---
title: 'Video q_eHYooDYww'
source: 'https://youtube.com/watch?v=q_eHYooDYww'
video_id: 'q_eHYooDYww'
date: 2026-06-14
duration_sec: 0
---

# Video q_eHYooDYww

> Source: [Video q_eHYooDYww](https://youtube.com/watch?v=q_eHYooDYww)

## Summary

This video explains basic fighting game terminology for newcomers and those looking to brush up on their knowledge. The hosts cover terms like footsies, combos, frame traps, oki, chip damage, juggling, delay-based vs. rollback netcode, cancels, 50/50s, resets, anti-airs, special moves, pokes, neutral, reversals, EX moves, meter, air dashing, happy birthday, command grabs, confirms, OTG, and American resets.

### Key Points

- **Footsies** [0:34] — Footsies involve spacing and poking to make your move connect while avoiding the opponent's attacks. It's about walking back and forth to ensure your button hits.
- **Combos** [1:12] — A combo is a chain of hits the opponent cannot block, guaranteeing damage. Start with basic combos from tutorials, then learn from top players.
- **Frame Traps** [1:51] — A frame trap uses advantage to make your next move beat any opponent's counter-attack. It punishes pressing buttons and continues pressure.
- **Oki (Okizeme)** [2:36] — Oki is offense applied while the opponent is on the ground recovering. It involves setups and pressure after a knockdown.
- **Chip Damage** [2:57] — Chip damage is small damage taken when blocking a move. Not all moves cause chip damage.
- **Juggling** [3:13] — Juggling keeps an opponent in the air after a launch, unable to defend until the combo drops.
- **Delay-Based vs. Rollback Netcode** [3:40] — Delay-based netcode feels like playing underwater with input lag. Rollback netcode predicts actions and corrects errors, feeling smoother.
- **Cancels** [5:13] — Canceling ends a move's animation early into another move. Some moves are special-cancelable.
- **50/50** [5:31] — A 50/50 is a guessing situation where the defender must choose between options like left/right, overhead/low, or grab/no grab.
- **Resets** [5:53] — A reset is dropping a combo on purpose to restart pressure, often to kill faster. American resets are accidental drops claimed as intentional.
- **Anti-Airs** [6:31] — Anti-airs are moves that hit opponents in the air, essential for dealing with jump-happy players.
- **Special Moves** [7:14] — Special moves are performed with directional inputs and a button, e.g., quarter-circle forward + punch for Hadouken.
- **Pokes** [7:30] — Pokes are long-range moves used to keep opponents at bay and chip damage, part of footsies.
- **Neutral** [7:53] — Neutral is the state at round start where both players are at equal distance. Winning neutral means pushing the opponent to the corner.
- **Reversals** [8:34] — A reversal is a special move performed on the first frame after blockstun or knockdown, often invincible.
- **EX Moves** [8:55] — EX moves are enhanced special moves that use meter, offering more damage, hits, or properties.
- **Air Dashing** [9:25] — Air dashing is a double-tap forward or back in the air to perform a quick dash.
- **Happy Birthday** [9:39] — Happy birthday is hitting both the point character and assist simultaneously in a combo, a term from Marvel vs. Capcom.
- **Command Grabs** [9:59] — Command grabs are special grabs that cannot be broken and often do more damage.
- **Confirms** [10:16] — A confirm is hitting a button and then following up with a combo if it connects, e.g., crouching medium kick into fireball.
- **OTG (Off The Ground)** [10:35] — OTG moves pick up a knocked-down opponent to continue a combo.
- **American Reset** [10:49] — An American reset is accidentally dropping a combo but recovering to continue, often mistaken for intentional.

### Conclusion

Fighting games have a steep learning curve with many terms, but understanding these basics will help newcomers get started. Practice and watching top players are key to improvement.

## Transcript

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are you new to fighting games or just
want to brush up on your knowledge well
guess what we got something for you we
will be explaining basic fighting game
terms in our own words help you get
caught up class is in session let's
begin the lesson
it's it's hard like I feel like [ __ ] is
really hard to explain what's this
say you're you're Ryu and your press and
you press crotching medium kick and
you're trying to throw that crouching
medium kick to the point where like the
move itself does not miss or your
opponent walks into it you're walking
back and forth back and forth back and
forth back and forth and you're making
sure like that button right there that
you press while you're going back and
forth is going to connect a lot of
people don't have footsies just straight
up low-key it's a lot of people don't
have footsies I'm gonna just be honest
with you
are you
so a combo really simply is a chain of
hits that your opponent cannot do
anything about and it is you know
guaranteed damage essentially it shows
up on the side of the screen typically
of like oh my God that was a four hit
combo obviously the harder combos are a
little bit tighter to execute there are
some very easy combos that have a lot of
leniency and then there are combos that
you need to execute it absolutely
perfectly in order to get anything so
definitely learning your basics of
combos from the tutorials and stuff like
that is a great place to start and once
you understand your moves you can
definitely look at streamers or top
level players and kind of understand the
moves they're using the timings they're
using and that's basically how you'll
get started on learning your bigger and
better combos but again start small
so let's say you throw out a punch and a
kick and that punch is plus and then in
between the next hit if they've hit a
button in between well it counter hit
the objective is to get the opponent to
say hey
I want to take my turn back this whole
blocking thing it just ain't for me so I
am simply in my disadvantage try to
weasel my way out of this situation but
you ah a frame trap gives you enough
advantage to where your next move will
beat out just about anything your
opponent tries to counter with but frame
traps allow you to punish your opponent
for pressing or continue pressure or
deliver the mind game where they're
looking for one follow-up because you've
conditioned them and then you go for
another
I remember seeing this word when I was a
kid I don't know where this term came
from I never used the word Oaky like I
know people use Oki all the time Okie is
basically your offense that that you're
enforcing and your setups or whatever
you want to do next while your opponent
is on the ground and recover
[Music]
block specific move
actually take a little bit of damage
obviously not as much damage as getting
hit by the move and certain moves don't
even do chip damage in the games that
have chip damage but chip damage
essentially is blocking a move and still
getting hit for like you know a tiny
little bit of damage
ever been to the circus sure you have
and you know Holly you throw the ball in
the air and you keep just like smacking
it up over and over and over again you
want to make sure you can keep that
juggle as long as possible before like
messing up or dropping the bowling pins
for example once you launch the opponent
in the air they're in a state where they
just they get hit right it's a it's the
juggle State and you just can't defend
it the only way you could defend it is
if I drop the combo
it is the only thing that matters is
gift that whatever higher being you
believe in bless the Cannons with right
there easiest way to put this one is
it's beautiful it's what we want is what
you need it's something that smash
unfortunately does not have bro I feel
like nobody gets this answer right
because delay base is pretty much your
playing underwater you know how if you
swing a punch underwater versus your
swinging punch like naturally the
underwater punch takes way longer the
higher the delay meaning the farther
your opponent or the worse the
connection is the slower is when you
press a button right the button will
come out like this
let's say I press crouching medium kick
review when the game registers the
crotchy medium kick they do us a
specific sequences of how of what's the
next move happens they pretty much
foretell the future and like it's like a
timeline right the timeline goes this
way that way that way once you implement
the specific move the game will
automatically go to that timeline
specifically which makes the neck code
really really good and there's no delay
in that in that point let's say you
let's say you you press a button and the
game just kind of accidentally chose the
wrong timeline then you'll kind of
you'll visually be able to see that your
opponent got hit and then right away
they're blocking the opponent did block
but the game just chose the wrong option
that's why I call it rollback if the
game chooses the wrong timeline when
you're not when it didn't happen then
the game will act will roll back into
the person just blocking or being
somewhere else on the screen or actually
doing a specific action
probably know what cancels for my other
games right so you can cancel this move
to another move you're doing one move
into another move uh one move is already
out certain moves are special cancelable
certain moves are not this also exists
in Smash for the fighting game
characters which is very nice but yeah
it's basically just you know canceling
the end of a moves animation with
something else
we're gonna look at this from the eyes
of the defender it's a situation where
you simply have to guess whether Left
Right overhead low grab no grab whatever
50 50 is a situation where skill is
removed and in this point you simply
have to guess
fighting games are fun
I'd say Magnus hitting you with like an
infinite juggle but it's not doing
enough damage So eventually they use
this uh technique you drop the combo on
purpose I'm juggling you boom boom boom
boom boom boom and then I drop the combo
on purpose and like go under you to the
other side and then go low so people do
resets to kill the opponent faster
there's obviously resets in like
American resets where you drop Combos
and then we just oh yeah I meant to do
that when we pick them up
matches with no stake in them at a
tournament you're just playing not in
the tournament with someone or online
with someone again not in a tournament
literally all it is is a non-tournament
game
when you play a character like Katana
historically and tiers are moves that
simply
anti-air attacks whether that be
jump-ins any kind of like teleports that
that leave them in the air you know any
setups anything that's coming from the
air that can be hit so very strong tool
and one you should adapt into your
gameplay regardless of the game you play
there's jumpers everywhere I promise you
there's a new wave and in 2023 we're
getting Street Fighter we're likely
getting Tekken we're likely getting
Mortal Kombat 12. so many new players
you know what new players like to do
they jump they're buddy rapping
it's all they do they don't know how to
move forward anymore
make sure you know how to anti-air all
right
a special news is done by doing a
quarter Circle forward something with a
joystick and a button at the same time
reuse case if you do if you hit down
down forward forward and you press punch
you'll get Hadouken
light buttons or or buttons that don't
really lead into much they're just
trying to claim some space trying to
keep people out long distance
relationship sort of thing this is part
of footsies right is using your long
range moves to hit your opponent when
they are in your range but you're not
trying to combo off of them you're just
trying to keep them at Bay and just
slowly get damage over time and kind of
frustrate them so that way they Dash in
or jump and you can get bigger combo
starters then
they're asking some heavy-hidden
questions neutral is so big obviously
everyone starts at neutral in round one
fight let's say we're using the grid the
training stage as an example right and
there's this giant line in the middle
your goal in neutral is to make sure
that you're winning at this tug of war
if you're getting pushed back and your
back is against a wall think of that as
like you lost the tug of war and you
lost the neutral but if you're able to
push somebody back all the way to the
wall or you know somebody that just
likes to walk themselves back in the
wall that means they're very bad at
neutral that means they're giving up
neutral automatically and then you have
all that space to walk back to use uh
for your poking and footsie advantage
when you block something you are in
what's considered Blackstone and you
have a certain amount of frames before
you can do any action if you do a
special move on the first frame out of
said block Sun you get a rehearsal if
you do that out of hits time or knock
down I should say the first frame that
you're active again after your character
is off the ground reversal
an ex move is a special move but
typically used with meter it takes Meter
whatever meter you have in your game and
then it gives the move either more
Properties or more damage or more hits
or a different state of knockdown or
something like that so it's basically
just a special version of your special
move
these are the bar at the bottom
sometimes at the top but that bar is
utilized or those ex moves sometimes he
lies for defensive things too as well if
you're looking at Guilty Gear that meter
can be used for the exclusive we just
talked about
I'm a game mechanic depending on the
game where if you tap forward forward
like Direction forward forward or back
back in the air your opponent will just
kind of like do a little Dash or a back
air Dash right
happy birthday is a wonderful term
coined by the goats over there in the
Marvel Community when you catch the
assist who's incoming to do a move to
help their point character if you hit
both of them at the same time and you
are comboing them that is known as a
happy birthday
so grabs beat block command grabs are
basically special versions of grabs that
either do more damage and or have a
better state of knockdown or they cannot
be broken but you cannot do that to a
command grab and grabs if you got hit
you're getting hit there's no way to get
out of it
I confirm Laura hey confirm is when you
hit a button at the right time into
something else that's a confirm for
example if you're a Shoto player a
crouching medium kick into a fireball or
VP that's a confirm you're trying to
confirm that that button hit you trying
to confirm and make sure that that
button hit to go in the next one
OTG stands for off the ground and what
that means is that when you knock
somebody down like that from like an air
combo situation some moons have
properties where you can pick your
opponent up off the ground and you
continue to comma from there
did we just talk about that I alluded to
it I don't even know this is gonna be on
here hey hey which one of y'all stole my
curriculum hey you know I talked about
this Earth this was supposed to be on
the extra credit I'm on here an American
reset is when we are in the middle of a
combo
especially a game-winning combo and we
dropped that
time slows down we start sweating we
start getting nervous
the crowd gasped but somehow we mash and
somehow we get that next hit in the
competition is like oh my God what a
cool reset and in our minds we know
that we dropped that
there's so much to learn the you know
immense amount of information you have
to learn when you want to play a
fighting game or really get serious
about it is incredibly High let me know
what your favorite fgc term is in the
comment section below and I'll see you
in the next video ciao
[Music]
