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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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**'''[[Double jump cancel]]''': The act of canceling the momentum of a character's midair jump with an attack. Can only be performed by the few characters with a delayed midair jump, such as [[Ness]] or [[Mewtwo]]. It is not possible to cancel the upward momentum of delayed double jumps completely with regular aerial attacks in ''Brawl'', ''SSB4'' or ''Ultimate''. | **'''[[Double jump cancel]]''': The act of canceling the momentum of a character's midair jump with an attack. Can only be performed by the few characters with a delayed midair jump, such as [[Ness]] or [[Mewtwo]]. It is not possible to cancel the upward momentum of delayed double jumps completely with regular aerial attacks in ''Brawl'', ''SSB4'' or ''Ultimate''. | ||
*'''[[Misfire]]''': In every game from ''Melee'' onward, [[Luigi]]'s [[Green Missile]] move has the chance to randomly "misfire" regardless of charge, resulting in an explosive animation that causes Luigi to fly across the stage, resulting in it traveling faster and farther, while dealing significantly more damage and knockback to any opponent that he collides with. | *'''[[Misfire]]''': In every game from ''Melee'' onward, [[Luigi]]'s [[Green Missile]] move has the chance to randomly "misfire" regardless of charge, resulting in an explosive animation that causes Luigi to fly across the stage, resulting in it traveling faster and farther, while dealing significantly more damage and knockback to any opponent that he collides with. | ||
*'''[[Momentum canceling]]''': A technique, where a player in knockback performs various actions, to redirect or negate their momentum, allowing them to survive blows that would have KOed them otherwise. | *'''[[Momentum canceling]]''': A technique, where a player in knockback performs various actions, to redirect or negate their momentum, allowing them to survive blows that would have KOed them otherwise. Only possible in ''Brawl'', as hitstun canceling is required for a character to be able to act while in knockback. | ||
*'''[[Moonwalk]]ing''': A technique that allows a character to move backward a small distance while dashing. It can only be performed in ''Melee''. | *'''[[Moonwalk]]ing''': A technique that allows a character to move backward a small distance while dashing. It can only be performed in ''Melee''. | ||
*'''[[Out of shield]]''': Refers to any action a player performs immediately out of their shield. An '''out of shield punish''' is when the player successfully punishes the opponent after the opponent struck their shield. | *'''[[Out of shield]]''': Refers to any action a player performs immediately out of their shield. An '''out of shield punish''' is when the player successfully punishes the opponent after the opponent struck their shield. | ||
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**'''[[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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**'''[[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. 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. | ||
**'''[[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. | **'''[[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. Depending on the character, down tilts | **'''[[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. Depending on the character in use, down tilts may often useful grounded spacing tools, decent combo starters, or even forward-moving slide attacks. 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. | ||
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*'''Slob pick''': A rule that allowed the loser of a match to change either their character or the stage, while the winner was required to remain in their previous setting. | *'''Slob pick''': A rule that allowed the loser of a match to change either their character or the stage, while the winner was required to remain in their previous setting. | ||
*'''[[Smasher]]''': A term used to refer to people who play Smash with any sort of dedication. | *'''[[Smasher]]''': A term used to refer to people who play Smash with any sort of dedication. | ||
*'''[[Split]]ting''': The act of two or more players sharing their winnings from a tournament amongst themselves. It typically happens in innocuous contexts where the tournament could not finish (such as the tournament's venue closing before its conclusion), and so all players that have not yet been eliminated from the tournament split the pot. In more grey cases, it happens when two or more finalists no longer want to play at the end of a tournament and so agree to split their winnings, then play their remaining set(s) with halfhearted effort | *'''[[Split]]ting''': The act of two or more players sharing their winnings from a tournament amongst themselves. It typically happens in innocuous contexts where the tournament could not finish (such as the tournament's venue closing before its conclusion), and so all players that have not yet been eliminated from the tournament split the pot. In more grey cases, it happens when two or more finalists no longer want to play at the end of a tournament and so agree to split their winnings, then play their remaining set(s) with halfhearted effort. In clear malicious contexts, it can involve a player agreeing to intentionally lose to another player in exchange for a portion of their winnings, often in a conspiracy to eliminate a third unrelated player that one of the two splitting players has an unfavorable matchup against. | ||
*'''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. |