SmashWiki:Glossary: Difference between revisions

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→‎General terms: Added active frames, added span w/ id's so redirects will go straight to active frames & grappler, and reworded grappler definition
(→‎General terms: Added Grappler to the "general glossary" list, moved "Hit Grab" above "Grab" to make the list more in alphabetical order.)
m (→‎General terms: Added active frames, added span w/ id's so redirects will go straight to active frames & grappler, and reworded grappler definition)
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==General terms==
==General terms==
These terms apply to fighting games in general:
These terms apply to fighting games in general:
*'''<span id="Active frames">Active frames</span>''': The portion of time of a move's animation where hitboxes are present, and thus the move is capable of hitting the opponent and dealing damage.
*'''[[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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**'''[[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]].
*'''Grappler''': An archetype of character whose most powerful move(s) is their throw(s). They usually have one or more command grabs, and are extremely powerful at close range, but fall off at further ranges. The prototypical example is ''Zangief'' from the {{uv|Street Fighter}} series. The primary emotion grapplers usually invoke in their opponent is ''fear'', as being cornered by a grappler is more often than not a death sentence for the opponent.
*'''<span id="Grappler">Grappler</span>''': An archetype of character whose most powerful move(s) is their throw(s). They usually have one or more command grabs, and are extremely powerful at close range, but fall off at further ranges. The prototypical example is ''Zangief'' from the {{uv|Street Fighter}} series, and the Smash Bros. character most aligned with the archetype is [[Incineroar (SSBU)|Incineroar]]. The primary emotion grapplers are intended to invoke in their opponent is ''fear'', as being cornered by a grappler is more often than not a death sentence for the opponent.
*'''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.
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