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格斗术语
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2025-06-18更新
最新编辑:Origami_Tobiic
阅读:
更新日期:2025-06-18
最新编辑:Origami_Tobiic
The Fighting Game Glossary by Infil
360
即输入一整圈指令的指令投,也就是摇杆转一整圈。在骷髅女孩中,所有的360指令投都是具有无敌的的超杀
50/50 或 5050
一种无法反应的择,防守者只能在可能的几个选项里选择(例如:中下、正逆、打投)。如果不止两个选项,可以表述为33/33/33 或者其他形式...
Absolute guard
Defense mechanic that allows a player to temporarily block both highs and lows by pushblocking and switching guard direction. Abbreviated as 'AG'
Active 发生/启动
从按下攻击键到产生攻击判定的时间,也可以理解为一个攻击能打到对手的时间
Air actions 空中指令
指的是角色是否能在空中进行特殊的操作,例如:二段跳、空中冲刺或者其他特殊空中选项(如安妮的jMK漂浮 或者 痛苦转轮的214K飞行)
Air dash 空中冲刺
空中冲刺即角色在空中向前快速移动的能力,不同角色空中冲刺的性能并不完全一样。在骷髅女孩中,并不是所有角色都有空中冲刺
Airdash cancel/ADC 空中冲刺取消
用空中冲刺取消上一个攻击指令,简写为ADC
Air throw 空中投掷
和地面投掷类似的一个通用指令,可以突破选择空中防御的对手,同样也能被拆投。或者简单来说,就是“投掷的空中版本”
Air-to-Air/A2A 空对空
简写为A2A,即使用空中打击或技能对空
Alpha counter/AC 阿尔法康
一种特殊的防御机制,玩家可以在防御硬直或者爆霸过程中切换角色,且当新角色登场时会使用他们的援护。在游戏教程中这个技巧又被称为'stunt double'(替身演员)
Anchor 压轴角色
在双人或三人队中的最后一个角色
Anti-Air/AA 对空
简写为AA,指打击和对抗空中对手的这个过程,也可以泛指对空性能良好的技能
Anti-air throw
In Skullgirls, an attack that is unblockable during the rising portion of the opponent's jump. Also referred to as 'air unblockable' or 'while-rising unblockable'.
Armor 护甲
护甲机制是指某些攻击会附带护甲,使得使用这些攻击的过程中被击中时并不会停止。这些攻击之间也并不相同,不同护甲的计数标志着护甲能承受攻击的上限,突破了这个界限也会被打入受击硬直。带甲攻击同样可以被投掷,并且在骷髅女孩中,扫堂腿具有破甲属性。相关内容:Hyper armor
Assist 援护
场上角色可以呼叫场下角色进入场内,进行一个援护攻击,然后退场。在教程中被称为'ensemble attack'(合奏攻击)
Avery
一种鸟状飞行物,出现于孔雀和双生的jHK中
Battery
一个能快速集气的角色
Beam 激光
一种立即覆盖全部范围,并且持续一定时间的特殊飞行物
Blockstop 格挡停滞
通过短暂的画面暂停来表现攻击被格挡的画面(类似于blockstun与hitstun,都是方便玩家进行确认的)
Blue bounce 蓝色受身
骷髅女孩中四种倒地状态中的一个,可以通过角色倒地时的蓝色特效分辨。蓝色受身允许玩家在起身时进行翻滚。相关内容:'Soft knockdown', 'Invulnerable soft knockdown'
Blue burst 蓝色爆发
完全挥空的爆发会有蓝色特效,整个恢复阶段无法防御。相关内容:burst
Burst alpha counter 爆发阿尔法康
一种在爆发时使用的阿尔法康
Burst bait 骗爆
诱导对手爆发的同时规避爆发的攻击判定,使得爆发得以被惩罚。相关内容: 'Blue burst'
Burst 爆发
一种可以在受击硬直中使用的“攻击”,无法造成伤害但是可以击退敌人。玩家只能在满足IPS或者drama槽满足相应条件时使用。在游戏教程中这部分出现在'infinity breaker'(无限挣脱)相关内容:'blue burst', 'gold burst', 'burst bait', 'burst alpha counter'
Cancel/Special cancel/Super cancel 取消/必杀取消/超杀取消
按照特定条件,拳脚的收招可以被另外的拳脚取消,通过合理搭配的取消能形成连段。正如名字所说,必杀取消指的是用必杀取消上一个拳脚或技能,超杀取消指的是用超杀取消上一个拳脚或技能。相关内容: 'chain'
Chain route 取消环
形容能够互相取消的一组拳脚。相关内容:'chain', 'magic series'
Chain 取消链
用一个拳脚取消另一个拳脚。相关内容:'magic series'
Chains backwards 反向链
某些拳脚可以取消至在取消链中更靠前的拳脚。也被称为'reverse beat' or 'rebeat'
Chains into self 自成链
某些拳脚可以取消自身,或者生成某些独特的后续
Chicken blocking 空中龟守
大部分格斗游戏对空中受击不做上下段攻击的判定,意味着选择跳起进行空中防御可以不用在上下择里面做选择题。但与此同时受落地时间和落地硬直的影响,多数情况下会给予对手不同程度的加帧。相关内容:'land cancel'
Chip damage 磨血
由必杀和超杀打防时损耗的血量,相较于打中会少很多,但是在丝血时往往非常关键
Cinematic 播片/动画/暗转
一部分招式(多为超杀)会使得游戏插入一个相对较长的独特动画中断正常的游戏过程
Combo stage 连段阶段
无限连预防系统(IPS)将连段划分成不同阶段,用以监测按钮是否被重复使用,过多的重复同一起手的取消链会触发IPS。相关内容: 'IPS'
Command normals 指令拳脚
特定方向键与普通拳脚的组合,如2MK、6LP、4HK...
Command throw 指令投
需要输入特定指令的投技,通常来讲无法被拆投
Corner carry 搬运
通过连段将对手搬运移动到角落
Counter hit/CH 打康
在骷髅女孩中,无论是在攻击的启动、发生、收招时被别的攻击打断都会触发打康。这会导致角色闪红并伴随碎心特效,并且会吸收一部分drama槽(可降低至负值)一般被简写为HCH=重康、MCH、LCH
Cross under 穿身
通过在空中敌人的下方穿过从而择逆的一种技巧
Crossup 择逆
通过攻击对手的“后方”迫使对手换向防守的一种技巧
Crumple
A hit effect in Skullgirls that causes the opponent to fall down to the ground in a lengthy animation.
Damage scaling 伤害衰减
攻击会受伤害衰减的影响乘以相应的系数再计算伤害。骷髅女孩中,连击数越多、伤害衰减越严重。某些招式除了使自身伤害减少,还会对之后的连段都进行修正
Dash block 冲刺防御
冲刺一段距离,然后立刻拉防来阻挡任何可能到来的攻击,从而安全的接近对手。也被称为661
Dash jump 冲刺跳/惯性跳
冲刺后立刻拉跳,可以使角色跳的更远
Dead body combo 鞭尸连
对已经空血的角色继续进行连段,通常用以获取更好的位置
DHC 延迟超杀取消
使用超杀后通过超杀取消,来切换到队列中的下一个角色。在游戏教程中被称为'blockbuster sequel'(重磅续集)。DHC是'delayed hyper cancel'的缩写,该术语借用自漫威vs.卡普空系列。相关内容:'safe DHC'
Disjoint 铁
招式中攻击框大于受击框的部分
Double jump 二段跳
在空中后再次进行跳跃的能力
Double snap 双重打击
在角落处同时击中在场角色和援助角色,这样会使援护角色独自留下,并且对手无法操控援护角色使其防御。玩家可以对援护角色进行长连段直到其空血。在游戏教程中被称为'double take'(双重打击)相关内容: 'snapback'
DP 升龙
1.具有无敌帧的招式,是一种理想的反击手段
2.输入方式类似升龙(623)的招式
DP assist 升龙援护
具有无敌帧的援护技能
Fastfall 速降
通过其他空中招式取消当前空中招式以改变移动的动量从而快速落地,而第二个招式往往因为落地而提前取消了。例如:双生的jHP(1),jHK能够使其从jHP的多端打击中快速落地
Fireball 火球
1.飞行物的通俗叫法,通常在屏幕上水平移动
2.输入方式类似火球(236)的招式
Flight cancel 飞行取消
用飞行取消攻击,痛苦转轮专属
Frame advantage/disadvantage 帧数有利/不利
假设你是攻击方,帧数有利指的是某个攻击下,你从打击硬直中完全恢复的帧数小于小于对手从防御/受击硬直中完全恢复的帧数,意味着你能在下一轮中先动,甚至连段。作为防守方同理,帧数不利则反之
Frame data 帧数数据
Information on the amounts of a move's startup, recovery, strike invincible, throw invulnerable, armored and active frames on block or hit.
Frame trap
An attack that catches your opponent pressing a button in a small gap of pressure.
George
Peacock's bomb projectiles
GGPO
The netcode which Skullgirls implements. Instead of introducing input delay to deal with latency, it will run the game like normal and 'rollback' the game to make corrections.
Gold burst
A burst that was hit, blocked, or met some other condition causing the recovery to be invulnerable and therefore safe. This is indicated by a gold effect surrounding the burst. See also: 'burst'
Grab
Synonymous with throw.
Grappler
A style of play that involves threatening the opponent with high damage throws.
Green bounce
One of the four classifications of knockdowns in Skullgirls, indicated by the green effect when the character bounces off the ground. Green bounces are simply when a move that causes red bounce is used as an assist, and will always allow a ground tech.
Green sparks
Green hitsparks that indicate a combo has triggered undizzy and the player in hitstun is allowed to burst.
Ground bounce
A hit effect where the opponent bounces off the floor. See also: 'yellow bounce'
Ground tech / Ground recovery
A defense mechanic that allows the opponent to roll left or right on knockdowns under certain conditions
Guard cancel
In general terms, a move that can be done during blockstun. In Skullgirls, it could either refer to a pushblock guard cancel (PBGC) or an alpha counter.
Happy birthday/HBD
A combo which hits both the a point and assist character. If the attacker can reach the corner, it will usually result in a double snap. Abbrev. HBD
Hard knockdown/HKD
A hit effect where the opponent is forced to recover on the ground. This is the only type of knockdown in Skullgirls not associated with a colored bounce and will never allow the opponent to ground tech
Hatred guard
A character specific version of armor, exclusive to Painwheel, that will abosrb the damage taken and deal it back to the opponent
HCH
Shorthand for heavy counter hit, which is counter hitting with a HP or HK normal
High
A move that must be blocked standing. Also known as an 'overhead'
Hit confirm
Shortened to confirm. The first hits of a combo that allow you to see if it's safe to continue the rest of the combo depending if it's being blocked or not.
Hit grab
A move that can be blocked (is a strike) but has properties of throws, such as going into a unique animation sequence on hit and breaking armor
Hitbox
The area in which an attack can hit, represented by red boxes on the hitbox display.
Hitstop drop
An advanced technique which takes advantage of the fact that assists are not affected by super hitstop to uncombo the combo on the assist and deal much more damage, while still comboing the point character. See also: 'uncombo'
Hitstop
The brief period of freeze for visual impact when an attack hits. Not always symmetrical between attacker and defender. See also: 'super hitstop', 'blockstop'
Hurtbox
The area in which a character can be hit, represented by green boxes on the hitbox display.
Hyper Armor
An armored attack with no limits on how many times it can be hit and still negate attacks. It also cannot be broken by sweeps. Sometimes referred to as 'super armor', although not all super moves with armor have this property. See also: 'armor'
IAD lockout
The period of time in which an airdash cannot be performed after jumping. The amount of time varies from character to character. See also: 'IAD'
IAD
Abbreviation for 'instant air dash', which means to perform an airdash as soon as possible after jumping
Incoming
Describes how after a character is killed, the next in line character enters from the side of the screen in the air. They can block like normal, but are suspect to incoming mixups.
Instant overhead/IOH
Abbreviated to IOH. A jumping move that hits as the character is rising, allowing for a quick overhead.
Invulnerable / Invincible
A move which has a period of time where the character cannot be hit by any attacks. Some attacks are only invulnerable to specific types of moves. 'Fully invulnerable' refers to attacks that are invulnerable to all attacks. See also: 'reversal'
Invulnerable soft knockdown
A hit effect where the opponent is knocked down, can ground tech as soon as they hit the floor, and is invulnerable as they're hit by the attack. See also: 'blue bounce'
IPS
Abbreviation of 'infinite protection system'. System mechanic that allows the opponent to burst if a chain has been started with a move that has already been used, not counting moves used in the first chain. See also: 'combo stage'
Jump cancel
Canceling an attack with a jump. Refers either to the super jump cancel property of launchers, or Robo-Fortune's unique ability to double jump cancel her air normals and air throw
Kara
Meaning "empty" in Japanese, kara typically refers to a move that starts but gets cancelled into another move before active frames. A "kara cancel" typically enhances the range of a throw or special move by canceling the first frames of start up of specific move that will move the character forward. In Skullgirls, this is done in two ways. The most common is using the ability to special cancel from normals on whiff. The other way, and the only way to kara a normal throw, is to use the LP+LK input leniency and slightly delay the button presses, such that an attack will come out for a few frames before the throw.
Knockdown
A hit effect that forces the opponent to the ground and go through an invulnerable wakeup animation. In Skullgirls, there are different types of knockdowns (red/blue/yellow bounces) and many knockdowns can be ground teched.
Land cancel
Blocking an attack in the air with the intent that the player will land on the ground, negating any blockstun from the air attack. See also: 'chicken block'
Landing recovery
There's 2 frames that stop you from doing certain things after landing.
Launcher
An attack which sends the opponent into the air and allows for a super jump cancel on hit
Lockout
A period of time which assists cannot be called and tags and DHCs cannot be performed
Low profile
An attack with very short hurtboxes, allowing the character to avoid some moves by going under them
Low
An attack that must be blocked crouching
Macro
Mapping multiple inputs to one button
Magic series
Describes which normals a character can chain together, following the L > M > H format. See also: 'chain'
Mashing
Preemptively inputting a reversal repeatedly during a combo in case the attacker attempts a reset or drops their combo
Meaty
1. An attack that hits an opponent on the frame they wake up, as a part of okizeme.
2. Hitting an opponent with the latter portion of an attack's active frames which provides better frame advantage for the attacker, as hitstun or blockstun is the same but the attacker has less total time to recover
Meter scaling
When an attack only grants a percentage of its base meter gain to the player. In Skullgirls, the more hits in a combo, the less meter the atacker will get and the more meter the opponent will get.
Meter
A resource gained during gamplay and is spent on super moves, DHCs, snapbacks, or alpha counters
Mid
1. An attack that can be blocked crouching or standing
2. The middle character on a trio team.
Mixup
An offensive situation where the defender has to do choose a correct option to respond to the many options the opponent can do.
e.g. If someone can choose between doing a low or an instant overhead (IOH), they are doing a "high/low" mixup.
Minimum scaling
A rule that ensures some moves cannot be scaled more than a certain percentage, even when the damage scaling would scale it more under normal conditions
Normals
The set of moves that every character has, performed by pressing a single attack button while either standing, crouching, or jumping
Okizeme
The act of pressuring an opponent on their wakeup. Can also be used to mean an offensive Option Select that removes options for the defender in that situation. Often shortened to 'oki'.
Option Select/OS
A single set of inputs that does different actions depending on what the opponent does, i.e. a safe jump hits the opponent if they block or do a non-invulnerable move, and lands in time to block if they do an invulnerable move.
(A safe jump is usually considered too simple to be a proper OS - You do the same action in both cases - but it illustrates the purpose of an OS)
It's like the game is selecting what option to do.
Off-The-Ground/OTG
The method of continuing a combo after the opponent bounces off the ground with a red bounce. This can only be done once per combo. OTG also refers to whether a combo has used an off the ground hit yet or not. See also: 'red bounce', 'blue bounce'
PBGC
A defense mechanic in Skullgirls that allows players to reduce their overall blockstun via pushblocking, and typically perform a reversal action. A successful PBGC will have the player character flash green.
Perfect
Winning a game without taking a single point of damage
Pixie
A character archetype with short range but good movement and mixups
Point
1. The first character on a duo or trio team
2. The current character in the player's control on a duo or trio team
Pressure
A state of the game where one player is blocking and the other can continue their offense by forcing them to block more or doing a mixup
Projectile
A classification of attacks that describes attacks physically separate from the character
Pushblock
A defense mechanic which allows the defender to push the attacker away while in blockstun. Referred to by the in-game tutorial as 'reaction shot'
+ Ratio
Describes bonuses to life and damage given by team size selection
Recovery
1. The amount of time a move has after the active frames to have the character return to a neutral state
2. The moment when a character just recovered from hitstun or blockstun
Red bounce
One of the four classifications of knockdowns in Skullgirls, indicated by the red effect when the character bounces off the ground. Red bounces will not allow the character to perform a ground tech. They also provide the opportunity for the attacker to hit the opponent OTG. If OTG has already been used in a combo and a red bounce occurs, it will become a blue bounce. See also: 'knockdown', 'sliding knockdown'
Red health
The portion of damage taken that is left as red health. Red health has the potential to be recovered if the character is not in play.
Red sparks
Red hitsparks that indicate a combo has triggered IPS and the player in hitstun is allowed to burst.
Rejump
Performing an air combo, then landing and jumping again to continue the combo in the air
Rekka
A special with multiple hits where multiple inputs are needed
Reset
A strategy core to maintaining offense in Skullgirls. It involves the attacker intentionally dropping their combo and performing a quick mixup
Restand
When a character in hitstun in the air lands on the ground and the hitstun is carried over once they land. Restands are a very useful technique for combos and resets.
Reversal
Performing a move immediately once the character has actions available after a period of being knocked down, blockstun, or hitstun. Typically, an invulnerable move is most useful to use in this situation, since the attacker will usually have an advantage over the opponent. For this reason, some moves are referred to as 'reversals' and used interchangeably with 'invulnerable'
Runaway
A style of play that involves running away from the opponent and not letting them close in
Safe DHC
Using a DHC to make a super safe, such as DHCing into a low recovery super, or into a super that will keep the opponent in blockstun. This is a very strong tactic as it can allow reversals to be done with much less risk.
Safe
Any attack that cannot be punished, given the context of the situation
Sekhmet
Eliza's skeleton which she can summon to attack
Sliding knockdown/SKD
A type of knockdown that does not allow the opponent to ground tech if the attacker chooses not to use OTG. See also: 'red bounce'
Snapback
A universal attack that will swap out the opponent's team members on hit. Often shortened to 'snap'. Referred to by the in-game tutorial as 'outtake'
Soft Knockdown
A type of knockdown that will always allow the opponent to use a ground tech. See also: 'blue bounce'
SoID
Abbreviation of 'shadow of impending doom', Peacock's item drop attack
Sound stun
Big Band's unique mechanic that gives some of his moves much more hitstun and hitstop once per combo
Specials
A move performed using a motion and single attack button or throw. These moves are typically more unique in the utility they provide than normal moves
Stagger
A hit effect which puts the opponent into a dizzied state with a long duration. The state is similar to normal hitstun, except that they can still tech throws. The opponent can shake out of a stagger to reduce the total stagger time.
Startup
The time it takes for an attack to perform its active frames after its executed
Strike
A classification of moves that will put the opponent into hitstun on hit and into blockstun on block. In other words, not a throw. Also referred to as 'hit'
Suki cancel
A technique where a player does a launcher attack where the opponent blocks it but their assist gets hit, allowing a super jump cancel even though the point character blocked it
Super hitstop
In Skullgirls, when a super flash occurs, some hitstop is applied only to the opponent. Since it is effectively the same, it is usually just referred to as 'hitstop' but is also sometimes called 'super hitstop' or 'superstop' to be specific.
Super jump
A type of jump that reachers a greater height than a normal jump, performed by tapping down quickly before jumping
Supers
An attack performed with a motion and two attack buttons, costs meter, and includes a super flash at some point. Referred to by the in-game tutorial as 'blockbuster'
Sweep
An attack that ignores armor. Every c.HK attack (c.MK for Robo-Fortune) has this property.
Tag
Switching characters using their unique tag attacks. Sometimes referred to as 'hard tag' if done in a risky manner such as outside of a combo
Taunt
A move designed to taunt or mock the opponent, typically due to the animation and / or the move lacking any practical purpose. Some taunts will even provide small benefits to the opponent, or hit for negligible damage. Despite the name, a few character's taunts are beneficial or even integral to their game plan, removing the taunting stigma from the move. Every character in Skullgirls has one taunt, each inputted like a command super (a series of button and input directions).
Tears
Parasoul's mine projectiles
Tech
1. Shorthand for throw tech
2. Shorthand for ground tech / ground recovery
3. Any piece of game knowledge such as combos or resets, shorthand for 'technology' or 'technique'
Throw
1. A universal attack that will beat blocking opponents on the ground and can be throw teched. To be specific, it can be referred to as 'normal throw'
2. Any attack with throw properties
Tiger Knee / TK
An input that allows air special moves to be performed immediately or closer to the ground than normal. Performed by doing the input on the ground, ending the motion with an up direction and then pressing the required button. For example, Robo-Fortune's Air Theonite Beam M can be TK'd by inputting from the ground 2369 MP or QCF+ Up forward MP, giving you a much lower air beam. The term comes from Sagat from Street Fighter 2, whose Tiger Knee required a Down+Back to Up motion.
ToD
Abbreviation of 'touch of death'. A combo which ensures the opponent will die, even if they're hit at full health
Turtling
A style of play which minimizes risk, taking offense only when it is safe, and scoring hits with defensive moves and techniques
Unblockable protection
A mechanic that prevents impossible to block and/or humanly unblockable setups
Uncombo
Dropping the combo on an assist to reset the damage scaling. Even though the combo is dropped, the assist is defenseless and cannot block subsequent attacks
Undizzy / Drama
The mechanic in Skullgirls which limits combo length, indicated by the green bar under each player's health bars. Undizzy will accumulate as a combo goes on, and the opponent can burst if undizzy if the attacker triggers undizzy by starting a new chain while the bar is full.
Wakeup
Refers to the moment after a knockdown when a character completes their invulnerable 'getting up' animation and becomes vulnerable again. Typically the attacker has a huge advantage in this situation and can set up okizeme.
Wall bounce
A hit effect where the hits the wall and bounces backwards in the other direction. See also: 'yellow bounce'
Wall splat
A hit effect where the opponent bounces off the wall and falls straight downwards to the floor. See also: 'yellow bounce'
Whiff
When an attack misses completely and is neither hit nor blocked
Yellow bounce
One of the four classifications of knockdowns in Skullgirls, indicated by the yellow effect when the character bounces off the wall or ground. Yellow bounces will simply let the opponent fall to the floor, and when they do it will be a knockdown (red bounce). There are no limits on how many yellow bounces can occur in a combo. See also: 'ground bounce', 'wall bounce', 'wall splat'
Zoning
A style of play which involves denying the opponent to commit to using certain areas of the screen