Editing SmashWiki:Glossary

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*'''[[Hitbox]]''': The area of effect for an attack. Generally in proportion of the action; a kick attack should generally have hitboxes on the foot and leg.
*'''[[Hitbox]]''': The area of effect for an attack. Generally in proportion of the action; a kick attack should generally have hitboxes on the foot and leg.
**'''[[Hurtbox]]''': The area on a character or object, where an opposing hitbox must touch to register hitting the character/object.
**'''[[Hurtbox]]''': The area on a character or object, where an opposing hitbox must touch to register hitting the character/object.
**'''Disjointed hitbox''': A hitbox that extends past the character's hurtboxes, thus allowing it to pass through opposing hitboxes without hurting the user. Nearly every move technically has hitboxes that are disjointed to some degree, so this term more often gets used to refer to moves where the "disjoint" is significant enough for it to semi-reliably hit through opposing moves without the user getting hit, such as for most moves that utilize weapons.
**'''Disjointed hitbox''': A hitbox that extends away from the character's hurtbox, thus allowing it to pass through opposing hitboxes without hurting the user. Characters with weapons, such as swordfighters like [[Marth]], generally tend to have many attacks with disjointed hitboxes.
*'''[[Hitlag]]''': The freeze frames that occur when an attack connects, where both characters are frozen in position until the effect ends (unless caused by a projectile, then only the target experiences hitlag). Although primarily used by developers to enhance the feel of an attack's power, actions can also be cancelled or buffered during this time. Sometimes called "hitstop" or "hitpause" depending on the game and language.
*'''[[Hitlag]]''': The freeze frames that occur when an attack connects, where both characters are frozen in position until the effect ends (unless caused by a projectile, then only the target experiences hitlag). Although primarily used by developers to enhance the feel of an attack's power, actions can also be cancelled or buffered during this time. Sometimes called "hitstop" or "hitpause" depending on the game and language.
*'''[[Hitstun]]''': The time when one cannot take any action after being hit.
*'''[[Hitstun]]''': The time when one cannot take any action after being hit.
**'''Hitstun canceling''': The act of canceling an attack's hitstun before its duration finishes. This mechanic was introduced in ''Brawl'' and was by far at its most powerful there, where if characters were hit by a strong enough blow to induce [[tumble]], they could air dodge after 13 frames or perform an aerial attack after 25 out of hitstun regardless of the hitstun amount. ''Smash 4'' and ''Ultimate'' kept the mechanic but severely nerfed it, increasing the air dodge and aerial hitstun cancel delays to 40 and 45 frames respectively, while also now scaling with the amount of knockback sustained and so increasingly strong blows have increasingly longer hitstun cancel delays.
**'''Hitstun canceling''': The act of canceling an attack's hitstun before its duration finishes. A mechanic unique to ''Brawl'', where characters can air dodge or perform an aerial attack out of hitstun after a certain amount of frames regardless of the hitstun amount.
*'''Home stage''': A stage associated with one or more specific characters. In the context of ''Super Smash Bros.'', the most common associations are "shares a universe with the character" and "where the character is fought in a single-player mode". Is generally not related to whether a character performs well on the stage.
*'''Home stage''': A stage associated with one or more specific characters. In the context of ''Super Smash Bros.'', the most common associations are "shares a universe with the character" and "where the character is fought in a single-player mode". Is generally not related to whether a character performs well on the stage.
*'''[[Item]]''': An object spawned in the middle of a battle. Items have a variety of uses, including healing one's self or ally, or damaging a target. Items, unless they can be spawned by a character's move, are not permitted in competitive play.
*'''[[Item]]''': An object spawned in the middle of a battle. Items have a variety of uses, including healing one's self or ally, or damaging a target. Items, unless they can be spawned by a character's move, are not permitted in competitive play.
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*'''[[Jab]]''': The common term for a character's [[neutral attack]], which is a ground attack inputted by pressing the attack button without any directional input. Typically a very quick, short reaching, and very weak attack, that can be followed through for a standard basic combo.
*'''[[Jab]]''': The common term for a character's [[neutral attack]], which is a ground attack inputted by pressing the attack button without any directional input. Typically a very quick, short reaching, and very weak attack, that can be followed through for a standard basic combo.
*'''[[Jump cancel]]''': A technique that can be performed by inputting certain actions while in the pre-jump lag that all characters have.
*'''[[Jump cancel]]''': A technique that can be performed by inputting certain actions while in the pre-jump lag that all characters have.
*'''Kill confirm''': A true combo setup that can be unavoidably followed up with a KO move if successfully pulled off.
*'''Kill confirm''': A true combo, where if a condition is met, the opponent will be able to be KOed.
**'''50:50''': A combo setup that can lead to a KO, but the opponent can evade the followup through a single unreactable defensive option (most commonly either with an [[air dodge]] or specific [[DI]]), yet conversely the initiator can still [[read]] the opponent's chosen defensive option and punish it accordingly with a KO move. So essentially, a kill setup that the opponent can pick one of two actions to avoid the followup, and the initiator must make a coinflip guess on which action they'll take.
**'''50:50''': A kill confirm where the opponent can evade with an [[air dodge]], but the attacker can still hit them if they read the air dodge and then delaying to hit after they lose invincibility. If they chose to delay, the opponent may take advantage if they did not airdoge.
*'''Knee''': Shorthand for the [[Knee Smash]], [[Captain Falcon]]'s forward aerial in every ''Smash Bros.'' game since ''Melee''.
*'''Knee''': Shorthand for the [[Knee Smash]], [[Captain Falcon]]'s forward aerial in every ''Smash Bros.'' game since Melee.
*'''[[Knockback]]''': The amount of force applied to a character when hit. Also used to describe the distance flown due to this force.  
*'''[[Knockback]]''': The amount of force applied to a character when hit. Also used to describe the distance flown due to this force.  
*'''[[Knockout]]'''/'''KO''' : When a character is launched out of the stage, or, in [[Stamina Mode]] only, runs out of hit points.
*'''[[Knockout]]'''/'''KO''' : When a character is launched out of the stage, or, in [[Stamina Mode]] only, runs out of hit points.
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**'''[[Double jump cancel]]''': The act of canceling the momentum of a character's midair jump with an attack. Can only be performed by the few characters with a delayed midair jump, such as [[Ness]] or [[Mewtwo]]. It is not possible to cancel the upward momentum of delayed double jumps completely with regular aerial attacks in ''Brawl'', ''SSB4'' or ''Ultimate''.
**'''[[Double jump cancel]]''': The act of canceling the momentum of a character's midair jump with an attack. Can only be performed by the few characters with a delayed midair jump, such as [[Ness]] or [[Mewtwo]]. It is not possible to cancel the upward momentum of delayed double jumps completely with regular aerial attacks in ''Brawl'', ''SSB4'' or ''Ultimate''.
*'''[[Misfire]]''': In every game from ''Melee'' onward, [[Luigi]]'s [[Green Missile]] move has the chance to randomly "misfire" regardless of charge, resulting in an explosive animation that causes Luigi to fly across the stage, resulting in it traveling faster and farther, while dealing significantly more damage and knockback to any opponent that he collides with.
*'''[[Misfire]]''': In every game from ''Melee'' onward, [[Luigi]]'s [[Green Missile]] move has the chance to randomly "misfire" regardless of charge, resulting in an explosive animation that causes Luigi to fly across the stage, resulting in it traveling faster and farther, while dealing significantly more damage and knockback to any opponent that he collides with.
*'''[[Momentum canceling]]''': A technique, where a player in knockback performs various actions, to redirect or negate their momentum, allowing them to survive blows that would have KOed them otherwise. This technique is a defining part of ''Brawl''{{'}}s metagame, as the game's extreme [[hitstun canceling]] allowed characters to act long before their knockback finished and so gave them much greater control to redirect their momentum or perform moves that negated it. All other games besides ''Smash 64'' also have momentum canceling, but without such extreme hitstun cancelling, the technique is much more niche and the available momentum canceling methods can generally only extend survival by a couple percent.
*'''[[Momentum canceling]]''': A technique, where a player in knockback performs various actions, to redirect or negate their momentum, allowing them to survive blows that would have KOed them otherwise. Only possible in ''Brawl'', as hitstun canceling is required for a character to be able to act while in knockback.
*'''[[Moonwalk]]ing''': A technique that allows a character to move backward a small distance while dashing. It can only be performed in ''Melee''.
*'''[[Moonwalk]]ing''': A technique that allows a character to move backward a small distance while dashing. It can only be performed in ''Melee''.
*'''[[Out of shield]]''': Refers to any action a player performs immediately out of their shield. An '''out of shield punish''' is when the player successfully punishes the opponent after the opponent struck their shield.
*'''[[Out of shield]]''': Refers to any action a player performs immediately out of their shield. An '''out of shield punish''' is when the player successfully punishes the opponent after the opponent struck their shield.
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These terms are used in the context of ''Smash'' tournaments, or the fighting game tournament community in general:
These terms are used in the context of ''Smash'' tournaments, or the fighting game tournament community in general:
*'''[[Bracket manipulation]]''': The act of a player or a group of players manipulating the progression of a tournament bracket, typically done by one intentionally losing in pools or the winners bracket to get a more favorable bracket progression, or intentionally losing to help another player artificially place higher. If discovered, smashers will be penalized.
*'''[[Bracket manipulation]]''': The act of a player or a group of players manipulating the progression of a tournament bracket, typically done by one intentionally losing in pools or the winners bracket to get a more favorable bracket progression, or intentionally losing to help another player artificially place higher. If discovered, smashers will be penalized.
*'''[[Crew]]''': A group of ''Smash'' players that play and practice against each other. Will also often team together in doubles tournaments and [[Crew battle]]s. They are often formed by players who live near each other in real life, but this is not necessary. Crews often use online chat services such as Skype and Discord to converse and organize matches amongst each other.
*'''[[Crew]]''': A group of ''Smash Bros.'' players that play and practice against each other. Will also often team together in doubles tournaments and [[Crew battle]]s. They are often formed by players who live near each other in real life, but this is not necessary. Crews often use online chat services such as Skype and Discord to converse and organize matches amongst each other.
*'''Counterpicking''' (stage): The act of picking the next stage after losing, usually with the intent to give the counterpicking player an advantage.
*'''Counterpicking''' (stage): The act of picking the next stage after losing, usually with the intent to give the counterpicking player an advantage.
**'''Counterpicking''' (character): The act of a player choosing their character after the opponent chooses theirs, also usually done to give themself an advantage.
**'''Counterpicking''' (character): The act of a player choosing their character after the opponent chooses theirs, also usually done to give themself an advantage.
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*'''[[Main]]''': A Smasher's preferred character, and the one they play and train with the majority of the time; some Smashers may have more than one main, though competent players will never have more than about three true mains.
*'''[[Main]]''': A Smasher's preferred character, and the one they play and train with the majority of the time; some Smashers may have more than one main, though competent players will never have more than about three true mains.
*'''[[Matchup]]''': The measure of how a character is expected to perform versus another character, with both played at high, equal skill. For example, [[Mario (SSBB)|Mario in ''Brawl'']] has a +1 matchup against {{SSBB|Link}}, meaning Mario is expected to fare slightly better and win more often than not. Mario has a -1 matchup when facing {{SSBB|Yoshi}} however, and thus Mario is considered to be at a slight disadvantage.
*'''[[Matchup]]''': The measure of how a character is expected to perform versus another character, with both played at high, equal skill. For example, [[Mario (SSBB)|Mario in ''Brawl'']] has a +1 matchup against {{SSBB|Link}}, meaning Mario is expected to fare slightly better and win more often than not. Mario has a -1 matchup when facing {{SSBB|Yoshi}} however, and thus Mario is considered to be at a slight disadvantage.
*'''[[Power Rankings]]''': A ranking of players based on their competitive success over a defined period, referred to as PR for short. A PR's scale can range from covering only a city's local scene, all the way up to covering the entire world (such as [[SSBMRank]]).
*'''Ruleset''': Guidelines that participants must follow when fighting in a tournament. Typically, this includes rules such as limiting stage selection or controlling who must choose their character first.
*'''[[Money match]]''': A non-tournament match between two or more players, who each wager an amount of money, that will then be taken by the winner of the match. Sometimes played with additional stipulations (such as the players having to use a specific character), and the players may wager something other than money as well, such as the "rights" to a particular color scheme.
*'''[[Money match]]''': A non-tournament match between two or more players, who each wager an amount of money, that will then be taken by the winner of the match. Sometimes played with additional stipulations (such as the players having to use a specific character), and the players may wager something other than money as well, such as the "rights" to a particular color scheme.
*'''Neutral start''': A request that is carried out by everyone relocating their characters on the [[stage]] at the start of a match, so that no party begins with a positional advantage over the other.
*'''Neutral start''': A request that is carried out by everyone relocating their characters on the [[stage]] at the start of a match, so that no party begins with a positional advantage over the other.
*'''[[Pocket character]]''': A secondary character the player doesn't properly practise with, who they explicitly use when it will give them a significant advantage over the opponent's character, or in a desperate bid to try throwing the opponent off with matchup unfamiliarity.
*'''[[Pocket character]]''': A secondary character the player doesn't properly practise with, who they explicitly use when it will give them a significant advantage over the opponent's character, or in a desperate bid to try throwing the opponent off with matchup unfamiliarity.
*'''[[Power Rankings]]''': A ranking of players based on their competitive success over a defined period, referred to as PR for short. A PR's scale can range from covering only a city's local scene, all the way up to covering the entire world (such as [[SSBMRank]]).
*'''Professional smasher''': Also just '''Professional''' or '''Pro''' for short. An antiquated term used to describe a player that is skilled enough to make a real profit playing ''Smash'', or to refer to any high level player in general. While a prevalent term in competitive ''Smash''{{'}}s earlier years, coming from [[MLG]] formally using the term to label players that placed highly at their events, it fell out of favor over time, and around after the release of ''Smash 4'', it primarily only saw regular use on SmashWiki, until the wiki finally made a formal decision to phase out its usage in 2023. This is partly for being more of a mouthful than to just say someone is a "good player", and partly because the common definition of the word "professional" is someone who does something for a living, of which there have been very few people that have ever made a legitimate living playing ''Smash'', causing confusion and mockery for using the term to describe players that ''Smash'' was supplementary income for at best.
**'''Semi-professional smasher''': Also just '''Semi-professional''' or '''Semi-pro''' for short. An antiquated term used to describe above-average competitive players that could rank highly in their region and win some money from their local tournaments, but weren't a threat to place highly at larger regionals and majors. Like professional, it fell out of favor in community usage around the later ''Brawl'' and ''Smash 4'' era, and SmashWiki made a formal decision to phase out its usage in 2023.
**'''Top professional smasher''': Also just '''Top professional''' or '''Top pro''' for short. An antiquated term used to describe the very best players in each respective ''Smash'' game, who can place very highly at any tournament, including major-level events. Like professional, it fell out of favor in community usage around the later ''Brawl'' and ''Smash 4'' era, with people just using variations of the term "top level player" instead, and SmashWiki made a formal decision to phase out its usage in 2023. Aside from the aforementioned issues with the usage of "professional", this term caused additional issues as the level of player it was used to described was gradually diluted over time, with the wiki at one point labelling over a thousand different players as being "top professionals" in at least one ''Smash'' game, causing farther confusion and mockery when so few of these players ever actually made serious money from the games that were labelled being "top professional" in.
*'''Ruleset''': Guidelines that participants must follow when fighting in a tournament. Typically, this includes rules such as limiting stage selection or controlling who must choose their character first.
*'''Salty''': Analogous to "being upset, disappointed, and/or angry", such as "he's real salty he lost".
*'''Salty''': Analogous to "being upset, disappointed, and/or angry", such as "he's real salty he lost".
*'''Salty runback''': The act of, upon losing a match, quickly selecting the same stage for the next match.
*'''Salty runback''': The act of, upon losing a match, quickly selecting the same stage for the next match.
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*'''Slob pick''': A rule that allowed the loser of a match to change either their character or the stage, while the winner was required to remain in their previous setting.
*'''Slob pick''': A rule that allowed the loser of a match to change either their character or the stage, while the winner was required to remain in their previous setting.
*'''[[Smasher]]''': A term used to refer to people who play Smash with any sort of dedication.
*'''[[Smasher]]''': A term used to refer to people who play Smash with any sort of dedication.
*'''[[Split]]ting''': The act of two or more players sharing their winnings from a tournament amongst themselves. It typically happens in innocuous contexts where the tournament could not finish (such as the tournament's venue closing before its conclusion), and so all players that have not yet been eliminated from the tournament split the pot. In more grey cases, it happens when two or more finalists no longer want to play at the end of a tournament and so agree to split their winnings, then play their remaining set(s) with halfhearted effort, if they play their sets at all. In clear fraudulent cases, it can involve a player agreeing to intentionally lose to another player in exchange for a portion of their winnings, sometimes in a conspiracy to target eliminating a third unrelated player that one of the two splitting players has an unfavorable matchup against.
*'''[[Split]]ting''': The of act of two or more players conspiring sharing their tournament winnings between each other, often in conjunction with one agreeing to lose or other means of bracket manipulation.
*'''Stream''': Tournaments may record matches for viewers on the internet to watch live; this is called streaming or livestreaming.
*'''Stream''': Tournaments may record matches for viewers on the internet to watch live; this is called streaming or livestreaming.
*The '''Swedes''': Collectively referring to {{sm|Armada}} and {{sm|Leffen}}, two of the dominating ''Melee'' players.
*The '''Swedes''': Collectively referring to {{sm|Armada}} and {{sm|Leffen}}, two of the dominating ''Melee'' players.

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