COS:CORECOACH COSMIC

GLOSSARY / SOURCE-LED

Fighting-game strategy glossary

Clear explanations of neutral, frame data, whiff punishes, advantage and Coach Cosmic’s original concepts. Follow each entry to its source or related practice tool.

26 terms

01 / Historical concept; no published numerical formula

Punish Per Frame (PPF)

Coach Cosmic’s historical Enlightenment of the Player Base guide uses Punish Per Frame to discuss punish opportunities through movement, timing and observed responses. The preserved guide does not establish a numerical formula; use it as a qualitative practice concept rather than a calculated score.

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02 / Original explanation in Enlightenment of the Pros

The Three Yous

Coach Cosmic’s historical player-development model separates Memory (trained actions and ingrained habits), Delta (the present decisions and adaptations you can change during a match), and Fantasy (expectations and reactions to those decisions). Use it to distinguish preparation, live adjustment and reflection rather than treating a loss as a complete judgment of your ability.

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03 / COS:CORE formulation in the public FGC Framework

Matchup Architecture

The FGC Framework treats a matchup as a system: identify relevant inputs, dependencies and failure states, then test how they change the next decision. A character matchup is more than a move list; the player still has to validate the model in the actual game.

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04 / Fighting-game concept, explained in the FGC Framework

Footsies

Deliberate control of distance and geometry so your tools become stronger while the opponent’s become weaker. Movement should change the decision landscape: avoid a threat, create a whiff, improve an angle, protect a resource, gather information or claim space.

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05 / Practical explanation; see source framework

Spatial Neutrality

A useful description of neutral decisions organized around space: map threat ranges, move to a position that changes the opponent’s options, and decide when to engage or reset. The term is used here as a practical descriptor, not a separately validated proprietary model.

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06 / Live site tool

BrawlFlow

Coach Cosmic’s interactive route and decision-map tool. Build a route from connected nodes and conditions, then review whether the branch describes a verified game interaction and a sensible exit.

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07 / In development

GameQ

GameQ is a developing COS:CORE coaching pathway. Public assessment criteria and enrollment details will be announced with its release; it is not currently offered here as a scored credential.

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08 / COS:CORE formulation in the public FGC Framework

Competitive Identity

The FGC Framework describes identity as reliable strengths rather than a fixed archetype. Build a recognizable win condition, then practice reaching it through more than one route when an opponent denies the preferred pace or range.

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09 / Handbook explanation; test routes in the current client

Route Optimization

Choosing a small set of useful route branches for the current matchup and state, then reviewing whether they preserve position and avoid unnecessary risk. The Handbook distinguishes collecting routes from selecting and validating what deserves live attention.

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10 / Practical terminology; validate game-specific behavior

Conditional Strings

A string is a sequence whose continuation depends on the opponent’s state or response. Name the condition that makes the next input useful; do not call a predicted continuation guaranteed simply because it worked once.

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11 / Handbook explanation; verify current game conditions

True Combos

A confirmed sequence that does not rely on predicting a behavioral response after the confirm. The Handbook distinguishes guaranteed follow-through from reads and other conditional coverage; exact validity can vary with patch, position and character.

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12 / Plain-language fighting-game explanation

Neutral Game

The phase where neither player has a guaranteed next action. Track threat range and movement, test one commitment at a time, then record what actually created an opening.

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13 / Plain-language explanation; game rules differ

Advantage State

A temporary situation where position, timing, resources or a confirmed interaction give you more useful immediate options. Preserve value while watching for the opponent’s escape or reset.

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14 / Plain-language explanation; game rules differ

Disadvantage State

A situation where the opponent has the stronger immediate claim. Identify safe defensive options, available resources and a clear reset condition instead of assuming one escape always works.

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15 / General practice concept; see source materials

Deliberate Practice

Focused practice organized around a specific skill, feedback and review. A useful drill isolates one decision, adds resistance gradually, and checks whether the action holds under the intended game conditions.

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16 / Supported by the FGC Framework’s reflect-and-adapt model

Competitive Decision Quality

The quality of a decision is evaluated separately from the result of one exchange. Review what information was available, why the option fit the state, what risk it carried and what evidence should change the next choice.

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17 / Competitive learning and reflection

Psychological Conditioning

Practice that helps a player notice habits, stay composed under pressure and review decisions. COS:CORE discusses these skills through competitive learning; this entry does not describe a clinical intervention or a separate measured protocol.

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18 / Evidence-before-assumption practice

Opponent Habit Tracking

Record observable choices with the situation that preceded them: range, resource, timing and prior response. Treat a pattern as a hypothesis to test, not proof of intent or a permanent trait.

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19 / Supported across the Handbook and FGC Framework

Positional Mapping

Mapping relevant positions, threat ranges and routes so a player can see which actions reach, miss or change control. Record stage or arena conditions and re-check after game updates.

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20 / General fighting-game reference; see current Data Bank sources

Frame Data

Move timing information, commonly including startup, active frames and recovery. Frame advantage is meaningful only with the game version, move interaction, cancel rules and spacing understood; confirm values from current authoritative data.

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21 / Demonstrated by BrawlFlow

Competitive Flowcharts

A compact decision map: a starting situation, an action, a condition, a branch and an exit. A useful flowchart exposes what would make the player change route rather than promising one sequence works every time.

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22 / Public edition in development

Relearning and Reinforcement

A developing COS:CORE workbook project about revisiting skills and reinforcing useful practice. A public final edition is not available here yet; published resources remain accessible in the library.

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23 / Published in the Brawlhalla Handbook

The Five Pillars

The Brawlhalla Handbook presents five practice areas: Flowchart and Route Creation; Frame and Position Data Understanding; Psychological Understanding; Execution Routines; and Proper Discipline. These are Coach Cosmic’s framework labels, not an externally accredited standard.

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24 / Handbook topic; exact drills remain game-specific

Execution Routines

Repeatable preparation and practice steps that help a player execute a chosen decision under the conditions being trained. A routine should support the decision, not replace observation or adaptation.

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25 / Practical planning description; named source status unverified

Competitive Development Plans

A plan can connect one diagnosed need to a practice activity, a measure and a review point. Do not call a plan validated until it has been tried with a learner and the evidence is recorded.

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26 / Supported by Handbook and FGC learning material

Structured Replay Reflection

Review a short segment with a question: what state was I in, what did I know, what did I choose, and what would change the next attempt? Separate decision quality from the match outcome.

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Source note. The Handbook and FGC Framework are the primary public references linked here. Definitions can be game-, patch-, character- and position-specific. Historical concepts retain their original context; developing pathways are labeled separately.