching. That's a 50/50 guessing game. Note that throws in MK9 are also a 50/50 since you have to guess wether to tech with 1/3 or 2/4.

i know this is old, but im still wondering what exactly a frame trap is.

also, far as i knew otg is used to refer to a move that hits an opponent that is knocked down, like how cyrax's bombs used to function, and i believe smokes smokeball did that at one point to. however, there are no otgs in mk (the term otg at least from me comes from MvC as otgs do exist in that game) so it may have a different meaning for mk
 

Lord Beef

Death Metal and Trance
i know this is old, but im still wondering what exactly a frame trap is.

also, far as i knew otg is used to refer to a move that hits an opponent that is knocked down, like how cyrax's bombs used to function, and i believe smokes smokeball did that at one point to. however, there are no otgs in mk (the term otg at least from me comes from MvC as otgs do exist in that game) so it may have a different meaning for mk
A frame trap happens when, say, someone lays a block string on you that leaves them at high enough frame advantage so you can only keep blocking or get out with the fastest of pokes/specials. This is a pretty broad explanation but, it pretty much sums it up.

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