All these jargon and technical terms, it has to be written somewhere! Once you get down to it, there’s quite a bit of depth to this game. Listed below are the terms that are related to the game’s system, things that are preset by the game itself and what make this game unique in itself.
If you’re looking for terms related to a unit’s weapons and movement, head over to Weapon and Movement Terminology.
Term | Explanation |
Proration | The % value that is given to all attacks, which reduces the damage of the next attack that hits the same target. Proration stacks additively with all previous attacks in the same combo. The minimum proration you can achieve is 10% You will see proration being written as 70% or -30% on various websites, but they are essentially the same thing, whereby your next attack does 70% of the original damage, or does -30% damage. Below is the list of Prorations in the game. |
Damage Proration | The proration that every attack has, which causes the next attack to do reduced damage. |
Cancel Proration | The proration value that is applied when you cancel from one move into another due to a cancel route. This value is not a pre-set value, but the values differs from weapon to weapon and only applies to very specific weapons. As long as you Boost Dash in between attacks, this proration will not be applied. |
Friendly Fire Proration | All attacks that hits your teammate is reduced to 25% of the original damage. This is NOT a reason to purposely attack your allies. |
Guts Proration | A very slight attack and defence buff that your unit receives when your unit is below ~50% hp. The lesser hp the unit has, the bigger the buff. At 1 hp, a 1500 cost unit gets ~17% buff, while units in the other cost gets ~12%. It is very difficult to calculate the exact numbers for this, please take these numbers as a reference only. |
Guard Proration | When a unit successful Guards, the next attack that hits it will start from 90% proration. This will only apply if the unit has no other proration applied to it (meaning if a unit got hit, then perform a successful guard, it will not get the proration) |
Down Proration | All attacks against a Downed target will deal 25% damage. This is the reason why you cancel out of melee attacks before they deal the hit that causes Down. (E.g. GP03’s 4B) |
Burst Proration | The attack and defence boost that your unit gets when in Burst. You get two modifiers while in Burst. One from the type of Burst you picked, the other based on which suit you are in. |
Damage Cap Proration | For all attacks that deals damage above 350 damage, it will be reduced to 1/5, then rounded down to the nearest ones |
All-Rounder suit | Suits that are well balance in both shooting and melee attacks. There is a subset of these all-rounders terms a ‘Ranged All-Rounder’ or ‘Melee All-rounder’. These indicates slight tendency towards Shooting or Melee attacks as an all-rounder. |
Melee Suit | Suits that are catered towards melee attacks. Generally have more boost, HP and weaker ranged attacks. |
Ranged Suit | Suits that have a weapon loadout that allows it to attack targets from a distance away. These suits usually have one-shot down beams, gerobis or funnel attacks. Generally have slightly lesser boost or lower boost efficiency than an all-rounder or a melee |
Transform (Mobile Armor) | Commonly referred to as MA Mode. Refers to suits that are able to Transform into Mobile Armor mode like Zeta and Mack Knife, also includes suits like Hyaku Shiki and G-Self which aren’t true Mobile Armor forms but simply riding on a SFS or docked with another unit They are included for the purpose of this game where the input to entire MA Form is the same ( Boost + Double tap in any directions) |
Boost Dash (BD) | Boost Dash. Tap the Boost button twice quickly to execute a Boost Dash that allows you cancel out of most attacks. |
Boost Gauge (BG) | Boost Gauge. Your suit’s ‘stamina’ which allows it to boost and jump. You recover boost by teching, entering Burst, or landing on the ground. You take longer to recover Boost when you land with lesser boost. |
Overheat (OH) | When the Boost Gauge is empty, your unit is referred to as Overheat, and the gauge will indicate by showing the word “Overheat”. You will incur a penalty when landing in the form of long Landing Recovery. |
Air Stall Penalty | |
Cost Over | Respawning as a unit that costs more than your remaining Team Cost. You will receive a penalty to your HP. Some units will also have penalty to some of their weapons (e.g. no ABC Mantle) |
Burst | Also referred to as Burst. Activated when your Burst Gauge is at least half and by press A+B+C or R3. You will receive several types of buffs while in Burst, and able to use Burst Attack. Please refer to Burst System for more detailed information. |
Full Burst | Using Burst when your Burst Gauge is full. Changes the pilot cut in to be the full art, some pilot cut in will have extra details, and special SFX when the bar is charged full. |
Half Burst | Using Burst when your Burst Gauge is half filled. Pilot cut in is only half height. |
Escape Burst | Using Burst when you are caught in a middle of an attack, stunned or Downed. Only usable when your Burst Gauge is full. Consumes 30% of the Gauge to use. If you’re in Extend Burst, you can Escape Burst when your bar is half or more. |
Dying in EX | Refers to dying while still in Burst. Whatever leftover Burst is wasted as a result, and you do not gain any Burst meter from dying. |
Burst Attack | Press A+B+C or R3 to use your Burst Attack while in Burst. Please refer to Burst System for more detailed information. |
Fighting Burst | Also known as F Burst. Improves melee tracking; Adds cancel route from ranged to melee attacks; Melee attacks will Guard Break |
Extend Burst | Also known as E Burst. You can Escape Burst at 50% or more meter; allows diagonal steps |
Shooing Burst | Also known as S Burst. Increases red lock range; Greatly reduced reload time; Greatly reduced Charge time; Can cancel from ranged to ranged attacks; Can Step cancel most ranged attacks. |
Cancel | Performing an action after another to reduce or remove the recovery frames of the pervious move. |
Derivative | An action that is done after a specific command for a unique attack. Commonly found in melee attacks by inputting another directional melee or a ranged input. Some units also have derivative for from ranged attacks to another ranged attacks also. |
Auto-combo | Refers to derivatives that do not require additional button inputs, and will perform the next action automatically. Usually these attacks have alternative derivatives which requires a button press. E.g. Kyshtriya’s 8B, Strike IWSP’s 2B. |
Recovery frames | Refers to the small window of time where your unit is unable to move after a certain action. Most commonly observed when a unit lands on the ground, or after attack that causes vernier. In this game, you can Boost Dash Cancel out of all Recovery frames, with the exception of Landing Recovery and some unique cases. The key part to playing this game where you prevent getting caught while in Recovery, and aim for your opponent’s Recovery to score hits. |
Forced Recovery Frames | Refers to Recovery frames that you cannot cancel out of with anything, except using your Burst. Forced Recovery Frames are most commonly observed during Burst Attacks and Boost Dash. |
Cooldown (CD) | Some weapons have Cooldown time where the weapon will only reload after a set period of time even after the ammo is at 0 . Commonly seen in powerful weapons like shields and timed Power ups. This is done to prevent spamming of these weapons by refilling it’s ammo by going into Burst. |
Unsheathe | Some suits will have an unsheathe animation for it’s melee weapon while trying to use a melee attack in in green lock. The unit will totally stop moving to perform the unsheathe animation. In some cases if the melee is in a cancel route, there will be no unsheathe animation (E.g. Hi-Nu A~2B) |
Hard Hit | The screen shake animation when you get hit with certain attacks. E.g. Mach Knife BC~B, Excelia 8AC. Also generates a very heavy hitstop which is used for combos in some cases. |
Shooting Guard | Also called Shooting Barrier. An attack with Shooting Guard will not be hit or damage by incoming ranged attacks that do not have an explosion radius. Sometimes loosely referring to as I-Field, but many other suits simply rush forward with the shields raised still have Shooting Guard. Blocks almost all ranged attacks regardless of incoming damage, with some conditions listed below: -Will block for an short duration before getting hit (with some unique cases) : bazooka explosions, multi hit beams (gerobi, nukes), Boomerangs (will hit you from behind) -Cannot block: Turn A hammer, pressure, whips, Altron’s main. |
Shield Property | Not to be confused with Shooting Guard. Moves with Shield Property means the unit will go into Guard animation when it gets hit, and the attack that was blocked will be considered as Guard. This makes opponents who meleed into a move with Shield Property get knocked back, and Shield Property moves will be able to block everything as it acts like a usual Guard. |
Single hit | An attack that deals only 1 hit. |
Multi hit | An attack that deals multiple hits. These type of attacks usually result in low proration after the entire attack goes through, so it is not recommended to try and do a follow up attack. |
Superarmor (SA) | A unit with Superamor will not get flinched, staggered or stunned when attacked. Usually Superarmor will only lasts for a very short while of ~1 second. Commonly seen when a unit is doing it’s Burst Attack. A unit with Superarmor will not be downed until the full down value of 5.0 is achieved. All Boss units have permanent Superarmor. |
Vernier | Refers to an action that a unit does that causes it to stop moving to perform said action. |
Inertia Inhertiance | Refers to the ‘sliding action’ that a unit does when it performs a Vernier action while moving. When a unit performs a Vernier action, it stops moving and will inherit inertia from it’s previous movement, causing it slide. How much a unit slides depends on what kind of movement it was doing previously, and the type of action. |
Landing | The moment when a unit lands on the ground. A unit needs to be land on the ground to recover boost. A unit also incurs a Landing Recovery when landing on the ground, which makes the unit unable to move for a short moment. If a unit lands while in Overheat, the Landing Recovery will be longer than usual. |
Down | A state where a unit is rendered temporarily uncontrollable after getting hit. Downs either techable (spinning and somersault) or untechable (everything listed below). All the Downs will result in the unit still being in Red lock other than Forced and Twirling Down. Due to the animations being similar, a general rule of thumb is if the unit is spinning slowly, it can be teched out; everything else it is untechable |
Spinning Down | A Down status where the unit is knocked up and spinning like a pizza. Can be teched out of after a short while. |
Somersault Down | A Down status where the unit is knocked up and spinning slowly on its transverse axis. Can be teched out of after a short while. |
Forced Down | A Down status where a unit has reached 5.0 Down Value. The unit cannot tech out of it, and other players will see that unit with a Yellow lock indicator (invincible). |
Twirling Down | A different animation of Forced Down. The unit will make a twirling movement, spinning on it’s vertical axis then flopping onto the ground. This is unique animation is to show that the unit is has hit it’s maximum down value and is being Forced Down. Usually seen after a unit is hit by a combination of moves that resulted in a knock up while it’s Down Value exceeded 5. |
Untechable Down | A Down status that the unit cannot tech out, but will still continue to take damage from incoming attacks. Animation wise, the unit can be either spinning very quickly like pizza or on its transverse axis. Other players will see that unit with a Red lock indicator. |
Cartwheel Down | A Down status where the unit is spinning like a cartwheel. Cannot be teched out. |
Tumble Down | A Down status where the unit is spinning very quickly on its transverse axis. Cannot be teched out. |
Dust Down | A Down status where the unit is blown away, with a lot of dust being blown up as an animation and falls to the ground more slowly than usual. Cannot be teched out. |
Bounce | An attack that caused the target to bounce upwards on impact with the ground. Cannot be teched out. As the entire animation is very long, you can leave the target alone once Bounced to chase the other target without fear. |
Heavy/Weak Stuns | Indicated by a lightning effect on your unit. Renders your unit uncontrollable for a short duration. The stun duration differs from attack to attack, with a strong/weak version (see below). Generally, if you get hit by a stun attack while stunned, you will get Downed immediately. Exception to this attacks with Stun Overwrite property that will allow the second stun attack to act normally and stun for the full duration |
Heavy Stun | If you get hit by a Heavy Stun while in the air, you’ll enter a Downed state after the stun and crumple onto the ground after landing. |
Weak Stun | If you get hit by a Weak Stun, you’ll recover normally as if you got a regular flinch. If you’re hit with a Weak Stun while grounded, you’ll get a longer recovery animation from a kneeling position. |
Flame Stun | Essentially the same as Heavy Stun, except instead of lightning effect, it shows a burning effect. Solely for graphical representation because you can’t expect flaming log to be able to cause a mecha to get electrified. |
Ice Stun | Boss only. Used by Extreme Gundam Ip. Your unit is encased in ice, and you need to mash directional buttons to break free. When hit by an attack that inflicts Ice Stun, your unit will slide from the momentum , or if hit in the air start falling downwards. After breaking out of the Ice Stun, your unit will recover from the Kneel Stagger animation |
Anchored | If a unit is hit by a Anchor-type attack, it is also considered Stun. If the target being pulled in by Anchor is hit by a Stun attack, it will be Downed immediately. |
Stagger | The most common type of Stagger animation where the unit flinches back. |
Heavy Stagger | A Stagger animation where the unit looks like it got punched in the stomach. Has longer recovery than Stagger |
Kneel Stagger | A Stagger animation where the unit kneels down. Has a longer recovery than Stagger and Heavy Stagger. |
Grab | As the name suggests, Grabs the target. If there’s no other attacks that follows up on to the target, the target will naturally enter a Downed state. |
Knockback | Refers to the distance that the unit is being pushed back while Guarding, or the distance that your unit is pushed away when your melee attack is being Guarded |
Okizeme | The act of predicting your opponent’s tech and aiming for the instant his invincibility ends. |
Air Tech | While Downed in the air, press any button to recover back into neutral (excluding all those untechable Downs or Forced Down). Recovers your boost to about 50%, if your boost is already more than that no boost will be recovered. Input direction as your tech to make your unit tech in that direction |
Ground Tech | While Downed on the ground, input a direction or a button to recover off the ground. Your unit will recovery in the direction you entered. Unit is invincible for a short while until it moves |
Delayed Wakeup | The act of staying downed on the ground and not recovering after getting Downed by your opponent. Your unit will get up naturally on the spot with a standing animation. Done mostly to stall for time, especially against an opponent who is in Burst, or have a timed power-up. |
Interrupt (Cut) | Describes an opponent’s attack being interrupted. Also called ‘cut’ from the original japanese term |
Self Interupt (Self Cut) | Describes an attack that will help in interrupting an incoming enemy attack. Mostly used to interrupt an incoming melee attack. Attacks includes assists, funnels and boomerangs. Also written as ‘Self cut’ |
Interrupt Resistant (Cut Resistant) | A property describing how much a unit is moving around to prevent its attack string from being interrupted. E.g. Exia’s Trans-AM CC8B moves around very quickly over a great distance, and does very resistant to interrupts. |
Death Combo | Refers to the combo that deals the best amount of damage for any unit, ignoring the time taken and difficulty of the combo. |
Full Combo | Refers a string of attacks to causes the target’s Down Value to reach 5 or higher |
Double Lock | Indicates both players on the team locking onto the same target |
Switch Lock | Looking at the other target while doing a long combo on your primary target. Allows you to see incoming attacks that will interrupt your current combo. Very important for melee units |
Formation | The formation that you and your partner will take, with the Front player staying closer to the enemy team, and the back player staying at max red lock/green lock range, and moving around while maintaining this formation. |
Taiman | Refers to any 1 v 1 situation. |
Raw hit | Refers to a high damage attack which is normally difficult to land by itself like a slow start up gerobi or slow melee attack. |
Left alone/Ignored | The act of not bothering about one enemy unit because it is not putting out any sort of pressure. Results in the other teammate being double locked and getting melted. |