Street Fighter Alpha 3/Glossary
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CC - Crouch cancel
WC - Walk cancel
VC - Variable (custom) combos
OC - Original (custom) combos (The Japanese name for a VC)
VC1 - LP+LK activate (short shadow delay)
VC2 - MP+MK activate (medium shadow delay)
VC3 - FP+RH activate (long shadow delay)
Z-ISM - Japanese name for A-ISM
Customs - Custom/Variable combos
OTG - Off the ground
Tech - Can mean to soften a grab or to recover in the air/on the ground
Untechable - Cannot air tech/air recover
Neutral state - A state where the opponent is not moving or in the middle of some action. This state must be reached for the opponent to be able to air recover out of juggles
TK - Tiger knee motion (usually used for instant air moves)
TAP - Turnaround punch or moves similar to it
Pushblock - Mechanic that allows you to push the opponent away from you while blocking
Hadou rave - Corner guard crush strings utilizing repeated fireball/normal cancels
Target combo - Normals that can be chain cancelled into one another in a sequence
Link - Two or more attacks that combo through exploiting hit stun rather than cancels
TOD - Touch of Death
GC - Guard crush
Oki = Okizeme or mix-up post-knockdowns
Blue guard - Alpha 3's pseudo just defend system that reduces chip/guard damage
Red counter - Moves hard coded to beat another, similar to crush counters in SF5
A2 - Alpha 2
ST - Super Turbo