Glossary

The words you will meet in Vibe Fighter's weapon and map guides, explained in a sentence or two.

Ring-out
Being knocked or falling past the edge of the arena. A ring-out is an instant elimination, and most of the game is about causing one.
Knockback
The shove a hit gives its target. Heavy weapons such as the hammer and the bazooka send fighters flying, which matters more than raw damage near an edge.
Cooldown
The pause between two uses of a weapon. A short cooldown means a faster attack rate, a long one means every swing or shot has to count.
Full auto
A weapon that keeps firing while you hold the button, like the SMG. Its aim spreads wider the longer you hold it down.
Recoil
What firing does to the shooter. Shotguns and bazookas push you backwards, and a rocket can even launch you, so use it for a mobility trick as well as a weapon.
Blast radius
How far from the centre of an explosion fighters are still affected. Damage is highest in the middle and fades towards the rim.
Fuse
The delay between an explosive being armed and going off. Short fuses are hard to escape, long ones give you time to throw and take cover.
Dud
A grenade or Molotov thrown without pulling the pin (press F). It never explodes on its own and can be picked up again. Attack with it instead to arm the fuse.
One-way platform
A platform that is solid from above but lets you jump up through it from below. You can also shoot up through it.
Climbable wall
A wall face you can grab and scale instead of jumping around it. Many maps use them as a shortcut to the high ground.
Destructible terrain
Platforms that wear down under fire and tear open in chunks. Standing in one place for a whole round is rarely safe.
Gravity well
A black hole that drags fighters and loose objects toward its centre, and kills on touching the middle. The Singularity weapon makes a temporary one.
Hazard
Part of the map that hurts or kills on its own: lava, lightning, shock plates, lasers and the like. Many hazards run on a schedule and flash a warning before they strike.
Slow
A status that cuts a fighter's speed and control. A slowed target also takes extra damage, which is why the Stasis Trap pairs well with any attack.
Portal
A linked pair of gateways. Step into one and you come out of the other. Anyone can use any portal, including the ones you place.
Shield
Hold the shield input, right-click by default, to block and parry an incoming hit. Timing beats holding it up all the time.
Power rating
Our 1-10 scale of how much a weapon decides a fight. Fists are 0 and the bazooka is 9. Anything rated 7 or more is considered heavy.