Death Trap
A specially timed attack against a grounded opponent that is meant to hit him when he doesn’t perform ukemi.
Jail
Refers to a series of attacks when after 1st attack lands, followups can only be blocked with no other option available to the defender no matter what he does or presses. Moves can potentially jail both on hit and on block.
Mashing
Refer to a situation where the player keeps savagely pressing buttons on his controller. Usually is meant as an insult as it is expected that the mashing is mindless and not backed by any knowledge or intent other than to get out some random attack at any cost.
Poke
Acronym for fast but weak attack with small damage. Poking is a specific way of playing where you utilize such attacks; this usually is a very low-risk/low-reward approach.
Recovery
Time (measured in frames) needed to return from a given state to a neutral state (aka to state where you can control your character again). Usually refers to the situation after hits (or blocks) happened.
Rolling
An option other than ukemi available to a grounded opponent. By pressing directional input without G, he will be able to shortly roll in the given direction before standing up. Rolling can be interrupted by releasing the directional input, leading to the new rolling option being available.
Stun (or STN)
Specific on-hit effects that cause your character to play certain animation during which he is vulnerable to following attacks, allowing combos to happen. There are multiple versions of stun in SC6 but the game allows each type of stun to be used maximally once per combo, technically limiting the possible damage.
Rushdown
A specific way of playing common to characters with fast attacks and strings where they are ruthlessly attacking opponent.
Ukemi
Way of quickly raising from knockdowns, requiring the player to press G together with directional input.
Ukemi trap
A specially timed attack against a grounded opponent that is meant to catch his ukemi for additional damage.
Zoning
A specific way of playing common to characters with long-range where they are fighting from afar, preventing the opponent from closing the distance.