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Revision as of 20:44, 7 March 2025 by Leobee (talk | contribs) (formatting fixes)
Hey there! This is the Dragdown Wiki team. Throughout the course of March and April, we will be focused on standardising general pages on the Rivals 2 Wiki. You can find our Roadmap to learn more, join us as an editor, or contact us via Discord or email. If you have any feedback, whether it be on current features and info, or requests for features you would like to see be added, let us know!


Active

AKA: Active Frames
Summary: The part of a move where hitboxes are present.



Aerial

AKA: Aerial Attack
Summary: An airborne attack. These typically have landing lag and can be hitfell out of, with versatile positioning, heights, and timings.


See Also: System Mechanics


Aerial Drift

AKA: Drift
Summary: Describes characters being able to move left or right freely during movement or Aerials.


See Also: System Mechanics


Air Dodge

AKA: Airdodge
Summary: A defensive option done while airborne, granting brief intangibility with considerable endlag. Can be done in any direction, including downward to allow for a waveland.


See Also: System Mechanics


Amsah Tech

AKA: Floorhug Tech
Summary: A defensive option that is done by teching and floorhugging a hit, typically to allow for surviving options that would otherwise kill.


See Also: System Mechanics


ASDI

AKA: Automatic Shift Directional Influence
Summary: A way of teleporting after hitpause, done with either stick. Has lenient timing and can be used to floorhug.


See Also: System Mechanics


Auto-Floorhuggable

AKA: AFH
Summary: A property of specific moves, typically those with low knockback, including Jabs. When floorhugging these moves, there is no timing requirement, with any timing of ASDI down able to floorhug the hit.


See Also: System Mechanics \ Floorhug


Babydash

AKA: BD
Summary: A movement option by inputting dash for 1 or 2 frames, causing a character to slide forward while remaining fully actionable.


See Also: System Mechanics


Blast Zone

Summary: The regions on the outskirts of a stage where if a character's position is in them, they will die.



Buffer

Summary: If an input is performed within 6 frames of when the corresponding action would normally come out, it will come out anyway, giving more leniency to time frame perfect follow ups.



B-Reverse

Summary: By turning around during the startup of a Special, depending on the move, the character can change the direction they're facing and/or the momentum they have.


See Also: System Mechanics


B-Turnaround

Summary: By inputting the reverse direction before inputting a Special, the character can turn around upon performing the Special.


See Also: System Mechanics


Chaingrab

Summary: A technique of regrabbing the opponent without allowing the character to land. This is only possible with successful Pummels to remove regrab protection on defenders.



Clone

AKA: Decoy
Summary: The common way to refer to Forsburn's Forward Special.


See Also: Forsburn


Corner

Summary: Typically refers to the space near ledge, where characters have more limited options due to their tech rolls being shortened by the distance to ledge.



Cross Up

Summary: Swapping between left and right. Instead of approaching the opponent from the front, moving past the opponent and positioning behind them.



Crouch

Summary: A state where a character's hurtboxes will be lowered. They can crouch cancel hits if they are hit. In most cases, it is treated like the character is standing in terms of actions possible out of crouch.


See Also: System Mechanics


Crouch Cancel

AKA: CC
Summary: If you crouch, and then ASDI down while being hit during it, characters are able to greatly reduce hitstun while remaining grounded.
See Also: System Mechanics \ Floorhug


Dash

AKA: Initial Dash
Summary: A state that allows a character to instantly gain velocity. Uniquely, characters can instantly cancel a dash into a dash in the other direction, known as a dashback, as well as instantly stop moving with a pivot.


See Also: Pivot


Dash Dance

Summary: A movement option where a character dashes back and forth, keeping their movement unpredictable on whether they intend to move forward or backward.


See Also: Dash \ System Mechanics


Dash Attack

AKA: DA
Summary: A grounded attack that can be done during dash or run. While it typically moves forward and is an unreactable burst option, it typically has extremely high endlag.


See Also: System Mechanics


Dash Attack Cancel Up Strong

AKA: DACUS
Summary: Cancelling Dash Attack with Up Strong, giving extra distance on Up Strong.


See Also: System Mechanics


Dash Grab

Summary: Performing a Grab during dash or run. Typically slower and laggier than standard Grab.


See Also: System Mechanics


DI

AKA: Directional Influence
Summary: Characters launched by a move can shift their angle by holding perpendicular to the knockback angle.


See Also: System Mechanics


Disjoint

Summary: Disjointed moves are far away from the character's hurtboxes, making them safer to attack with. Clairen is the most notorious for her disjointed hurtboxes.



Ditto

AKA: Mirror
Summary: A matchup between two players using the same character. For example, two Orcane players fighting each other would be described as the Orcane ditto.



Double Jump

AKA: DJ
Summary: Characters jumping while in the air. A one-time use resource, typically regained from landing on stage.


See Also: System Mechanics


Environmental Collision Box

AKA: ECB
Summary: The diamond that determines a character's ability to collide with surfaces such as floors, walls, and ceilings. A character's position is determined by where the bottom corner of the diamond is.



Edgeguard

Summary: Preventing an opponent from recovering back to stage, whether with the intent of killing or to send them offstage again.


See Also: Universal Strategy


Ending Lag

AKA: endlag, recovery
Summary: The ending animation of a character's move, after the hitboxes come out, but before the character can act again.



Fadeback

AKA: drifting back
Summary: A way to refer to airborne moves being done while drifting backwards. Often a way of spacing moves safely to avoid a counteroption.



Fastfall

AKA: FF
Summary: A way for characters to instantly fall at their maximum fall velocity. This can typically only be done when characters are falling, with the exception of hitfalling.


See Also: Hitfall \ System Mechanics


Fastfaller

Summary: A character archetype, characterized by a character's maximum fall speed being high, susceptible to combos that revolve around hitting the opponent due to the opponent falling low to the ground while still stuck in hitstun. In this game, it refers to Kragg, Etalus, Zetterburn, Maypul, Forsburn, and Clairen.



Flinch

Summary: A hitstun state that occurs primarily when grounded characters are hit by downward-sending moves at lower percents. At higher percents, characters instead bounce. This beats crouch cancel and floorhugging.



Floaty

Summary: A character archetype, characterized by a character's maximum fall speed being low, typically harder to combo due to hits knocking the opponent too high for reliable follow ups. In this game, it refers to Loxodont, Wrastor, and Fleet.



Floorhug

AKA: FH
Summary: A grounded defensive option, significantly reducing hitstun by inputting an ASDI down input to remain grounded instead of being launched into the air. Unlike crouch cancel, it requires proper timing, unless the hit is auto-floorhuggable.


See Also: System Mechanics \ Crouch Cancel \ Auto-Floorhuggable


Footsies

AKA: fundies
Summary: A general term that refers to controlling space on stage between characters, using pokes, movement, and soft commitments to get an opening.



Frame Trap

Summary: A string that has the intent to punish a preemptive evasive option.



Short Hop

AKA: FH
Summary: A high grounded jump, allowing for more height and jumping onto platforms.


See Also: System Mechanics


Gravity

Summary: Downward acceleration of a character's vertical velocity while in the air. The higher it is, the faster you reach your maximum fall speed.



Haxdash

Summary: Dropping from ledge, double jumping, and wavelanding backwards on stage to regrab ledge. Most reliable way to refresh all available intangible ledgehangs.


See Also: System Mechanics


Hitfall

Summary: The act of fastfalling while hitting a hurtbox with an Aerial.


See Also: Hitfall


Hitpause

AKA: hitlag, freeze frames, hitstop
Summary: The moment where a hit causes both the attacking article/character and defending article/character to freeze in place.


See Also: Hitpause


Hitstun

Summary: The state where a character is completely inactionable after a hit.


See Also: Hitstun


Hold Buffer

Summary: A unique kind of buffer for certain inputs. The input can be started at any point, and as long it is held until the frame it can be performed, the action will come out.



Hurtbox Shift

AKA: hurtbox extension
Summary: Characters can sometimes change the orientation of their body during attacks, and depending on where their hurtboxes move, it can cause moves to evade or hit. Hurtbox shifting typically refers to evading a hit, whereas hurtbox extending refers to becoming vulnerable to a hit.



IASA

AKA: Interruptible as soon as.
Summary: A move's IASA frame is when a character is able to act again.



IDJ

AKA: Instant double jump
Summary: Expending your double jump immediately out of a grounded jump. This can be useful for getting different heights that would not be possible due to the grounded jump.



Instant Wall Jump

Summary: Instant wall jump, typically done from ledge by dropping with GrabDefault Controls
Xbox:
GCN:
KB:
, then wall jumping immediately.



Infinite

Summary: A combo that cannot be escaped from the opponent. While these are very uncommon, there are commonly pseudo-infinites in the game, where counterplay is limited and requires a knowledge check from the defender.



Intangible

Summary: A hurtbox state which cannot be hit. Contact will result in no hitpause. Commonly confused with invincible.



Invincible

AKA: true invulnerability, invulnerable
Summary: A hurtbox state which cannot be hit. Contact will result in hitpause, but only for the attacker's side. Commonly confused with intangible.



JC Grab

AKA: Jump Cancel Grab
Summary: Performing a Grab during jumpsquat frames. Allows for standing Grab out of options like dash and run, though it halves velocity.


See Also: Jumpsquat \ System Mechanics


Kill Confirm

Summary: A sequence of moves that can kill the opponent reliably on the first hit, typically starting from a safe combo starter. Kill confirms can sometimes be DI reliant, but they generally are safe.


See Also: System Mechanics


Knockback

Summary: The measure of how far an attack sends its target.


See Also: System Mechanics


Ledge

Summary: A position of the stage, typically at the edge of a stage, where characters can snap to and gain invincibility. An important point for recovering back to stage.


See Also: System Mechanics


Ledgedash

Summary: Dropping from ledge, double jumping, and wavelanding on stage with ledge intangibility to safely get to stage.


See Also: System Mechanics


Ledgehog

Summary: The act of occupying ledge. When doing so, opponents are prevented from grabbing ledge, making it a useful edgeguard technique.


See Also: System Mechanics


Ledgehop

Summary: Dropping from ledge and double jumping. Typically done with an Aerial. When referring to an Aerial from ledge, it's referring to ledgehop Aerial with ledge intangibility.


See Also: System Mechanics


Ledgejump

Summary: Using JumpDefault Controls
Xbox:
GCN:
KB:
from ledge, giving full hop height from ledge. While it's typically too high to land on stage with, it can be useful to land on platforms above and leap above offensive approaches.


See Also: System Mechanics


Ledge Slip

Summary: An inactionable state similar to tumble that must be teched. However, it is inactionable, and it cannot be wiggled out of.


See Also: System Mechanics


Ledgetrap

Summary: Attacking ledge with a hitbox, intercepting the opponent from getting to ledge.



Knockdown

AKA: Hard knockdown
Summary: A state where a character is completely vulnerable on the ground after missing a tech. This can be avoided by teching.


See Also: System Mechanics \ Tech


Jab

Summary: A universal grounded attack, being the fastest move in a character's moveset but having typically low fixed knockback. It can cancel into following hits of Jab or Tilts.


See Also: System Mechanics


Jab Reset

AKA: Jab Lock
Summary: Being hit with low enough knockback while in knockdown, forcing a neutral getup or getup roll which can be punished. Despite its name, moves other than Jab can also force a getup option.


See Also: System Mechanics


Juggle

AKA: juggle state
Summary: A vertical advantage state where the defender is above the attacker, and the defender has to find a way to land while avoiding being attacked by the attacker.



Low Profile

Summary: This can refer to moves or options that a character takes, causing them to evade moves due to the hitbox being positioned too high. An excellent example of this is Maypul's Up Tilt.



Matchup

AKA: MU
Summary: A way of describing the pattern of two specific characters or players against each other. Character matchups will typically have specific traits that differ from other matchups, due to the way their options match up against each other.



Middleweight

AKA: Midfallers
Summary: A character archetype, characterized by a character's maximum fall speed being middle of the pack, meaning that they are susceptible to some fastfaller combos and some floaty combos. In this game, it refers to Ranno and Orcane.



Minus

Summary: The defender can go before the attacker. For example, a -2 move means that the attacker acts 2 frames after the defender, and if the attacker's option is more than 2 frames slower than the defender's option, it will lose.


See Also: Frame Data


Mix Up

Summary: An option that serves as an alternative, intended to catch opponents off guard, either due to timing, DI, or other properties.



Moonwalk

Summary: A way of moving backwards out of dash with high velocity.


See Also: System Mechanics


Neutral

AKA: neutral game
Summary: This is the gameplay state where both players have effectively the same amount of options. Winning neutral is the process of exiting this state by finding an opening to enter advantage state.



Overshoot

Summary: Throwing out an attack that attempts to attack further than the opponent currently is, typically meant to catch an opponent moving backwards.



Out of Shield

AKA: OoS
Summary: Used to describe options being done while shielding.


See Also: System Mechanics


Parry

Summary: A fast option that while committal, can completely negate an attack on contact and grant invincibility, putting the defender in advantage and punishing the attacker for a poor approach.


See Also: Universal Strategy \ System Mechanics


Perfect Shield

AKA: Powershield
Summary: Timing shield just before an attack connects, giving the defender additional out of shield options.


See Also: System Mechanics


Plus

Summary: The attacker can go before the defender. For example, a +2 move means that the attackers acts 2 frames before the defender, and if the defender's option is more than 2 frames slower than the attacker's option, it will lose.


See Also: Frame Data


Poke

Summary: A low risk attack, typically made safe either due to its range, low startup, and/or low endlag.



Pivot

Summary: Inputting a walk turnaround out of dash, immediately stopping the character's momentum and allowing for actions like Jab and Tilts out of dash.


See Also: System Mechanics


Pummel

Summary: An attack that can be inputted once after having Grabbed an opponent, either with AttackDefault Controls
Xbox:
GCN:
KB:
or SpecialDefault Controls
Xbox:
GCN:
KB:
. While it can yield good reward, it can also be broken out of if the opponent guesses and makes the same input.


See Also: System Mechanics


RAR

AKA: Reverse Aerial Rush
Summary: Jumping out of run turnaround, such that the character is moving forward while facing backwards.



Reverse Hit

Summary: A way to describe when a hit's horizontal knockback sends toward the attacker, despite the knockback angle sending away. For example, if File:ROA2 Zetterburn Stock.png Zetterburn is facing right, his Forward Air will typically send opponents right. However, if he hits a Ranno behind him, it will reverse hit and send left instead. This is due to the defender's center being positioned behind the attacker's center. Not all hits can reverse hit. This is also distinct from "reverse hitboxes".



Run

Summary: A state that can only be entered after dash. It's typically more committal due to being forced into lengthy run turnaround when attempting to move in the other direction.



Shift Directional Influence

AKA: SDI
Summary: A way of influencing a character's position after hitpause, done with either stick. This includes ASDI, SSDI, and Shield SDI.


See Also: SDI


Shield Drop

Summary: Dropping through a platform out of shield.


See Also: System Mechanics


Shield Grab

Summary: Performing a Grab while shielding. A common reversal option on poorly spaced moves.


See Also: System Mechanics


Shield SDI

AKA: Shield Shift Directional Influence, Shield DI, Shield Directional Influence
Summary: A way of influencing a character's position after shield hitpause, done with only the left stick. Similar to SSDI.


See Also: System Mechanics


Shield Pushback Edge Cancel

AKA: SPEC
Summary: A way of cancelling a grounded attack's endlag on shield, causing the attacker to slide off edge and be instantly actionable.


See Also: System Mechanics


Single Shift Directional Influence

AKA: SSDI
Summary: A way of teleporting after hitpause, done with either stick. Requires precise timing, but yields higher distance than ASDI.


See Also: System Mechanics


Shield Stun

AKA: shieldstun
Summary: Similar to hitstun, an inactionable state where the defender is stuck in shield. Higher damage hits typically deal more shield stun.


See Also: System Mechanics


Short Hop

AKA: SH
Summary: A short grounded jump, allowing for faster Aerials at the cost of less height.


See Also: System Mechanics


Spike

Summary: An attack that sends downward. On grounded opponents, this causes flinch at lower percents, and causes a bounce at higher percents.



String

Summary: A sequence of moves done in quick succession. If the opponent is locked in hitstun the entire time, it's a combo.



Strong

AKA: Strong Attack
Summary: A grounded attack that can be charged, typically aimed to be a finisher. Has high damage, high knockback, but has higher startup than Tilts and very high endlag.


See Also: System Mechanics


Special

AKA: Special Attack
Summary: Moves with properties that are unique to characters.


See Also: System Mechanics


Special Fall

AKA: pratfall, freefall
Summary: An inactionable state out of a Special.


See Also: System Mechanics


Slingshot

Summary: Can either refer to Ranno's movement out of Forward Special, or Fleet's movement out of Up Special.


See Also: Fleet \ Ranno


Sourspot

Summary: It's the hitbox that is weaker than the rest of the hits on a move. Typically, it is larger than other hits of an move.



Spacie

Summary: A character archetype that has incredible combo potential thanks to a Shine, a fast jump cancellable Special that can be fit into a myriad of situations. Zetterburn is the only spacie character.



Startup

Summary: The starting animation of a character's move, before the hitboxes come out. The faster a move is, the harder it is to react to as well as defend against.



Stray Hit

AKA: Stray Kill
Summary: Compared to a kill confirm, this is a move that generally is meant to be safe to throw out in neutral, while still able to kill.



Sweetspot

Summary: When referring to hits of a move, it's the hitbox on a move that is typically stronger than the rest of the move. If a sweetspot and a sourspot both connect with a character, the sweetspot will typically take priority. When referring to ledge, it refers to trying to space a character such that their ledgegrab box is low and/or far to dodge any hitboxes out on ledge.



Swordie

Summary: A character archetype, typically granted to character who have weapons that lack hurtboxes and only have hitboxes. They typically have excellent range on their moves. In this game, it refers to Clairen, Loxodont, and sometimes Fleet.



Super Clone

Summary: The common way to refer to Forsburn's Forward Special empowered by full smoke charges. Most notably, unlike regular clone, this can attack, and exploding this super clone causes an empowered version of Combust.


See Also: Forsburn


Taunt

Summary: An obsolete move which typically yields little in-game value, typically meant as a social gesture in-game.


See Also: System Mechanics


Tech

Summary: In most cases, it refers to avoiding a hard knockdown by hitting ShieldDefault Controls
Xbox:
GCN:
KB:
20 frames before landing, instead causing an intangible quick rise. Characters can either tech in place, tech roll away, or tech roll in. They can also choose to miss the tech, causing a hard knockdown.


See Also: System Mechanics


Tech Chase

AKA: okizeme, oki
Summary: A way of punishing an opponent's tech options, thereby extending advantage and enabling the character's punish game.



Tilt

AKA: Tilt Attack
Summary: A light grounded attack.


See Also: System Mechanics


Tiltboost

Summary: Cancelling the startup of a Jab with a Tilt, with the intent of using the forward momentum of the Jab to gain additional distance.


See Also: System Mechanics


Tipper

Summary: A hitbox on a move that is typically strong than the rest of the move. Unlike sweetspots, the hitbox takes lower priority over sourspots, meaning that it requires spacing such that only the tipper hitbox connects. While multiple characters have tipper hitboxes on their moves, the most notable example is Clairen's tippers, which uniquely grant tipstun.



Tipstun

AKA: Tippause
Summary: The extended hitpause generated from Clairen's tippers (or sweetspotted Forward Special).


See Also: Clairen


Throw

Summary: After a Grab, a move that launches the opponent that can be inputted with either stick.


See Also: System Mechanics


Tomahawk

AKA: empty land
Summary: Landing without any attack, usually to bait out opposing options or to serve as a timing mix up.



Tumble

Summary: 1. A synonym for any post-hit launch in which a character must tech to avoid a knockdown or bounce when landing on a surface. When referring to tumble percents, this typically means at what percent a character will tumble post-hit.
2. The state after heavy hitstun or ledge slip, where a character is actionable and can wiggle out but requires teching on the ground to avoid a knockdown.


See Also: System Mechanics


Undershoot

Summary: Throwing out an attack that attempts to attack not as far as the opponent currently is, typically meant to catch an opponent moving forward.



Wallcling

Summary: An option for characters to stay on walls and delay their wall jump. Currently, only Maypul has this trait.


See Also: System Mechanics


Wall Jump

AKA: WJ
Summary: Characters jumping off a wall. A one-time use resource, typically regained from landing on stage.


See Also: System Mechanics


Wall Jumpsquat

Summary: 5 frame startup of a character's wall jump. Characters who can wall cling can extend this state.


See Also: System Mechanics


Wall Tech

Summary: Characters teching while being hit next to a wall, or teching when being launched towards a wall and colliding.


See Also: System Mechanics


Wall Jump Tech

Summary: Characters immediately inputting an intangible wall jump upon being hit while next to a wall, or an intangible wall jump when being launched toward a wall and colliding.


See Also: System Mechanics


Wavebounce

Summary: Done by inputting both a B-turnaround and a B-reverse, allowing for a character to move quickly.


See Also: System Mechanics \ B-Reverse \ B-Turnaround


Wavedash

Summary: A universal burst movement option where characters can move forward and backward.


See Also: System Mechanics


Waveland

Summary: A universal movement option where characters can air dodge downward to land on surfaces quicker.


See Also: System Mechanics


Whiff Punish

Summary: Punishing the opponent for missing (i.e., whiffing) an attack with your own option.



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