
The act of holding a direction while your character is knocked into the air to land in a different spot. Getting knocked into the air in a state where you can air tech itself is called an air reset. Air teching is especially useful after a phase shift to create distance when opponents try to run under you.
In the game, armor refers to your character's ability to withstand an attack without being stunned. Stun would normally stop your character from moving because they are reeling from an attack. There are three types of armor: Blue Armor, Red Armor, and Light Armor.
Blue Armor
This type of armor allows your character to absorb several hits without getting stunned and is often activated during counterattacks or special moves. However, this armor is limited by time, not by the number of hits it can take.
Similar to Blue Armor, but your character still takes some damage when hit. This armor can absorb up to 9 hits before it wears off, and it cannot be bypassed by normal throws.
Light Armor
This is a special type of armor that absorbs up to 9 light hits, but still allows your character to take damage. Light attacks are specific, weaker attacks that can bypass this armor type.
This is when the game visually appears to slow down to show the impact of an attack on a character. This does not change the overall timing of the game but affects how quickly characters can react to each other’s moves.
Simply holding a button to protect your character from incoming attacks. Different characters might have stronger or weaker blocking abilities.
A sequence of attacks while your opponent is blocking. These attacks can be uninterrupted, and if done correctly, the opponent can't react until the sequence ends.
Inputting another move while the first move is still happening. This helps in executing complex moves smoothly and quickly.
A technique where you start a counter attack and then quickly cancel it into a dash move to either evade or close distance without completing the counter attack.
Interrupting one move to start another, allowing for quicker and more varied combinations of attacks.
When two moves hit each other simultaneously. Depending on the strength of the moves, they can either cancel each other out or one can overpower the other.
Connecting several attacks in a row. If done correctly, the opponent can't block in between the attacks.
Occurs during a favorable attack interaction, where your move effectively counters or beats the opponent’s move, often leading to greater damage or advantage.
Transitioning back to normal state after a power-up mode ends. This state can offer brief invulnerability to avoid or mitigate incoming attacks.
This deals with the timing of each move in the game, measured in frames (with each frame being a slice of a second). Knowing this helps understand how fast or slow an attack is.
This represents potential health recovery. It's part of your health bar that shows damage that can be recovered under specific conditions.
The hitbox is the area of an attack that can deal damage. The hurtbox is the area on a character that can receive damage.
A technique where you start a homing attack and then quickly switch to blocking to defend against incoming attacks.
Quickly dashing in the air close to the ground to move swiftly across the screen.
Executing a move at a precise moment that makes the attack stronger or more effective.
When your character is knocked to the ground and can't immediately get up, which allows the opponent to prepare their next move.
Reducing the delay after landing from a jump by executing another move just before touching the ground.
A type of combo where there is a slight delay allowing the character to return to a neutral state before the next attack starts.
When your character temporarily can't perform any actions except blocking, often triggered by specific opponent attacks.
An attack that hits an opponent just as they are getting up, maximizing the time they are vulnerable.
Tactics used when your opponent is getting up from being knocked down, aiming to limit their safe options.
Inputting commands that lead to different outcomes based on what the opponent is doing at the time.
A combo specific to the game "Pokkén," where one button is pressed repeatedly to execute a sequence of moves.
A jump attack timed so that if the opponent tries to counter the moment they get up, the attacker can still defend in time.
Moves that specifically counter throws, ensuring that your attack goes through even if the opponent tries to grab you.
These terms refer to when a character is knocked into a wall. A wall splat sticks them to the wall temporarily, increasing damage, while a wall blast shifts them out of the current play phase, forcing a reset of positions.