
FGC Terminology
Credit for list goes to Reddit User sjarold from r/MortalKombat. Click this link to view original post.
50/50: A kind of mix-up (using an assortment of attacks which require different responses from the opponent in order to defend against them). This forces the defending player to guess between two options which are very difficult to react to, thus giving the attacker a 50% chance to successfully land a hit.
Armor: A move with armor will not be interrupted if the character is hit by an attack.
Baiting: Describes the act of taking certain deceptive actions, be it moves or movement, in an attempt to get a certain reaction or move from an opponent, and then punishing that reaction or move in response.
Block Stun: Delay after blocking before the player can take any action again, such as moving or performing an attack.
Bread and Butter (BNBs): Combo or technique whose use is highly recommended due to its effectiveness or ease of execution.
Cancel: Breaking out of a current animation or move by inputting another move that cancels the previous one.
Chip Damage: The reduced damage a character takes from an attack while blocking.
Combo: A string of attacks that cannot be blocked if the first hit connects. Ideal for achieving high damage.
Command Throw/Grab: While normal throws can be teched (throw countered), command throws/grabs are untechable.
Counter: An attack landed when the opponent is in the process of starting up their attack. It essentially interrupts the opponent's attack.
Damage Scaling: Damage scaling's main purpose is to reduce the overall damage of combos by reducing the damage as the combo progresses. This hinders the ability of a player to perform infinite combos and is a standard of balancing in fighting games as a result.
Footsies: The mid-range ground-based aspect of fighting game strategy. It refers to a situation where both players are outside of combo range and attack each other with mid- or long-range, generally safe attacks (pokes). The ultimate goal is to control the flow of the match, bait the opponent into committing errors, and attempt to punish mistakes
Frames: A frame is a single still picture on a display screen. Fighting games generally run at a fixed 60 frames per second which means they show 60 still pictures every second to simulate motion. One frame is 1/60th of a second, so a move that takes 10 frames to start up equates to 1/6th of a second.
Frame Advantage: A move which allows the player to recover and act before their opponent leaves either hit stun or block stun is considered to have frame advantage in those areas. Moves that enjoy frame advantage on-hit are often used together to perform combos, while moves that enjoy frame advantage on-block are often used as pokes.
Hit Confirm: The act of waiting to see if an attack lands, then reacting by continuing into a combo or special attack.
Hit Stun: The amount of time, in frames, it takes to recover after being successfully hit by a certain attack.
Juggle: A combo in which the victim is hit multiple times in midair. The move used to start the juggle is called a launcher.
Knockdown: Refers to a character's downed state that occurs when struck by some attacks. In the usual knockdown state, the default action is to get up normally after a short period (wake up). A "hard" knockdown is a state of knockdown which you cannot wake up quickly, usually after a powerful attack.
Mashing: Hitting buttons quickly or randomly due to inexperience or trying to force a move to occur. Generally better to learn the inputs.
Meaty: Hitting an opponent on the first frame possible of their wake up. Basically attacking an opponent as they are standing up.
Neutral: The situation where neither opponent is attacking or defending, for example at the start of the game. Usually, the neutral game consists of each player trying to achieve advantageous spacing or finding a chance to apply pressure.
Plus/Minus [on-block]: In an attacker-defender relationship, an attacker's move is described as being "plus" or "minus". If a move is "plus" on-block, then the amount of frames it takes for the attacker to recover from executing the move is less than the amount of frames it takes for the defender to recover; the attacker has the advantage and can act first. If a move is "minus" on-block, then the amount of frames it takes for the attacker to recover from executing the move is more than the amount of frames it takes for the defender to recover; the defender has the advantage and can act first, which can result in the attacker being punished.
Poke: A quick attack that is done to hit an opponent from a short distance away to keep the attacker safe.
Pressure: Using a sequence of attacks to keep an opponent on the defensive.
Punish: Attacking an opponent who is recovering from performing an attack. It is easiest to punish whiffed (missed) attacks, as well as attacks that have long recovery time.
Reset: An action that places an opponent back onto his feet, “resetting” his position. This also resets damage scaling, so if a player can start a second combo after a reset, it will be highly damaging again. Similar to a "restand".
Reversal: An attack entered right after blocking an incoming attack. The defender's move will automatically come out at the first frame possible after being blocked, leaving the attacker no chance to defend against it and "reversing" the flow of the match.
Safe: A move that cannot be punished if blocked.
Spamming: Using a projectile attack repeatedly. Generally viewed as a cheap tactic, but can be effective when zoning.
Tech/Teching: When a player counters and prevents the opponent's throw attempt, usually by inputting their own throw at the same time.
Wake Up: When you are knocked off your feet and laying down on the ground after being attacked by an opponent, you have certain options as you are getting up. For example, you can wake up more slowly to confuse the opponent, roll, or attack as you are getting up.
Whiff: A move that misses the opponent completely.
Zoning: Tactic usually used at mid-range or far-range, the purpose of which is to control space and keep the opponent far away using long reaching pokes or projectile attacks.