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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗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.
Open source or related tool ↗