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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''': Moving towards an opponent, usually in conjunction with attacks. | *'''[[Approach]]ing''': Moving towards an opponent, usually in conjunction with attacks. | ||
*'''[[Attack]]''': Use of a move that damages the opponent. | *'''[[Attack]]''': Use of a move that damages the opponent. | ||
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*'''[[Cancel]]''': The act of prematurely ending an animation to be free to act again sooner. Cancellable actions vary between games but often includes attacks, movements, and receiving knockback or hitstun. | *'''[[Cancel]]''': The act of prematurely ending an animation to be free to act again sooner. Cancellable actions vary between games but often includes attacks, movements, and receiving knockback or hitstun. | ||
**"Cancelling" can also refer to cancelling the execution of an action to remain non-committal. Characters with chargeable [[special move]]s may have the option to cancel them before release to avoid an otherwise lengthy period of vulnerability or to gut an opponent's attempt to predict or punish the attack. | **"Cancelling" can also refer to cancelling the execution of an action to remain non-committal. Characters with chargeable [[special move]]s may have the option to cancel them before release to avoid an otherwise lengthy period of vulnerability or to gut an opponent's attempt to predict or punish the attack. | ||
*'''Clean hit''': A well-timed hit that uses an attack's initial hitbox; usually much stronger than the late hit. Many attacks don't differentiate, but examples of those that do include {{SSBM|Fox}}'s [[up smash]] in ''Melee'' and most [[sex kick]]s. | *'''Clean hit''': A well-timed hit that uses an attack's initial hitbox; usually much stronger than the late hit. Many attacks don't differentiate, but examples of those that do include {{SSBM|Fox}}'s [[up smash]] in ''Melee'' and most [[sex kick]]s. | ||
**'''Late hit''': A hit that uses an attack's later hitbox; usually weaker than the clean hit. Some attacks have a [[sourspot]] that coincides with the late hit, like the [[Knee Smash]] | **'''Late hit''': A hit that uses an attack's later hitbox; usually weaker than the clean hit. Some attacks have a [[sourspot]] that coincides with the late hit, like the [[Knee Smash]] | ||
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*'''[[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 mind games are key at this distance, as using random moves is highly inadvisable. | *'''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 mind games 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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**'''[[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 include [[Fishing Rod]] and [[Buster Wolf]]. | ***'''[[Hit grab]]''': A special type of grab that is blockable, despite putting opponents in a grabbed state when connecting. Examples include [[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. | ||
*'''[[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. | **'''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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*'''Move''': A distinct, animated action a character can take in a fight. Examples include Fox's [[Fox (SSBM)/Up smash|Flip Kick]], distinct from Fox's [[Blaster (Fox)|Blaster]]. | *'''Move''': A distinct, animated action a character can take in a fight. Examples include Fox's [[Fox (SSBM)/Up smash|Flip Kick]], distinct from Fox's [[Blaster (Fox)|Blaster]]. | ||
*'''[[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. | ||
*'''[[Projectile]]''': An attack that is not connected to the attacker. These come with the benefits of a variety of unique properties not seen in physical attacks, such as long range, causing hitlag to a target but not the user, and allowing the user to act while the projectile is still in play. | *'''[[Projectile]]''': An attack that is not connected to the attacker. These come with the benefits of a variety of unique properties not seen in physical attacks, such as long range, causing hitlag to a target but not the user, and allowing the user to act while the projectile is still in play. | ||
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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|projectile]], [[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'''. | ||
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*'''[[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 chain grab an opponent near a wall in ''Brawl''. | ||
*'''Zoner''': An archetype that encompasses fighters who excel at keeping the opponent at a distance using long ranged/disjointed moves or projectiles. The goal is to threaten the opponent without being in range to get threatened back. But just as easily as they can pressure, they can also be pressured; if the opponent is able to penetrate the zoner's barriers, they can potentially inflict massive damage, as zoners typically lack reliable defensive options. | *'''Zoner''': An archetype that encompasses fighters who excel at keeping the opponent at a distance using long ranged/disjointed moves or projectiles. The goal is to threaten the opponent without being in range to get threatened back. But just as easily as they can pressure, they can also be pressured; if the opponent is able to penetrate the zoner's barriers, they can potentially inflict massive damage, as zoners typically lack reliable defensive options. | ||
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*'''[[Aerial attack]]''': 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: | *'''[[Aerial attack]]''': 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. | ||
**'''[[Grab aerial]]''': Referred to as "zair" for short, an unique aerial inputted when the grab button is pressed. Only characters with tether grabs can use a grab aerial. | **'''[[Grab aerial]]''': Referred to as "zair" for short, an unique aerial inputted when the grab button is pressed. Only characters with tether grabs can use a grab aerial. | ||
*'''[[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. | ||
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*'''[[DACUS]]''': Short for "dash attack-cancelled 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''. | *'''[[DACUS]]''': Short for "dash attack-cancelled 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 - this is not true for aerial attacks. | ||
**'''Back''': Offensive moves initiated while the control stick is pointed in the opposite direction of where the character is facing. Primarily only applies to aerial attacks, though there are a few [[command input]] moves that use this direction. | **'''Back''': Offensive moves initiated while the control stick is pointed in the opposite direction of where the character is facing. Primarily only applies to aerial attacks, though there are a few [[command input]] moves that use this direction. | ||
**'''Neutral''': No input given other than the attack button. | **'''Neutral''': No input given other than the attack button. | ||
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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 | *'''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]]. | ||
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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 with only one stock and 300% damage, where the first strike landed usually leads to an instant KO. Eventually [[Bob-omb]]s start falling from the sky if the players fail to KO each other in time, and in ''[[Ultimate]]'' the blast zones will also start shrinking to farther discourage camping. | ||
*'''[[Tech]]''': The action of pressing the shield button the moment one hits a surface while in tumble or in a launched state to cancel all knockback. When teching on the ground, one can "tech-in-place", "tech roll away", or "tech roll in". "Tech" is also used as shorthand for "technique". | *'''[[Tech]]''': The action of pressing the shield button the moment one hits a surface while in tumble or in a launched state to cancel all knockback. When teching on the ground, one can "tech-in-place", "tech roll away", or "tech roll in". "Tech" is also used as shorthand for "technique". | ||
**'''[[Tech chase]]''': The action of predicting what one's opponent will do when the opponent lands on the ground in a situation where they could have teched. | **'''[[Tech chase]]''': The action of predicting what one's opponent will do when the opponent lands on the ground in a situation where they could have teched. | ||
*'''[[Grab#Tether grabs and extended grabs|Tether grabs and extended grabs]]''': Some characters possess grabs with exceptionally long range, often in exchange for speed. The distinction between a "tether" and "extended" grab is purely technical, based on how the grab is connected to the character's animation skeleton. | *'''[[Grab#Tether grabs and extended grabs|Tether grabs and extended grabs]]''': Some characters possess grabs with exceptionally long range, often in exchange for speed. The distinction between a "tether" and "extended" grab is purely technical, based on how the grab is connected to the character's animation skeleton. | ||
*'''[[Tether recovery]]''': A method of recovery involving grabbing onto a ledge from a distance. There are multiple moves capable of connecting to ledges, including an aerial tether grab (a.k.a. "zair"), some special moves, and even a few basic aerial attacks. | *'''[[Tether recovery]]''': A method of recovery involving grabbing onto a ledge from a distance. There are multiple moves capable of connecting to ledges, including an aerial tether grab (a.k.a. "zair"), some special moves, and even a few basic aerial attacks. | ||
*'''[[Tilt]]''': The common term for "strong attacks", standard ground attacks that can be performed towards a direction with the control stick " | *'''[[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. | ||
**'''[[Forward tilt]]''': Also known as "side tilt", and referred to as "f-tilt" for short | *'''[[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; | ||
**'''[[Up tilt]]''': Referred to as "u-tilt" for short | **'''[[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. | ||
**'''[[Down tilt]]''': Referred to as "d-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 anti-airs or 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. | ||
**'''[[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. | |||
*'''[[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. | ||
*'''Transition stage'''/'''Transformation stage''': A type of stage that changes its shape or layout throughout a match. | *'''Transition stage'''/'''Transformation stage''': A type of stage that changes its shape or layout throughout a match. | ||
*'''[[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. | ||
*'''[[Tumble]]''': A state in which a character has been hit and is falling in a tumbling animation. | *'''[[Tumble]]''': A state in which a character has been hit and is falling in a tumbling animation. | ||
*'''[[Walk-off]]''': A part of the stage that extends all the way to the left or right blastline, rather than stopping at a ledge. | *'''[[Walk-off]]''': A part of the stage that extends all the way to the left or right blastline, rather than stopping at a ledge. | ||
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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. | ||
*'''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 | *'''[[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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*'''[[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. |