DICTIONARY

Neutral & Defense

Neutral
The phase where neither player is locked into pressure and both compete for space.
Footsies
Grounded movement and attacks used to control space and provoke a whiff.
Poke
A relatively safe button used to control a specific range.
Whiff punish
Hitting the recovery of an attack that missed.
Anti-air
An attack used to stop an opponent approaching from the air.
Cross-up
A jumping attack that lands on the opposite side and changes the required block direction.
Overhead
An attack that must be blocked standing.
Reversal
An action performed on the first available frame after knockdown, blockstun, or hitstun.
DICTIONARY

Frames & Hits

Frame
The basic unit of time in a fighting game; SF6 runs at 60 frames per second.
Startup
Frames before an attack becomes active.
Active
Frames during which an attack can hit.
Recovery
Frames after the active period before the character can act again.
Frame advantage
The difference in how soon each character can act after a hit or block.
Counter Hit (CH)
A hit that interrupts the startup or active frames of an opponent’s action.
Punish Counter (PC)
A hit that catches the punishable recovery of an opponent’s action.
True blockstring
A sequence with no gap in which the defender remains in blockstun.
DICTIONARY

Drive System

Drive Gauge
The shared resource used for Drive system actions and OD special moves.
Drive Impact (DI)
An armored strike that can cause a wall splat near the corner.
Drive Parry
A defensive stance that parries incoming attacks while held.
Perfect Parry
A precisely timed Drive Parry that creates a punish opportunity with damage scaling.
Drive Rush (DR)
A fast green dash from parry or from a cancellable normal.
Cancel Drive Rush (CDR)
A Drive Rush cancelled from a cancellable normal attack.
Drive Reversal
A defensive Drive action used to push the opponent away.
Burnout
The state entered when the Drive Gauge is depleted.
OD Special Move (OD)
An enhanced special move that consumes Drive Gauge.
DICTIONARY

Okizeme & Offense

Okizeme (Oki)
Offense applied as the opponent gets up from a knockdown.
Meaty
An attack timed so its later active frames connect during the opponent’s wake-up.
Shimmy
Walking into throw range, then stepping back to punish a throw tech attempt.
Throw tech
Escaping a throw by inputting throw during the tech window.
Throw loop
A situation where a throw leads back into another close throw/strike mix-up.
Frame trap
A sequence with a small gap designed to counter-hit an opponent who presses a button.
Setplay
A repeatable offensive sequence built around a specific knockdown and timing.