Terminology
For a list of notations used within the wiki, please refer to the notation guide.
Outside of the wiki, the community as of 2018 tends to use Arcsys style notations.
In other words: Imagine an 8-way joystick. The bottom left is "1" and the top right is "9". "5" would be the stick is supposed at neutral - but in this instance, you can just type the button used for the attack.
- For aerial attacks (
), use a lowercase "j" followed by a period. For example, j.B - For running attacks (
), use a lowercase "r" followed by a period. For example, r.B - For a string of attacks, list the buttons used for the string in order. For example, 2ABBBBA
- For a combo involving Y-cancels (
) or multiple strings, put a space between them. For example, 4AABBB 2BAY 6AY j.Y
KnJ
Kawarimi no Jutsu, known in English as a Substitution. Newer players or those familiar with the Western releases will often call them subs.
This is the bread and butter of the GNT games: when you're locked in a combo, you can perform a KnJ at the cost of meter in an attempt to re-position yourself defensively behind the opponent.
LKnJ, RKnJ
A KnJ performed with
or
, respectively. In GNT4 onward, LKnJ simply has the player reappear behind the opponent, whereas the RKnJ is an "offensive" type KnJ where the player will attack as they reappear behind the opponent.
BT
Back turned - when your character is facing away from the opponent.
BTU
Back turned unblockable. This is an attack that hits the opponent’s back when the attacker is back turned. (BTUs are blockable if both players are back turned.)
BnJ
Billy no Jutsu. This is when a player turns around and throws a character that just performed an LKnJ. Named after a player named Billy (Purefunked), who pioneered the technique.
RnJ
Rob no Jutsu. This is when the player turns around and sidesteps an aerial RKnJ and throws the opponent as they land. Named after a player named Rob (Heartnana), who pioneered the technique.
CS2
Sasuke Curse Seal Level 2. Refers to the playable character in GNT4
CS2 Sasuke.
OTK
One Tailed Kyuubi. Refers to
OTK Naruto, playable in GNT4. Amusingly shares initials with the card game term One Turn Kill. Not to be confused with Naruto's
Form.
Tech roll
Often just called a tech, or an ukemi in other fighting games. Pressing
or
just before hitting the ground initiates a recovery roll (which is the term the Western Clash of Ninja titles use).
Throw tech
Often just called a tech, and also known as a throw break. Pressing
,
,
, or
right after an opponent attempts a throw to escape the throw. An unique animation occurs when this is correctly performed.
OTG
On the ground. This refers to when a character is laying on the ground. It also refers to when attacks hit a grounded character.
Crouch tech
Using the jump landing animation or certain attacks to crouch under jabs and other high attacks.
High crush
An attribute of some attacks which, while the crush is active, makes the move invulnerable to high attacks, including most jabs. In debug mode, the corresponding flag is named "SIT".
Low crush
An attribute of some attacks which, while the crush is active, makes the move invulnerable to low attacks, including most sweeps. In debug mode, the corresponding flag is named "FLOAT".
WuK
Wake-up kick. A mechanic in all Wii games in the series and SCON4. By pressing or holding
or
during wake up, the user performs an unsafe-on-block sweep attack. Helps protect the user from okizeme and "Wake-up Super".
WuS
Wake-up Super. This is when a player performs a Super (
) move on a character that is standing up so the defending player cannot avoid the (usually) unblockable attack.
References
GNT4 Abbreviations and Terms. - Abbock, May 12, 2017