Move has some frames of invincibility, which cannot be hit by anything.
Immune to projectiles sometime during the move.
Immune to throws sometime during the move.
Makes the opponent enter their standing reel animation on hit.
Power hits are special moves that cap at 33% scaling as opposed to the usual 15%. All supers are marked as powerhits, as well as some special moves.
Any move that distorts a characters hurtbox, allowing them to avoid moves they would normally be hit by.
Free juggle state
A state where the opponent cannot do anything, and is not invulnerable until they hit the ground.
Launch makes the opponent leave the ground and enter free juggle state.
Identical to launch, but causes a mid-air back turn state.
Causes a free juggle state. Can be emergency teched when landing.
Causes a knockdown that sends the opponent sliding across the floor, can't be juggled out of. Can be emergency teched when landing.
Causes a free juggle state. Only one ground bounce can be used per combo, the second will cause a knockdown. Can be emergency teched when landing.
Causes a free juggle state. Only one wall bounce can be used per combo, the second will cause a Backslide. Can be emergency teched when landing.
The state usually assumed by getting hit airborne by a move that doesn't cause a free juggle state. There is a brief period of vulnerability, followed by invincibility until you land.
A chain refers to when a normal is cancelled into another non-unique grounded normal. Nearly all light attacks chain into other light normals, but some characters have chains on other buttons.
Target combos, like chains, are performed by cancelling a normal into another normal button. The key difference is the normal cancelled into is a unique normal, only accessible via the target combo, e.g Vlad cl.M xx H
Moves that can be cancelled into special moves. Jump light normals are universally tagged as special cancel ok
Moves that can be cancelled into Overdrive
Moves that can be cancelled into Kinetic Advance