

One feature of Mortal Kombat and Mortal Kombat: Deadly Alliance is a mini-game titled "Test Your Might." It required the player to rapidly bash the buttons to keep a green meter above a certain level when the count-down ended. It can also be used to describe what occurs in certain situations where buttons must be mashed to achieve a desirable outcome, such as weapons clashing in Samurai Shodown, rapidly mashing on punch buttons to increase the damage on a Shoryu Cannon performed by Sean of Street Fighter III, mashing on buttons to try to escape from a dizzy state, or an attempt to mash out of certain combos like Magneto's Magnetic Tempest combos in Marvel vs. It refers to rapid repeated pressing of buttons in a random fashion, with or without random joystick movements.

If it is buffered, the computer will choose to execute the move only if it is in the best interests of the player, a process known as option select.Ī derogatory term used to describe the way in which inexperienced players play fighting games. The most famous of this is the tactic in Tekken Tag Tournament of buffering a low parry with an Electric Wind Godfist movement. This is an important element of 3D fighters, not in and of itself, but because many 3D fighters have "glitches" or "unintended features" which modify the properties of buffered moves compared to if they were simply immediately executed after the last move. Entering the commands for one move while your character is still in the animation of another move, so the second move comes out as soon as the animation ends. This use of the term is synonymous with the term 2-1 combo. In Capcom games, buffering a non-special move into a special move so quickly that the special move comes out before the normal move ends (often making a combo). This is a tactic usually used to manipulate the rhythm of the opponent, or to bait them.

In The King Of Fighters, performing a normal attack and cancelling it in the middle of its animation with a special, cancelling the ending frames of the normal move's animation (like Kyo's CD attack into his Aragami Style No. Some Super Moves also have this feature, and the length of the autoguard animation frame might be exceptionally long for them, in some cases even several seconds. Moves with autoguard are most effective at going through projectiles due to the fact that projectiles usually hit only once and it's relatively easy to time the move with autoguard animation frames so that they're active during the point of impact with the projectile. As a tradeoff, moves with autoguard are often slowed down when they block enemy attacks, allowing the other character to avoid getting hit by them if the move they use to trigger the autoguard is fast enough. Moves with autoguard have a specific set of animation frames, during which any move that comes in contact with the character is automatically blocked: this is different from regular move invincibility in that autoguard usually nullifies any move that comes in contact with it during its duration by blocking it and thus renders it harmless, while moves with invincibility might run out of invincibility while the attack is still able to connect with the character, causing the character to get hit regardless. An interesting built-in feature for various fighting game characters that originates from the Street Fighter series.
