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An alphabetized list of fighting game jargon that is not essential to playing Black Magic II, but is useful in understanding the more colloquial aspects of combat. Most of the Terminology here is also used in various fighting game communities.

For information about the core mechanics of Black Magic II's gameplay, see Tutorial.

For frequently asked questions, see FAQ.


Bait[]

Baiting is the art of deliberately making a mistake in an attempt to coax the opponent in for a presumed punish. With enough foresight, pretending to make this mistake can often leave the opponent vulnerable instead. 

Bait

Kurai utilizing Mod1 SP7 to bait counters

For example, Kurai SP7 can be easily evaded or countered through multiple methods (Assailant Mod1 SP5, Kurai SP2, Virtue Water SP3 or even dodging). However, if the Mod1 key (F by default) is held before performing SP7, all of these options are baited with an intentional delay, attacking later than expected (when the aforementioned options to escape are currently in endlag).

BIM (Ban if Moderated)[]

BiM is a slang term from the Black Magic II Community Discord server. It is short for "Ban if Moderated", which is a role given to all Discord users that join the server. The term is an insult equivalent to the term "newgen", or "noob", basically someone who is new.

For more information on the Ban if Moderated role, read the Black Magic II Discord server's rules.

Bread and Butter (BnB)[]

A Bread and Butter, or a BnB, is a combo colloquially agreed to be the most efficient for a specific class in terms of Heat usage and damage scaling. It is recommended that the player is well-rehearsed in their class's BnB, as the core of their playstyle often resides in how effectively they can deal damage. Each class has a Bread and Butter combo on their respective Class Guide.

Circling[]

Circling is the art of persistently running circles around the opponent in close to midrange, usually with 3D or 2D Lock-on, in an attempt to weave and dodge the opponent's attacks.

Ditto[]

A ditto is a battle between two players of the same class.

Mirror[]

See Ditto.

Mixup[]

A mixup is when the player deliberately changes an aspect of their playstyle mid-combat, in order to remain unexpected and avoid being predicted. This is often done through performing different combos or choosing different options during wakeup.

Neutral[]

Neutral is the natural state of combat, where neither player is being subjected to a combo and both players are actively trying to engage the other. During neutral, neither player is at a disadvantage in spacing or frame data. Their current Health is not a factor, either -- there can be a 50% Health difference between both players, and they will still be in Neutral.

Okizeme[]

Okizeme

Assailant utilizing SP6 to attack Kurai on wakeup after SP3

Okizeme is the art of pressuring the opponent with an attack after they wakeup. This often leads to combo strings, which have a larger opening for the enemy to escape than a reset.

For example, after Assailant ends a combo with SP3, they can pressure the opponent by immediately performing SP6 afterwards in an attempt to pick the opponent up into another combo as soon as they wakeup.

Poke[]

A poke is a (usually safe on block) move that is quick and has little to no endlag, and has a safe range. For example, Secare's JL.AC can be considered a Poke.

Counterpoke[]

Counterpoke refers a move that you know will shut down an opponent's offensive options. For example, Secare's JL.AC can counterpoke Revenant's JL.AC.

Prediction[]

Prediction is where the player anticipates a certain aspect of their opponent's playstyle, and counterplays accordingly. This is best done when noticing a repeated pattern in the opponent's playstyle, such as their preferred combo or choice of wakeup.

Passive[]

Passive play is when the player has little to no aggressive behavior in combat, usually to force the opponent to approach them instead. Passive players will typically only attack as a reaction to the opponent whiffing or on counterhit. This is typically seen on classes that have non-aggressive playstyles, such as Assailant.

Punish[]

A punish is the art of penalizing the opponent for leaving themselves vulnerable, being predicted, or otherwise making a mistake. A punish often results in a counterhit, as the opportune time to punish opponents is while they are attacking -- whether they have been predicted during startup, or have just missed and are caught in endlag.

Raw[]

An attack that is raw is an attack performed in neutral, with no tactical setup on the attacker's part. For example, an attack with an long, obvious startup (Assailant SP7, Kurai SP8, etc) is easily avoidable by the opponent if performed raw, and is therefore easy to punish.

Read[]

See Prediction.

Reset[]

The art of deliberately forcing the opponent to be in an okizeme position, only for the opponent to be caught in another combo on wakeup. This is done to reset scaling and refresh autocombos, potentially increasing damage.

Reversal[]

An attack that has Super Armor or Iframes on startup. Reversals can be used for both offense and defence. Citadel's LC is a good example of a reversal.

Targeting[]

The act of going after a specific player(s) for any reason. While this is not against the rules, it can be an annoyance.

Teaming[]

The act of forming a alliance with one or more players. This isn't against the rules, but it is still annoying.

Tech[]

Tech is usually referred to as a trick that can cancel endlag, or cancel hitstun. Although, Tech has many different contexts, and can vary. Before adding Tech to a Guide or on a page, please contact an in-game mod to see if it is bannable or not. Bannable Tech will be removed.

Third Partying[]

Third partying is when a player interrupts a one-on-one duel through direct interference. This is not against the rules, but it doesn't make it any less annoying.

Turtling[]

Citadel Passive

Citadel turtling against Avalon

Turtling is the art of sacrificing offense and mobility in order to concentrate almost entirely on defense. This includes standing still, and is complemented with a gratuitous amount of blocking, Super Armor, and other defensive mechanics.

Turtling is often effective against classes who have poor shield pressure (e.g. Kurai), but horrible against those who can bypass it easily (e.g. Revenant).

Whiff[]

A whiff is when an attack misses, whether it was because the attack was mistimed or avoided. This typically means the move will have more endlag, however it can be used as bait if timed properly.

Navigation[]

Gameplay
Basics Controls - HUD - Tutorial (Troubleshooting)
Offense Attack Types - Buffs and Debuffs - Combos (Scaling - Notations) - Executions - Hitstun - Kill Reward - Roles - Frame Data
Defense Blocking - Counter - iFrames - Super Armor - Wakeup
System Bosses - Cosmetics - Factions - Gamemodes - Maps - Servers - Tasks
Soundtracks Current Soundtrack - Discontinued Soundtrack - Halloween 2019 Soundtrack - Christmas 2019 Soundtrack
Miscellaneous Changelog - FAQ - Training Room (Training Dummy) - Terminology - Menu
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