Glossary
Short definitions of the fighting-game and Project W terms used across this wiki.
Notation and Inputs
Numpad notation
Directions are written as keypad numbers for a character facing right. 5 is neutral, 6 is forward, and 2 is down, so 2M is crouching M and j.H is H in the air. The motions 236, 214, 623 and 22 are quarter circle forward, quarter circle back, dragon punch, and down-down.
L / M / H
Light, Medium and Heavy. These are the shared attack buttons every character uses.
U (Unique)
The character's identity button. 5U, 6U, 2U and j.U are different for every character, and Skill never replaces it.
S (Skill)
A shortcut button for specials: 5S, 4S, 6S and 2S map to 236, 214, 623 and 22. It gives the same move at the same damage. S alone gives the M version, and S+U gives the EX.
Autocombo
A setting (on by default) that walks 5L -> 5M -> 5H -> the character's M special (the auto ender) -> finisher when you tap L or M on hit. Any manual input takes over immediately.
Buffer
An input stays live for 8 frames, including during hitstop, so the next move comes out on the first frame it legally can.
SOCD
Simultaneous opposite directions. Left+right means the last one pressed wins, and up+down means up (a jump).
Movement
Air dash / Double jump
Each jump gives you one air dash (66 / 44 or Dash) and one double jump, and landing refunds both. The air dash also works as a cancel out of air attacks.
Backdash
44 or Dash + back. It is throw-invulnerable for its whole length and strike-invulnerable for its first frames.
Body type
A character's movement package: Standard, Heavy, Air, or Stance. Exact speeds are on each character's stats panel.
IAD
Instant air dash: jumping out of a ground dash gives a forward air dash right off the ground.
Prejump
The few frames on the ground before a jump leaves the floor (4 for most characters). A jump cancel skips it.
Run
Holding forward after a dash keeps you moving at dash speed until you let go. You can attack straight out of a run.
Super jump
Tap down (1/2/3), then up within 8 frames, for a higher and longer jump.
Offense
Attack level
A 1-5 rating on every hit: L is 1-2, M is 3, H is 4, and specials are 2-5. It sets the combo's starting scale and block pushback, and decides clashes.
Cancel
Ending a move early by starting another. The cancel list on each move shows when it works: h = on hit, b = on block, w = on whiff.
Clash
Two hitboxes of the same level meeting. Neither hits on that frame. If the levels differ, the higher one wins as a counter hit.
Counter hit
A hit that lands during the first 4 frames of the opponent's startup, or during their recovery (a punish counter, shown as PUNISH). It adds +4 hitstun, +4 untech, +2 hitstop, and +2 Style.
High / Low / Mid
Highs (overheads) must be blocked standing, lows must be blocked crouching, and mids can be blocked either way. Jumping normals are mids in Project W. 2L, 2M and the 3H sweep are lows for everyone.
Jump cancel
Cancelling a move into a jump. It works only on hit, and only from moves flagged for it, such as the 2H launcher.
Launcher
A move that knocks the opponent into the air for a juggle. 2H is the universal launcher and can be jump-cancelled on hit.
Magic series
The universal gatling (normal-into-normal) order: L -> M -> H -> 2H (or 3H) on the ground, and j.L -> j.M -> j.H in the air.
Reversal
A move (usually a 623) with strike invulnerability through its startup, used to escape pressure. Moves tagged Reversal can also be started out of blockstun.
Special cancel
Cancelling a normal or U move into a special. It is allowed once per combo leg, and a Style Cancel refunds it.
Throw
L+U or the Throw button: 5-frame startup, unblockable, and a hard knockdown. Hold back for a back throw. In the air it is j.L+U. Command grabs are throws on U or a special, and some cannot be broken.
Defense
Armor
A move property that absorbs a strike without interrupting the move. The armored fighter takes 20% damage, which cannot KO. Throws always beat armor.
Blockstun
The frames a defender is stuck after blocking. It is listed per move in the frame data.
Chip damage
Damage taken on block. Only chip-flagged specials and supers deal it, at 10% of the damage, and only EX and supers can KO with it. Normals never chip.
Guard
Holding back (4) to stand-block or down-back (1) to crouch-block. You can switch height during blockstun. A High break or Low break is a hit that beat an active guard only because of its height.
Instant Block (IB)
A fresh back press within 2 frames of the hit. It reduces blockstun by 2, pushes you back a third farther, and gives Style.
Invulnerability
Frames where strikes, throws, or both cannot hit you. The frame data shows them as "Strike 1-N", "Throw 1-N", or "Full" for a warp.
Quick rise / Delayed rise
While knocked down, press any attack button to get up at once (hold 4 or 6 to roll), or hold 2 to pause the wake timer.
Throw break (tech)
Pressing L+U or Throw within 10 frames of being grabbed to escape. Two breakable throws that meet on the same frame break automatically.
Wakeup
Getting up from a knockdown. You cannot be thrown for 6 frames after rising, and there is no strike invulnerability.
Meter and Resources
Style
The 0-100 meter. You build it by landing hits (scaled by proration), having attacks blocked, being hit, and Instant Blocking. It resets each round.
EX
The 50-Style version of a special: motion + L+M, or S+U. It can be used once per combo and builds no meter.
Skybound
The 100-Style super: 236+M+H, or S+H. You can use one super per combo.
Awakening
The 100-Style "super super": 214+M+H, or 2S+H. On most characters it ends in a knockdown that cannot be picked up with an OTG.
Cut-in
The 8-frame freeze of the whole game when an EX, Skybound or Awakening starts. It is not counted in startup.
Style Cancel
A 25-Style spend that cancels a connected attack (red) or a dash (blue) with a 10-frame freeze, giving control back. Once per combo.
Style Dash Cancel (SDC)
A Style Cancel with a direction held, which hops one dash length up, forward, back, or (in the air) down. Written SDC8, SDC6, SDC4 and SDC2.
Burst
A one-stock comeback tool that fills over 8 seconds plus damage taken, with a 14-second cooldown after use. Gold Burst is used in neutral as an advancing launch. Blue Burst is used in hitstun as an invulnerable escape.
Kit resource
A character's personal bar or stacks (Grit, Moonlight, Stardust, and so on). It is separate from Style and explained on the character page.
Combos
Proration
Combo damage scaling. The first hit is full damage, the starter sets a 90% / 100% / 105% base (80% after a throw), each hit multiplies it by 0.95, and no hit falls below 20%.
Chain tax
An extra scaling on normals when the magic series restarts on a lower button (5L after 5H). The 2nd chain pays 70%, the 3rd 40%, and later chains 20%.
Leg
A section of a combo between OTG pickups. Each pickup opens a new leg, which refreshes bounce, wallstick and special cancel at a 70% damage step. A combo can have up to 3 legs.
OTG
"Off the ground": hitting a hard-knocked-down opponent with a 5L, 2L or 5M pickup. The pickup has a 2.5 m magnet so it cannot whiff on spacing.
Hard Knockdown
A knockdown (from 3H, j.H, throws and similar) that keeps the victim down for 60 frames and allows one OTG pickup.
Knockdown (no OTG)
A hard-class knockdown, such as after most Awakenings, that cannot be picked up. An EX or super can still be cancelled into.
Soft knockdown
The ordinary drop: an airborne victim with no knockdown flag lands, finishes their hitstun, and stands. No OTG is possible.
Wallstick
Pins the victim to the nearby wall for a follow-up, once per leg. An EX wallstick makes a fake wall that works midscreen.
Ground bounce
Bounces an airborne victim off the floor for a follow-up, once per leg.
Air dash cancel
Cancelling an air attack into your air dash. In a combo it works once per attack and scales the rest of the combo to 85%.
Frame Data
Startup / Active / Recovery
Startup is the first active frame, so a 5-frame move hits on its 5th frame. Active frames are when the hitbox is out, and recovery is what's left before you can act. Total = startup + active + recovery.
Frame advantage
How many frames sooner (+) or later (-) you can act than the opponent after a hit or block. The wiki measures it in the real game simulation, from point blank.
Hitstop
The freeze on contact. It grows by 2 frames per combo hit (up to +8), and counter hits add 2 more.
Hitstun
The frames a hit victim cannot act. There is no hitstun decay within a combo.
Untech
How long a hit keeps a victim from recovering, shown alongside hitstun. A juggled fighter regains air control when hitstun ends.
Hitbox / Hurtbox
The hitbox is the attack's striking area. The hurtbox is the area where a fighter can be hit, and some moves add an extended limb hurtbox from their active frames onward.
Pushback
The distance the defender slides on block (and the attacker is pushed back half as far), so blockstrings eventually run out of range.