2.) An action prompted by the game to get out of dizzy states faster. 1.) An inexperienced player that frantically presses buttons, not knowing what they are doing. Inputting commands during the frames of one action to start up another action. The reason why a move or a character are called broken is because they are so powerful/advantageous that none of the cast has an answer for it, and therefore is game-breaking. Broken refers to both characters and moves. The delay before a player can perform another move after successfully blocking a move. Also important for Styles and Accessories utilizing anti-air and ranged attacks for defensive purposes, as up front blocking could lead to opponents trying to reach your back, forcing them to take entry paths that could be vulnerable to these holds. In GetAmped 2, this allows access to faster use of hold attacks due to having fewer frames than attacks. Using blocking animations to buffer hold attacks. The duration in which you are unable to switch your guard while blocking an attack. This is the time where counters are possible and precedes Block Stun. Auto Guard players must press the same attack button as their opponent. If you play on manual, you use a specified button. When a character is blocking, they are in a defensive state that softens the damage of moves. Often described as having neither good or bad match-ups, where winning chances are especially focused on the skill of the players themselves. 2.) A type of fighter that can utilize both rushdown and zoning tactics, but not excelling in either. 1.) A term used to describe the overall cast of a particular game, specifically referring to whether or not certain characters are inherently stronger or weaker than others. Doing certain moves and movements to try and elicit a certain reaction or move from an opponent, and then punishing that reaction or move. It is done in such a speed that no reaction time would be fast enough to successfully block it, thus leaving a player to resort to predicting the timing and direction of the attack. This is an assault on the opponent's back using a light jump and immediately turning around to attack an opponent's open areas while blocking. Often times called "JP", alluding to it's common use in the Japanese server. Pressing a different button will result in an unblocked attack. If you press the same attack button as the attacker, you will do a successful guard. Instead, blocking is decided by the timing and type of attacks used by both the player and the opponent. A guarding type that requires no specific button to guard. Useful to more aggressive styles of play featuring holds that break an opponent's guard. The name is derived from the basketball move of the same name, which the player with the ball passes it to an airborne player that immediately dunks the ball into the hoop before landing. A team tactic that involves the initial attacker to vertically launch the opponent as another player jumps up to attack the now airborne opponent right before they have a chance to do an air recovery. Moves of this kind generally enjoy high priority or are upper-body invincible. An attack done from the ground serving the purpose of attacking an opponent who is in the air. A move performed in the air against your opponent's aerial move. At the cost of MP, a player can hop back on their feet in a desired direction to avoid a combo. A special move that can be done when knocked vertically into the air. Represents the forward displacement and measure of additional reach that is created by a character's attack. A term used to classify accessories with many unique options, leaving little to no room for the base style's moves. Sometimes abbreviated to "acc" (can easily confused with "account") in game, these are the special armaments you can equip to your player.