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==General terms== | ==General terms== | ||
These terms apply to fighting games in general: | These terms apply to fighting games in general: | ||
*'''[[Approach]]ing''': The act of moving towards the opponent, usually in conjunction with attacks. | |||
*'''[[Approach]]ing''': | *'''[[Attack]]''': An action that involves the use of a move that damages foes. | ||
*'''[[Attack]]''': | *'''Archetype''': A blanket term that describes the numerous categories fighters fall into based on their most commonly used moves and gameplans. | ||
*'''Archetype''': | *'''[[AI]]''': Shorthand for '''Artificial Intelligence'''. Refers to the intelligence of computer-controlled functions; "Bad" AI means the intended function was done poorly. | ||
*'''[[AI]]''' | *'''[[Buff]]''': Improving a character's move or an attribute in some way in between games or in balance patches. | ||
*'''[[Buff]]''': | **'''[[Nerf]]''': The opposite of a buff, weakening a character's move or attribute in between games or in balance patches | ||
*'''[[Camp]]ing''': The act of defensively staying away from the opponent, generally in one place, and prolonging the battle. When involved with exploits or other extreme tactics, camping can turn into stalling. | |||
* | *'''Clean''' and '''late hit''': The initial hitbox is called the '''clean hit''', while the later hitbox is called the '''late hit'''. Examples of attacks which differentiate between clean and late hits include {{SSBM|Fox}}'s [[up smash]] in ''Melee'', and most [[sex kick]]s. Usually, the clean hit is much stronger than the late hit. Some attacks have a [[sourspot]] which coincides with the late hit, such as the [[Knee Smash]]; other attacks have a '''middle hit''', with certain attacks having even more stages (e.g. "clean-mid" or "late-mid"). | ||
*'''[[Computer player]]''': A player not controlled by humans, but by the game itself. The player shall face computer players in the singleplayer mode. In multiplayer, computer controlled players are optional. In any case, their difficulty can be adjusted depending on preference. | |||
*'''[[Clone]]''': A character that shares most of their moveset and animations with another character, rather than having a moveset unique to them. | |||
*'''[[ | **'''[[Semi-clone]]''': The "inbetween point" of being a non-cloned character and a clone, this is a character that shares some of their moveset and attributes with another character, but also has a significant amount of different animations, attributes and moves, to the point where calling them a clone is not entirely accurate. | ||
**'''Pseudo-clone''': A character that has some shared attacks, animations and attributes with another character, similarly to a semi-clone. However, whereas semi-clones are still overall based on other characters, pseudo-clones are largely unique overall, and calling them semi-clones would be somewhat misleading. | |||
*''' | **'''Decloning''': The act of making a cloned character more unique in the transition from one game to another through giving them new moves, animations and altered attributes, sometimes in conjunction with the original character getting a few changes of their own as well. Also known as "Luigification" in the ''Smash Bros.'' community, referring to [[Luigi]], who initially started off as a clone of Mario in ''Smash 64'', but has been extensively decloned from the latter over time in later installments. | ||
*'''[[Computer player]]''': A player | |||
*'''[[Clone]]''': A character that shares most of their moveset and animations with another character, rather than having a moveset unique to them. | |||
**'''[[Semi-clone]]''': The " | |||
**'''Pseudo-clone''': A character that has some shared attacks, animations and attributes with another character, similarly to a semi-clone. However, whereas semi-clones are still | |||
**'''Decloning''': The act of making a cloned character more unique in the transition from one game to another through giving them new moves, animations and altered attributes, sometimes in conjunction with the original character getting a few changes of their own as well. Also known as "Luigification" in the ''Smash'' community, referring to [[Luigi]], who initially started off as a clone of Mario in ''Smash 64'', but has been extensively decloned from the latter over time in later installments. | |||
*'''[[Combo]]''': A series of attacks strung together in succession. | *'''[[Combo]]''': A series of attacks strung together in succession. | ||
**True combo: A series of attacks strung together where the opponent was truly incapable of escaping before the finish. | **True combo: A series of attacks strung together where the opponent was truly incapable of escaping before the finish. | ||
**String: A series of attacks strung together where the opponent was capable of reacting | **String: A series of attacks strung together where the opponent was capable of reacting inbetween blows and could have thus escaped. | ||
*'''Command grab''': An attack that, if successful, results in the opponent being grabbed. Examples include [[Flying Slam]] and [[Alolan Whip]]. | |||
*'''Counter''': Can refer to either: | *'''Counter''': Can refer to either: | ||
* | **A special move that relies on waiting to be struck first, and then retaliating, as originally seen with Marth and Roy's [[Counter]] in ''Melee''. | ||
* | **A character who has an advantage over another; for example, in ''Brawl'', {{SSBB|Pikachu}} counters {{SSBB|Falco}}, as documented on the [[Character matchup (SSBB)|matchup chart]]. These can be further divided into '''soft counters''' and '''hard counters'''; the former refers to matchups where one character has a slight advantage and the latter refers to matchups where one character has a significant advantage. | ||
*'''[[Dash]]ing''': A form of movement, that involves the character running across the ground. This is usually the fastest means of movement for a character, though a few characters can move faster through other means. | *'''[[Dash]]ing''': A form of movement, that involves the character running across the ground. This is usually the fastest means of movement for a character, though a few characters can move faster through other means. | ||
*'''[[Dodge]]''': A move that makes a character temporarily intangible to attacks. Can also refer to general movement utilized to avoid getting hit. | *'''[[Dodge]]''': A move that makes a character temporarily intangible to attacks. Can also refer to general movement utilized to avoid getting hit. | ||
**'''[[Rolling dodge]]''': A dodging | **'''[[Rolling dodge]]''': A dodging maneuver that involves moving sideways via a roll or similar movement. | ||
**'''[[Sidestep]]''': A dodging | **'''[[Sidestep]]''': A dodging maneuver that involves doing a quick dodge in place, typically with less vulnerability after completion but leaves the player intangible for a more limited time frame. Also referred to as a "spot dodge". | ||
**'''[[Air dodge]]''': A dodging | **'''[[Air dodge]]''': A dodging maneuver that involves an aerial character doing a dodging maneuver while moving through the air. Behaves differently in ''Melee'', in ''Brawl'', in ''SSB4'' and in ''Ultimate''. In ''Melee'', characters can air dodge once toward a small distance in any direction while leaving the character helpless afterward, and all existing aerial momentum will be halted/replaced; in ''Brawl'', characters cannot air dodge toward any direction, but will not be left helpless after air dodging, can air dodge as many times as desired, will not endure any landing lag, and their aerial momentum is fully preserved; in ''SSB4'', air dodges function similarly to in ''Brawl'', but characters endure landing lag; and in ''Ultimate'', characters can only air dodge once in the air and can air dodge in any direction, but their aerial momentum is fully preserved/merely shifted rather than being interrupted altogether. | ||
*'''Exploit''': A case where separate mechanics or interactions work as intended, but cause unintended outcomes when combined. An example is how ''Melee'' recognizes that the [[Ice Climbers]], Popo and Nana, are the "same" character when attacking, and also recognizes that characters being hit by attacks from the character cannot break out of grabs; when these two mechanics are combined, however, [[wobbling]] occurs, as grabbed opponents cannot break out of Popo's grab because they are constantly being hit by "one" character. | *'''Exploit''': A case where separate mechanics or interactions work as intended, but cause unintended outcomes when combined. An example is how ''Melee'' recognizes that the [[Ice Climbers]], Popo and Nana, are the "same" character when attacking, and also recognizes that characters being hit by attacks from the character cannot break out of grabs; when these two mechanics are combined, however, [[wobbling]] occurs, as grabbed opponents cannot break out of Popo's grab because they are constantly being hit by "one" character. | ||
*'''[[Frame]]''': The primary unit of time at which game runs. The ''Smash Bros.'' series runs at 60 frames per second, | *'''[[Frame]]''': The primary unit of time at which game runs. The ''Smash Bros.'' series runs at 60 frames per second, meaing 1 frame = 1/60 of a second. | ||
*'''Frame data''': Buzzword used to refer to the technical properties of a move overall; often extended to refer to a character's moveset as a whole. | *'''Frame data''': Buzzword used to refer to the technical properties of a move overall; often extended to refer to a character's moveset as a whole. | ||
*'''[[Free-for-all]]''': A match with more than two players that does not involve two teams. A free-for-all match would also theoretically be played with multiple teams. | *'''[[Free-for-all]]''': A match with more than two players that does not involve two teams. A free-for-all match would also theoretically be played with multiple teams. | ||
*'''Footsies''': The term itself means different things to different people, but the most common definition is gameplay that takes place directly in front of the fighters. Thoughtful strategy and | *'''Footsies''': The term itself means different things to different people, but the most common definition is gameplay that takes place directly in front of the fighters. Thoughtful strategy and mindgames are key at this distance, as using random moves is highly inadvisable. | ||
*'''[[Grab]]bing''': Clutching the foe so they cannot move for a brief period of time. Usually, a throw follows. | *'''[[Grab]]bing''': Clutching the foe so they cannot move for a brief period of time. Usually, a throw follows. | ||
**'''Dash grab''': A type of a grab that a character performs out of a dash. Usually slower than a standing grab and more punishable if missed, but the momentum of a character's dash can allow them to grab from farther away. | **'''Dash grab''': A type of a grab that a character performs out of a dash. Usually slower than a standing grab and more punishable if missed, but the momentum of a character's dash can allow them to grab from farther away. | ||
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**'''Boost grab''': A type of grab introduced in ''Melee'', where the momentum from a dash attack is transfered into a dash grab, increasing its range for some characters. It is performed by inputting a dash attack, and then inputting a grab quickly after, which cancels the dash attack into a grab. | **'''Boost grab''': A type of grab introduced in ''Melee'', where the momentum from a dash attack is transfered into a dash grab, increasing its range for some characters. It is performed by inputting a dash attack, and then inputting a grab quickly after, which cancels the dash attack into a grab. | ||
**'''[[Command grab]]''': A special move that acts like a grab, bypassing shields and putting the opponent in a special grabbed state. Examples include [[Falcon Dive]] and [[Flying Slam]]. | **'''[[Command grab]]''': A special move that acts like a grab, bypassing shields and putting the opponent in a special grabbed state. Examples include [[Falcon Dive]] and [[Flying Slam]]. | ||
***'''[[Hit grab]]''': A special type of grab that is blockable, despite putting opponents in a grabbed state when connecting. Examples | ***'''[[Hit grab]]''': A special type of grab that is blockable, despite putting opponents in a grabbed state when connecting. Examples incluse [[Fishing Rod]] and [[Buster Wolf]] | ||
*''' | *'''[[Glitch]]''': A flaw or oversight in the game's programming which results in an unintended outcome. An example would be the [[Name Entry glitch]] in ''Melee'', where the developers did not foresee a case where players would attempt to enter a name and leave the character select screen at the same time. | ||
*'''Hit and Run''': An archetype which encompasses fighters that excel at running in, getting some damage, then running away. Being unpredictable and evasive is key to characters in this archetype, as they usually are very easy to kill if they are caught. Time out victories are most commonly found with this category. | *'''Hit and Run''': An archetype which encompasses fighters that excel at running in, getting some damage, then running away. Being unpredictable and evasive is key to characters in this archetype, as they usually are very easy to kill if they are caught. Time out victories are most commonly found with this category. | ||
*'''[[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 | **'''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. | ||
*'''[[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. | **'''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. | ||
*'''[[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. | ||
*'''[[Juggle]]''': Any series of attacks which keep an enemy in the air, preventing them from landing. | *'''[[Juggle]]''': Any series of attacks which keep an enemy in the air, preventing them from landing. | ||
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**'''[[Bait]]ing''': The act of trying to trick the opponent into doing an action that the player can then punish them for. | **'''[[Bait]]ing''': The act of trying to trick the opponent into doing an action that the player can then punish them for. | ||
**'''[[Pressuring]]''': The act of limiting the opponent's options to force them to react in a detrimental manner. | **'''[[Pressuring]]''': The act of limiting the opponent's options to force them to react in a detrimental manner. | ||
**'''[[Read]]''': A term used to refer to when a player successfully predicts the opponent's next action and is able to preemptively react to punish it effectively. A '''hard read''' is when the player pulls off a more significant prediction that allows them to land a particularly heavy blow or start a particularly effective combo | **'''[[Read]]''': A term used to refer to when a player successfully predicts the opponent's next action and is able to preemptively react to punish it effectively. A '''hard read''' is when the player pulls off a more significant prediction that allows them to land a particularly heavy blow or start a particularly effective combo. | ||
*'''[[Gameplay modification|Modification]]''': Usually shorted to "'''mod'''", is the editing of a video game | *'''[[Gameplay modification|Modification]]''': Usually shorted to "'''mod'''", is the editing of a video game. Mods are done to change the aesthetics or gameplay aspects to the modder's content. [[Project M]] is an example of a popular mod for ''Smash Bros.'' | ||
*'''[[Neutral game]]''': The phase in a game in which no opponent has an advantage over the other. | *'''[[Neutral game]]''': The phase in a game in which no opponent has an advantage over the other. | ||
*'''[[Palette swap]]'''/'''Costume swap''': The altering of a character's appearance. Used to discern multiples of the same character; for instance, the default [[Kirby]] costume is Kirby with pink skin, but can be changed to blue, yellow, red, green, or white. Some characters such as [[Pikachu]] exhibit costume changes that add accessories; default Pikachu has no accessories, but a costume change could give it goggles or a hat. And some characters have entirely different outfits, different designs, an opposite-gender variant, or even other characters for their palettes. Costume changes are largely aesthetic and generally have no effect on gameplay. | *'''[[Palette swap]]'''/'''Costume swap''': The altering of a character's appearance. Used to discern multiples of the same character; for instance, the default [[Kirby]] costume is Kirby with pink skin, but can be changed to blue, yellow, red, green, or white. Some characters such as [[Pikachu]] exhibit costume changes that add accessories; default Pikachu has no accessories, but a costume change could give it goggles or a hat. And some characters have entirely different outfits, different designs, an opposite-gender variant, or even other characters for their palettes. Costume changes are largely aesthetic and generally have no effect on gameplay. | ||
*'''Punish''': Attacking the foe while they are vulnerable, usually after failing to execute an attack/strategy. | *'''Punish''': Attacking the foe while they are vulnerable, usually after failing to execute an attack/strategy. | ||
*'''[[Reach]]/range''': Refers to how far out an attack's hitboxes reach out, and thus how far away an attack can hit an opponent. | *'''[[Reach]]/range''': Refers to how far out an attack's hitboxes reach out, and thus how far away an attack can hit an opponent. | ||
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*'''Rushdown''': An archetype which encompasses fighters that tend to be fast and combo oriented with a mostly offense-based moveset. They rely on getting in their opponent's face and applying pressure until they force the opponent to make an opening, then swarm the opponent to kill them quickly. However, if the opponent either keeps them at a distance or is simply patient, the rushdown fighter does not have much in terms of a backup plan and will likely lose. | *'''Rushdown''': An archetype which encompasses fighters that tend to be fast and combo oriented with a mostly offense-based moveset. They rely on getting in their opponent's face and applying pressure until they force the opponent to make an opening, then swarm the opponent to kill them quickly. However, if the opponent either keeps them at a distance or is simply patient, the rushdown fighter does not have much in terms of a backup plan and will likely lose. | ||
*'''[[Shield]]''': Blocking an attack. In the ''Smash'' series, an energy sphere surrounds the player as they block, but this deteriorates over time, which will result in it [[shield break|breaking]] when it shrinks below its minimum threshold. | *'''[[Shield]]''': Blocking an attack. In the ''Smash'' series, an energy sphere surrounds the player as they block, but this deteriorates over time, which will result in it [[shield break|breaking]] when it shrinks below its minimum threshold. | ||
*'''[[Shoto]]''': An archetype that originates from the | *'''[[Shoto]]''': An archetype that originates from the {{uv|Street Fighter}} series. fighters in this archetype are usually very technical with some type of [[Hadoken|fireball]], [[Tatsumaki Senpukyaku|gap closer]] and [[Shoryuken|anti-air]]. The name comes from {{s|wikipedia|Shotokan Karate}}, a common real-world martial art that many video game characters practice. | ||
*'''[[Spacing]]''': The act of manipulating an opponent's position by utilizing the range of one's character's moves relative to the range of the opposing character's moves. Additionally refers to hitting with an attack from sufficiently far away or hitting with the attack's desired hitbox, to avoid getting punished. | *'''[[Spacing]]''': The act of manipulating an opponent's position by utilizing the range of one's character's moves relative to the range of the opposing character's moves. Additionally refers to hitting with an attack from sufficiently far away or hitting with the attack's desired hitbox, to avoid getting punished. | ||
*'''[[Stage]]''': The setting for a battle. Can also be called a '''map'''. | *'''[[Stage]]''': The setting for a battle. Can also be called a '''map'''. | ||
*'''[[Stalling]]''': The act of deliberately avoiding all conflict, often through the use of extreme exploits to leave oneself invulnerable or out of reach for an extended period of time, with the intent of letting a match's time run out or making the game unplayable. Generally overlaps with camping, but to a much greater degree. | *'''[[Stalling]]''': The act of deliberately avoiding all conflict, often through the use of extreme exploits to leave oneself invulnerable or out of reach for an extended period of time, with the intent of letting a match's time run out or making the game unplayable. Generally overlaps with camping, but to a much greater degree. | ||
*'''[[Stock]]''': The amount of lives a character has. Also refers to the match type; a '''Stock Match''' ends when a player runs out of lives. Not always timed, but when they are, the person with the highest amount of stock wins in the event of time running out. | *'''[[Stock]]''': The amount of lives a character has. Also refers to the match type; a '''Stock Match''' ends when a player runs out of lives. Not always timed, but when they are, the person with the highest amount of stock wins in the event of time running out. | ||
* | *'''[[Sweet_spot_(hitbox)|Sweetspot]]''': The hitbox of an attack that deals the most desirable effect, typically the strongest hitbox in the attack. | ||
**'''Sourspot''': The hitbox that deals the least desirable effect | **'''Sourspot''': The opposite of a sweetspot; the hitbox that deals the least desirable effect, typically the weakest hitbox in the attack. | ||
*'''[[Taunt]]''': An action done to mock the foe. Usually have no sort of in-game effect, and done in celebration. Entire matches dedicated to taunts are appropriately called "[[Taunt Match]]es". | *'''[[Taunt]]''': An action done to mock the foe. Usually have no sort of in-game effect, and done in celebration. Entire matches dedicated to taunts are appropriately called "[[Taunt Match]]es". | ||
*'''[[Technical skill]]''': Known as "tech skill" for short, refers to a player's ability to manipulate their controller to produce desired inputs. Players with greater tech skill can make inputs faster and more precisely, allowing them to more often and effectively pull off | *'''[[Technical skill]]''': Known as "tech skill" for short, refers to a player's ability to manipulate their controller to produce desired inputs. Players with greater tech skill can make inputs faster and more precisely, allowing them to more often and effectively pull off maneuvers that require more complicated inputs. | ||
*'''[[Training mode]]''': Allows one to become familiar with the character that one is using in a controlled setting. | *'''[[Training mode]]''': Allows one to become familiar with the character that one is using in a controlled setting. | ||
*'''[[Tier list]]''': The ranking of a character's potential effectiveness to perform in competitive play | *'''[[Tier list]]''': The ranking of a character's potential effectiveness to perform in competitive play. | ||
*'''[[Tournament]]''': A gathering of players to compete in a controlled setting, to determine the best player out of the gathering. | *'''[[Tournament]]''': A gathering of players to compete in a controlled setting, to determine the best player out of the gathering. | ||
*'''[[Walking]]''': A type of movement that involves the character walking across the ground. While usually slower than other movement options, a character can perform any action at any time out of a walk. | *'''[[Walking]]''': A type of movement that involves the character walking across the ground. While usually slower than other movement options, a character can perform any action at any time out of a walk. | ||
*'''[[Zero-to-death combo]]''': Referred to as "zero-death" for short, a combo that starts on an opponent at or near 0% damage, that finishes with that opponent getting KOed. Can also be used to refer to any general sequence of moves initiated against an opponent at 0% damage and ends with them getting KOed that was not actually comboed together, but where the opponent was unable to successfully hit back or interrupt the sequence. | *'''[[Zero-to-death combo]]''': Referred to as "zero-death" for short, a combo that starts on an opponent at or near 0% damage, that finishes with that opponent getting KOed. Can also be used to refer to any general sequence of moves initiated against an opponent at 0% damage and ends with them getting KOed that was not actually comboed together, but where the opponent was unable to successfully hit back or interrupt the sequence. | ||
**'''Infinite''': A combo that can continue indefinitely regardless of damage while keeping the opponent locked in with no chance to escape if performed correctly. Functionally equivalent to a zero-death, but there is also the potential to stall time (which all tournaments have rules against). An example of an infinite is [[wobbling]] in ''Melee''. | **'''Infinite''': A combo that can continue indefinitely regardless of damage while keeping the opponent locked in with no chance to escape if performed correctly. Functionally equivalent to a zero-death, but there is also the potential to stall time (which all tournaments have a rules against). An example of an infinite is [[wobbling]] in ''Melee''. | ||
***'''Wall infinite''': An infinite combo performed against a wall. An example would be using Fox's | ***'''Wall infinite''': An infinite combo performed against a wall. An example would be using Fox's [[Reflector (Fox)|Reflector]] down special (also known as the shine) against a wall in ''Melee'', or using King Dedede's down throw to chaingrab an opponent near a wall in ''Brawl''. | ||
*'''Zoner''': An archetype that encompasses fighters who excel at keeping the opponent at a distance | *'''Zoner''': An archetype that encompasses fighters who excel at keeping the opponent at a distance. This is done by long ranged moves or projectiles and a few very powerful short ranged attacks. The goal is to both kill the opponent without them getting close and wear down their patience into running into the short ranged attack. But just as easily as they can punish, they can also be punished, with the opponent tricking them into using the wrong move potentially leading to massive damage. | ||
==Smash-specific== | ==Smash-specific== | ||
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*'''[[Advanced technique]]''': A technique that is not one of the game's basic moves, and requires more than mere basic inputs to successfully perform. | *'''[[Advanced technique]]''': A technique that is not one of the game's basic moves, and requires more than mere basic inputs to successfully perform. | ||
*'''[[Aerial | *'''[[Aerial]]''': An attack that a character performs while airborne. In each ''Smash'' game, every character has five different aerials, one for each of the four basic directions and one for no directional input. The type of aerials are: | ||
**'''[[Neutral aerial]]''': Referred to as "nair" for short, an aerial inputted when the attack button is pressed without any directional input. Neutral aerials are typically weak and the character's aerial attack with the fastest start-up, while involving being a type of [[sex kick]], or an attack where the character spins. | **'''[[Neutral aerial]]''': Referred to as "nair" for short, an aerial inputted when the attack button is pressed without any directional input. Neutral aerials are typically weak and the character's aerial attack with the fastest start-up, while involving being a type of [[sex kick]], or an attack where the character spins. | ||
**'''[[Forward aerial]]''': Referred to as "fair" for short, an aerial inputted when the attack button is pressed in conjunction with the direction the character is facing. Forward aerials typically involve some sort of attack towards the front of the character. Effect wise, there is no common | **'''[[Forward aerial]]''': Referred to as "fair" for short, an aerial inputted when the attack button is pressed in conjunction with the direction the character is facing. Forward aerials typically involve some sort of attack towards the front of the character. Effect wise, there is no common arch-type for forward aerials, with their speed, power, reach, and trajectory varying greatly across characters. | ||
**'''[[Back aerial]]''': Referred to as "bair" for short, an aerial inputted when the attack button is pressed in conjunction with the reverse direction the character is facing. Back aerials typically involve some sort of attack towards the back of the character, and are usually a solidly useful attack that is above average in all categories; very few characters have a back aerial that is decidedly ineffective or inferior to the character's other attacks. | **'''[[Back aerial]]''': Referred to as "bair" for short, an aerial inputted when the attack button is pressed in conjunction with the reverse direction the character is facing. Back aerials typically involve some sort of attack towards the back of the character, and are usually a solidly useful attack that is above average in all categories; very few characters have a back aerial that is decidedly ineffective or inferior to the character's other attacks. | ||
**'''[[Up aerial]]''': Referred to as "uair" for short, an aerial inputted when the attack button is pressed in conjunction with an upward directional input. Up aerials typically involve some sort of attack aimed above the character, and are usually an upward-hitting attack meant to juggle the opponent and/or KO opponents vertically. | **'''[[Up aerial]]''': Referred to as "uair" for short, an aerial inputted when the attack button is pressed in conjunction with an upward directional input. Up aerials typically involve some sort of attack aimed above the character, and are usually an upward-hitting attack meant to juggle the opponent and/or KO opponents vertically. | ||
**'''[[Down aerial]]''': Referred to as "dair" for short, an aerial inputted when the attack button is pressed in conjunction with a downward directional input. Down aerials typically involve some sort of attack aimed below the character. Effect-wise, down aerials are typically meteor smashes, a multi-hitting drill type of attack, or a stall-then-fall that also may or may not meteor smash | **'''[[Down aerial]]''': Referred to as "dair" for short, an aerial inputted when the attack button is pressed in conjunction with a downward directional input. Down aerials typically involve some sort of attack aimed below the character. Effect-wise, down aerials are typically either meteor smashes, a multi-hitting drill type of attack, or a stall-then-fall that also may or may not meteor smash. | ||
*'''[[Auto-canceling]]''': If a character lands with an aerial during a specific timeframe of the attack (usually the immediate beginning or immediate end of the move), the character will land with their standard landing animation instead of the aerial's landing animation, resulting in almost no landing lag. | *'''[[Auto-canceling]]''': If a character lands with an aerial during a specific timeframe of the attack (usually the immediate beginning or immediate end of the move), the character will land with their standard landing animation instead of the aerial's landing animation, resulting in almost no landing lag. | ||
*'''[[Blastline]]''': The invisible boundaries on the four sides of a stage, that will KO a character who passes them, whether by being knocked past them or moving past one | *'''[[Blastline]]''': The invisible boundaries on the four sides of a stage, that will KO a character who passes them, whether by being knocked past them or moving past one themself. The exception is the top blastline, which will only KO when a character passes one while in knockback. | ||
*'''[[Chain grab]]/chain throw''': A series of consecutive throws that allow the player to regrab the opponent before they can escape; essentially a combo involving throws. It is most prominently featured in ''Melee'' and ''Brawl'', and is not possible to perform in ''SSB4'' and ''Ultimate''. | *'''[[Chain grab]]/chain throw''': A series of consecutive throws that allow the player to regrab the opponent before they can escape; essentially a combo involving throws. It is most prominently featured in ''Melee'' and ''Brawl'', and is not possible to perform in ''SSB4'' and ''Ultimate''. | ||
*'''Clang''': When two attacks collide into each other. It will either result in the attacks | *'''Clang''': When two attacks collide into each other. It will either result in the attacks canceling each other out (if they deal similar damage) or one overriding the other (if one is significantly stronger than the other). | ||
*'''[[DACUS]]''': Short for "dash attack- | *'''[[DACUS]]''': Short for "dash attack-canceled up smash", an act where a player immediately cancels their dash attack with an up smash, which results in some characters sliding forward a significant distance while performing their up smash. It can only be done in ''Brawl''. | ||
*'''[[Dash attack]]''': A type of attack that a character can perform while dashing. Typically involves the character moving forward a small distance while attacking. | *'''[[Dash attack]]''': A type of attack that a character can perform while dashing. Typically involves the character moving forward a small distance while attacking. | ||
*'''[[Dash dancing]]''': The act of repeatedly dashing back and forth, done to either confound the opponent or to show off | *'''[[Dash dancing]]''': The act of repeatedly dashing back and forth, done to either confound the opponent or to show off. | ||
*'''Direction of attacks''': All characters can direct their attacks; | *'''Direction of attacks''': All characters can direct their attacks; | ||
**'''Up''': All characters can do an upward-directed attack on the ground or in the air. | **'''Up''': All characters can do an upward-directed attack on the ground or in the air. | ||
**'''Down''': Likewise with up, all characters can do a downward-directed attack on the ground or in the air. | **'''Down''': Likewise with up, all characters can do a downward-directed attack on the ground or in the air. | ||
**'''Sideways''': On the ground, attacks directed to the left or right are referred to as "side" attacks. | **'''Sideways''': On the ground, attacks directed to the left or right are referred to as "side" attacks. | ||
**'''Forward''': Offensive moves initiated while moving forward in the air. Also tends to be used for side ground | **'''Forward''': Offensive moves initiated while moving forward in the air. Also tends to be used for side ground attacks; "forward tilt" and "side tilt", and "forward smash" and "side smash", refer to the same attack. | ||
**'''Back''': Offensive moves initiated while the control stick is pointed in the opposite direction of where the character is facing | **'''Back''': Offensive moves initiated while the control stick is pointed in the opposite direction of where the character is facing. | ||
**'''Neutral''': No input given other than the attack button. | **'''Neutral''': No input given other than the attack button. | ||
*'''[[Directional influence]]''': If a player holds the control stick in a direction as they are struck with an attack, they will slightly alter their launch trajectory in the direction they were holding their control stick. Can be utilized to live longer and to escape combos. Referred to as "DI" for short. | *'''[[Directional influence]]''': If a player holds the control stick in a direction as they are struck with an attack, they will slightly alter their launch trajectory in the direction they were holding their control stick. Can be utilized to live longer and to escape combos. Referred to as "DI" for short. | ||
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*'''First Actionable Frame''': Referred to as "FAF" for short, it is the first frame in which another action can be performed. If the action is interruptible, it is the frame this can be done; if not, it is the action's animation length plus one. | *'''First Actionable Frame''': Referred to as "FAF" for short, it is the first frame in which another action can be performed. If the action is interruptible, it is the frame this can be done; if not, it is the action's animation length plus one. | ||
*'''[[Final Smash]]''': An attack of ultimate power granted to a character upon breaking the [[Smash Ball]] (or additionally in ''Ultimate'' only, filling the [[Final Smash Meter]]). Activated by pressing the special move button with no directional input once gained. | *'''[[Final Smash]]''': An attack of ultimate power granted to a character upon breaking the [[Smash Ball]] (or additionally in ''Ultimate'' only, filling the [[Final Smash Meter]]). Activated by pressing the special move button with no directional input once gained. | ||
*'''[[Gimp]]''': A KO that involves disrupting an offstage opponent's recovery, resulting in them failing to make it back to the stage and falling to their death at the bottom blastline, rather than forcefully knocking them past a blastline. | *'''[[Gimp]]''': A KO that involves disrupting an offstage opponent's recovery, resulting in them failing to make it back to the stage and falling to their death at the bottom blastline, rather than forcefully knocking them past a blastline. | ||
*'''[[Glide toss]]''': A technique that involves immediately cancelling a character's roll by throwing an item, which results in the character sliding in the roll's direction while throwing the item. The distance slid depends on the character, what direction the character was rolling, and the specific time they interrupted the roll. The distance slid can vary from character to character, ranging from covering almost no distance to traveling almost the entire stage length. In ''SSB4'' and ''Ultimate'', canceling a roll into an item throw completely halts the user's horizontal momentum, and in ''Ultimate'', the window to perform the technique has been reduced to only two frames, so the technique sees most use in ''Melee'' and ''Brawl''. | *'''[[Glide toss]]''': A technique that involves immediately cancelling a character's roll by throwing an item, which results in the character sliding in the roll's direction while throwing the item. The distance slid depends on the character, what direction the character was rolling, and the specific time they interrupted the roll. The distance slid can vary from character to character, ranging from covering almost no distance to traveling almost the entire stage length. In ''SSB4'' and ''Ultimate'', canceling a roll into an item throw completely halts the user's horizontal momentum, and in ''Ultimate'', the window to perform the technique has been reduced to only two frames, so the technique sees most use in ''Melee'' and ''Brawl''. | ||
*'''[[Helpless]] | *'''[[Helpless]]''': A state where a character in the air is unable to perform any action until landing. Typically occurs after performing a recovery move, and is indicated by the character being stuck in a character-specific pose while flashing. | ||
*'''[[Interruptibility]]''': The ability to cancel part of an animation with a new action. | *'''[[Interruptibility]]''': The ability to cancel part of an animation with a new action. | ||
*'''[[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 | *'''Kill confirm''': A true combo, where if a condition is met, the opponent will be able to be KOed. | ||
**'''50:50''': A | **'''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. | ||
*'''[[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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*'''[[Midair jump]]''': A jump every character can perform while airborne, often referred to as a "double jump". Most characters can only use one midair jump before landing or grabbing a ledge, but some characters can jump an additional multiple times in the air before landing. | *'''[[Midair jump]]''': A jump every character can perform while airborne, often referred to as a "double jump". Most characters can only use one midair jump before landing or grabbing a ledge, but some characters can jump an additional multiple times in the air before landing. | ||
**'''[[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]]''': | *'''[[Misfire]]''': [[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. | *'''[[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. | ||
*'''[[Plank]]ing''': A technique where a player stays hanging on the ledge beyond what is necessary, abusing the ledge's invincibility to remain safe. One of the most prominent stalling tactics. It is much less abusable in ''SSB4'' and ''Ultimate'' than in prior games due to altered ledge mechanics. | *'''[[Plank]]ing''': A technique where a player stays hanging on the ledge beyond what is necessary, abusing the ledge's invincibility to remain safe. One of the most prominent stalling tactics. It is much less abusable in ''SSB4'' and ''Ultimate'' than in prior games due to altered ledge mechanics. | ||
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**'''[[Transcendent priority]]''': A term used to refer to a property some hitboxes have, where they are completely unable to clang with the hitboxes of all other attacks, allowing them to bypass priority altogether. | **'''[[Transcendent priority]]''': A term used to refer to a property some hitboxes have, where they are completely unable to clang with the hitboxes of all other attacks, allowing them to bypass priority altogether. | ||
*'''[[Recovery]]''': An effort to return to the stage once knocked off it. | *'''[[Recovery]]''': An effort to return to the stage once knocked off it. | ||
*'''Scrooging''': The act of a player traveling underneath the stage from one side to the other, usually to stall time. There are "anti-scrooging" rules that were implemented in many high-level ''Brawl'' tournaments. The general rule states that the character must land on the stage before scrooging again. | *'''Scrooging''': The act of a player traveling underneath the stage from one side to the other, usually to stall time. There are "anti-scrooging" rules that were implemented in many high-level ''Brawl'' tournaments. The general rule states that the character must land on the stage before scrooging again. The terminology/technical was abused, however. | ||
*'''[[Share stock]]''': In team-based multiplayer matches, it is possible to take an ally's extra life once the player has been removed from the game, done by pressing Start in ''Melee'' or A+B in ''Brawl''. | *'''[[Share stock]]''': In team-based multiplayer matches, it is possible to take an ally's extra life once the player has been removed from the game, done by pressing Start in ''Melee'' or A+B in ''Brawl''. | ||
*'''[[Shark]]ing''': The act of a player attacking the opponent from underneath the stage's main platform. Considered to be an "offensive" version of ledge planking, though sharking also can involve platforms that can be jumped through, such as on [[Halberd]]. | *'''[[Shark]]ing''': The act of a player attacking the opponent from underneath the stage's main platform. Considered to be an "offensive" version of ledge planking, though sharking also can involve platforms that can be jumped through, such as on [[Halberd]]. | ||
*'''[[Short hop]]''': A smaller jump, done by tapping the jump button briefly and letting go near immediately. | *'''[[Short hop]]''': A smaller jump, done by tapping the jump button briefly and letting go near immediately. | ||
*'''[[Smash attack]]''': A powerful offensive ground move that can be charged for additional damage. Every character has three types of smash attacks; | *'''[[Smash attack]]''': A powerful offensive ground move that can be charged for additional damage. Every character has three types of smash attacks; | ||
**'''[[Forward smash]]''': Also known as "side smash | **'''[[Forward smash]]''': Also known as "side smash, and referred to as "f-smash" for short, inputted by pressing the attack button in conjunction with a tapped left or right directional input. Typically involves the character throwing a mighty blow in front of them, with generally more reach than their other attacks. Forward smashes are usually the character's slowest but most powerful smash attack, and one of the character's most powerful attacks, if not their strongest altogether. | ||
**'''[[Up smash]]''': Referred to as "u-smash" for short, inputted by pressing the attack button in conjunction with a tapped up directional input. Typically involves the character forcefully striking upward. Effect-wise, up smashes tend to be roughly in between forward and down smashes in terms of speed and power, though some characters have up smashes that are distinctly more powerful than their other attacks ([[Fox]] being a prominent example of such throughout the series). Some characters also have up smashes that are weaker than their other smashes while being multi-hitting. | **'''[[Up smash]]''': Referred to as "u-smash" for short, inputted by pressing the attack button in conjunction with a tapped up directional input. Typically involves the character forcefully striking upward. Effect-wise, up smashes tend to be roughly in between forward and down smashes in terms of speed and power, though some characters have up smashes that are distinctly more powerful than their other attacks ([[Fox]] being a prominent example of such throughout the series). Some characters also have up smashes that are weaker than their other smashes while being multi-hitting. | ||
**'''[[Down smash]]''': Referred to as "d-smash" for short, inputted by pressing the attack button in conjunction with a tapped down directional input. Typically involves the character striking both the front and back of them, whether at the same time or in succession. Down smashes are usually the character's fastest, but weakest smash attack | **'''[[Down smash]]''': Referred to as "d-smash" for short, inputted by pressing the attack button in conjunction with a tapped down directional input. Typically involves the character striking both the front and back of them, whether at the same time or in succession. Down smashes are usually the character's fastest, but weakest smash attack. | ||
*'''[[ | *'''[[Space animal]]''': Refers to [[Fox]], [[Falco]] and [[Wolf]], whose combination of fast falling speed and high gravity causes them to be fairly vulnerable to certain combos and chain throws that are less effective against many other characters, especially in ''Melee'' and ''Brawl''. [[Captain Falcon]] is also sometimes lumped into this group, especially in ''Melee'', due to also having a similarly fast falling speed and high gravity that allows him to also get hit by "space animal combos". | ||
*'''[[Special move]]''': A move that has unique or otherwise unusual properties, that go beyond merely damaging a foe, and can be typically initiated from the ground or air. Also called '''B moves'''. Every character has four special moves (three in ''Smash 64''), which are: | *'''[[Special move]]''': A move that has unique or otherwise unusual properties, that go beyond merely damaging a foe, and can be typically initiated from the ground or air. Also called '''B moves'''. Every character has four special moves (three in ''Smash 64''), which are: | ||
**'''[[Neutral special]]''': A special move inputted by tapping the special button without any directional input. Neutral specials are typically the character's most basic special move, being a projectile or some type of charging attack. | **'''[[Neutral special]]''': A special move inputted by tapping the special button without any directional input. Neutral specials are typically the character's most basic special move, being a projectile or some type of charging attack. | ||
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**'''[[Up special]]''': A special move inputted by tapping the special button in conjunction with an upward directional input. Up specials are typically the character's "recovery move", a type of move that allows the character to move a significant distance through the air. Up specials also usually have minimal practical effect outside recovery purposes. | **'''[[Up special]]''': A special move inputted by tapping the special button in conjunction with an upward directional input. Up specials are typically the character's "recovery move", a type of move that allows the character to move a significant distance through the air. Up specials also usually have minimal practical effect outside recovery purposes. | ||
**'''[[Down special]]''': A special move inputted by tapping the special button in conjunction with a downward directional input. Down specials are typically a character's special move with an "other function" (i.e. they have a more unique effect than the character's other special moves). | **'''[[Down special]]''': A special move inputted by tapping the special button in conjunction with a downward directional input. Down specials are typically a character's special move with an "other function" (i.e. they have a more unique effect than the character's other special moves). | ||
*'''[[Stale-move negation]]''': A mechanic that causes a move to weaken as it is successively used. It additionally only counts moves that successfully hit an opponent; a move that fails to land will not count towards it. | *'''[[Stale-move negation]]''': A mechanic that causes a move to weaken as it is successively used. It additionally only counts moves that successfully hit an opponent; a move that fails to land will not count towards it. | ||
*'''[[Sticker]]''': A collectible item that can be applied to characters in | *'''[[Sticker]]''': A collectible item that can be applied to characters in the [[Subspace Emissary]] to boost stats. | ||
*'''[[Sudden Death]]''': A mode used to resolve ties in | *'''[[Sudden Death]]''': A mode used to resolve ties in VS. mode matches, where all tied players will fight only one stock with 300% damage, while [[Bob-omb]]s start falling from the sky if the players fail to KO each other in time. | ||
*'''[[ | *'''[[Tether]]''': A method of recovery involving grabbing onto a ledge from a distance. | ||
*'''[[Trophy]]''': A collectible object, modelled after specific characters from Nintendo's franchises, that can be viewed in the trophy gallery, accompanied by a short bio of the trophy's subject. Trophies can be obtained by doing various tasks in-game. | |||
*'''[[ | *'''[[Time out]]''': Refers to when a match's timer runs out, resulting in the end of the match and a winner being announced, or progressing to Sudden Death if two or more players tied. In competitive play, it is also used as a verb, referring to when a player wins a game by letting the time run out while they have a stock or percentage lead. | ||
*'''[[Tilt]]''': The common term for "strong attacks", standard ground attacks that can be performed towards a direction with the control stick "titled" instead of tapped. The are three type of tilts; | |||
*'''[[Tilt]]''': The common term for "strong attacks", standard ground attacks that can be performed towards a direction with the control stick " | **'''[[Forward tilt]]''': Also known as "side tilt", and referred to as "f-tilt" for short, inputted by pressing the attack button in conjunction with the control stick tilted towards the right or left direction. Forward tilts typically involves the character throwing out some sort of basic attack in front of them, while being somewhere between their jab and forward smash in terms of power, speed, and reach. Usually serves as a quick spacer or weak punisher. | ||
**'''[[Forward tilt]]''': Also known as "side tilt", and referred to as "f-tilt" for short | **'''[[Up tilt]]''': Referred to as "u-tilt" for short, inputted by pressing the attack button in conjunction with the control stick tilted upward. Up tilts typically involve the character throwing out some basic attack above them. Up tilts tend to be more powerful than forward tilts but with less reach, and usually serve as a quick ground attack that can start combos and juggle opponents, while being capable of KOing at very high damages, though some up tilts are distinctly powerful and can KO as effectively as smash attacks. | ||
**'''[[Up tilt]]''': Referred to as "u-tilt" for short | **'''[[Down tilt]]''': Referred to as "d-tilt" for short, inputted by pressing the attack button in conjunction with the control stick tilted down. Down tilts typically involve the character throwing out some basic attack that is aimed low in front of them, and are usually the character's fastest tilt, but also their weakest. Down tilts are often useful grounded spacing tools or decent combo starters, depending on the characters. Many down tilts also have the ability to induce tripping, and many can also semi-spike, or particularly in ''Melee'' and ''Brawl'', even meteor smash. | ||
**'''[[Down tilt]]''': Referred to as "d-tilt" for short | |||
*'''[[Traction]]''': How much the character slows down on the ground. The lower the traction of a character, the farther they will slide around on the ground from momentum. | *'''[[Traction]]''': How much the character slows down on the ground. The lower the traction of a character, the farther they will slide around on the ground from momentum. | ||
*'''[[Tripping]]''': The act of a character tumbling over, and being left in a vulnerable sitting position. Tripping can be induced from being hit with certain attacks at too low of damage to get launched off the ground, and in ''Brawl'', can randomly occur 1% of the time whenever a dash is inputted. | *'''[[Tripping]]''': The act of a character tumbling over, and being left in a vulnerable sitting position. Tripping can be induced from being hit with certain attacks at too low of damage to get launched off the ground, and in ''Brawl'', can randomly occur 1% of the time whenever a dash is inputted. | ||
*'''[[Wall of pain]]''': A technique where a player barrages the (usually offstage) opponent with a succession of aerials across a horizontal distance, while the opponent is unable to, or can react little before the player finishes. Most prolific with [[Jigglypuff]], though other characters, particularly ones with multiple midair jumps, fast air speeds, slow falling speeds and fast, spammable aerials, can pull off lesser variations. | *'''[[Wall of pain]]''': A technique where a player barrages the (usually offstage) opponent with a succession of aerials across a horizontal distance, while the opponent is unable to, or can react little before the player finishes. Most prolific with [[Jigglypuff]], though other characters, particularly ones with multiple midair jumps, fast air speeds, slow falling speeds and fast, spammable aerials, can pull off lesser variations. | ||
*'''[[Wavedash]]ing''': A technique in ''Melee'' and ''Ultimate'' that involves the character air dodging into the ground at a diagonal angle, resulting in them sliding a small distance while being able to input any other action. How far a character slides is dependent on their traction, with characters sliding farther the lower their traction is. Characters with the highest traction will barely move, while in ''Melee'', those with the lowest traction will slide nearly half the stage's length. The technique sees far more use in ''Melee'' than in ''Ultimate''. | *'''[[Wavedash]]ing''': A technique in ''Melee'' and ''Ultimate'' that involves the character air dodging into the ground at a diagonal angle, resulting in them sliding a small distance while being able to input any other action. How far a character slides is dependent on their traction, with characters sliding farther the lower their traction is. Characters with the highest traction will barely move, while in ''Melee'', those with the lowest traction will slide nearly half the stage's length. The technique sees far more use in ''Melee'' than in ''Ultimate''. | ||
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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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*'''Hype''': Analogous to "excitement", such as "they're hyped for the next match". | *'''Hype''': Analogous to "excitement", such as "they're hyped for the next match". | ||
*'''[[John]]''': A "justification" for one underperforming or an error in performance. | *'''[[John]]''': A "justification" for one underperforming or an error in performance. | ||
*''' | *'''Kappa''': A word used at the end of a clause or sentence that expresses sarcasm. Originates with the fighting game community | ||
*'''[[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. | ||
*'''Salty''': Analogous to "being upset, disappointed, and/or angry", such as "he's real salty he lost". Originates from the ''{{s|wikipedia|Skullgirls}}'' community. | |||
*'''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. | ||
*'''[[Sandbagging]]''': The act of intentionally under-performing, whether through purposely playing poorly or using a character the player knows they will perform worse with. | *'''[[Sandbagging]]''': The act of intentionally under-performing, whether through purposely playing poorly or using a character the player knows they will perform worse with. | ||
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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 | *'''[[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. | ||
*'''[[Tournament legal]]''': Settings and regulations widely accepted for playing competitively. | *'''[[Tournament legal]]''': Settings and regulations widely accepted for playing competitively. | ||
==Wiki-specific== | ==Wiki-specific== | ||
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*'''[[SmashWiki:Policy|Policy]]''': The rules of the Smashwiki; how the site is to be run, what is expected from the articles and users, et cetera. All users should familiarize themselves with the policies prior to editing. | *'''[[SmashWiki:Policy|Policy]]''': The rules of the Smashwiki; how the site is to be run, what is expected from the articles and users, et cetera. All users should familiarize themselves with the policies prior to editing. | ||
*'''[[SmashWiki:Rollback|Rollbackers]]''': Users who can use '''rollback''' to immediately undo all edits by the same person in one click. This is mostly used to deal with vandals. | *'''[[SmashWiki:Rollback|Rollbackers]]''': Users who can use '''rollback''' to immediately undo all edits by the same person in one click. This is mostly used to deal with vandals. | ||
*'''[[SmashWiki:Sockpuppets|Sockpuppet]]''': A sockpuppet is an alternative account made by a user | *'''[[SmashWiki:Sockpuppets|Sockpuppet]]''': A sockpuppet is an alternative account made by a user under non-good faith intent, usually to pretend being another user, to violate wiki policy without getting infracted on their primary account, to get multiple votes on Smash Arena, or to bypass a ban. | ||
*'''[[SmashWiki:SmashWiki Status System|SmashWiki Status System]]''': An analysis of the Wiki's current state; when the wiki has a high volume of editing while lacking large quantities of information, a "yellow" or "red" status may be employed, and this means that user page and forum edits are limited, until the wiki enters a better state. "Green" or "Blue" are what are considered "healthy" areas to be. | *'''[[SmashWiki:SmashWiki Status System|SmashWiki Status System]]''': An analysis of the Wiki's current state; when the wiki has a high volume of editing while lacking large quantities of information, a "yellow" or "red" status may be employed, and this means that user page and forum edits are limited, until the wiki enters a better state. "Green" or "Blue" are what are considered "healthy" areas to be. | ||
*'''[[SmashWiki:Stubs|Stub]]''': An article that has inadequate information; it may have incomplete sections or lacking sections entirely. | *'''[[SmashWiki:Stubs|Stub]]''': An article that has inadequate information; it may have incomplete sections or lacking sections entirely. | ||
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*'''[[:Category:Universes|Universe]]''': The "universe" of a series refers to all properties from said franchise that are relevant to ''Smash Bros.'' | *'''[[:Category:Universes|Universe]]''': The "universe" of a series refers to all properties from said franchise that are relevant to ''Smash Bros.'' | ||
*'''[[SmashWiki:Users|User]]''': A person or bot that uses the website. A user may or may not be logged in, nor is it required to view and edit most of the site. | *'''[[SmashWiki:Users|User]]''': A person or bot that uses the website. A user may or may not be logged in, nor is it required to view and edit most of the site. | ||
**'''Userpage''': A personal page every user is entitled to upon registering. No anonymous users may get their own | **'''Userpage''': A personal page every user is entitled to upon registering. No anonymous users may get their own userpage. In addition, all users can also have user subpages. Generally, though, it's frowned upon to emphasize user page construction over wiki contributing, especially when SmashWiki enters "[[SmashWiki:SmashWiki Status System|Status Red]]". | ||
*'''Vandal''': A user who purposely fills Smashwiki with incorrect or inappropriate text, or removes sections of articles. Such users are extremely likely to be banned in accordance to the block policy. | *'''Vandal''': A user who purposely fills Smashwiki with incorrect or inappropriate text, or removes sections of articles. Such users are extremely likely to be banned in accordance to the block policy. | ||
*'''Wiki''': A community-maintained website with the intention of becoming the compendium of whatever subject it pertains to. For example, Smash Wiki aims to become a compendium of ''Smash Brothers.'' information. | *'''Wiki''': A community-maintained website with the intention of becoming the compendium of whatever subject it pertains to. For example, Smash Wiki aims to become a compendium of ''Smash Brothers.'' information. |