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==General terms== | ==General terms== | ||
These terms apply to fighting games in general: | These terms apply to fighting games in general: | ||
*'''{{TextAnchor|Active frames}}''': The collection of frames during 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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*'''[[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. | ||
**'''[[Kara cancel]]''': The ability to cancel the start-up of a move into another move. Both of these moves are dependent upon the game and character: for example, all characters can cancel their dash attack into their dash grab in every game except for ''64'' (known as a '''boost grab'''), while Ryu, Ken, and Terry can cancel their normals in the first 3 frames after activation into their command inputs. It's usually done to transfer properties of the first move (such as range or invincibility) onto the second. | |||
*'''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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**'''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 largely based on other characters, pseudo-clones are largely unique overall, and so calling them semi-clones would be somewhat misleading. | **'''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 largely based on other characters, pseudo-clones are largely unique overall, and so calling them semi-clones would be somewhat misleading. | ||
***An example in ''Smash'' would be [[Wolf]], who shares a small number of moves and animations with [[Fox]], but the vast majority of his moveset and attributes are entirely unique. | ***An example in ''Smash'' would be [[Wolf]], who shares a small number of moves and animations with [[Fox]], but the vast majority of his moveset and attributes are entirely unique. | ||
**'''Echo fighter''': An official designation given to | **'''Echo fighter''': An official designation given to some clone characters in ''Ultimate''. While most of the characters designated as Echoes are extremely similar to their parent character, if not nigh-identical, {{SSBU|Ken}} was also designated as an Echo despite being less similar to his parent character than a couple clones who weren't designated as an Echo, for example {{SSBU|Dr. Mario}}. As such, "Echo Fighter" isn't exactly an official synonym of the term "clone", nor is it a defined classification based on how "cloned" a character is. | ||
**'''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. | **'''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. | ||
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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. | ||
*'''[[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. | |||
*'''[[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]]. | ||
*''' | *'''{{TextAnchor|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; in the Smash Bros. series, the fighter 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. | ||
**'''[[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 past the character's hurtboxes, thus allowing it to pass through opposing hitboxes without hurting the user. Nearly every move technically has hitboxes that are disjointed to some degree, so this term more often gets used to refer to moves where the "disjoint" is significant enough for it to semi-reliably hit through opposing moves without the user getting hit, such as for most moves that utilize weapons. | ||
*'''[[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. This mechanic was introduced in ''Brawl'' and was by far at its most powerful there, where if characters were hit by a strong enough blow to induce [[tumble]], they could air dodge after 13 frames or perform an aerial attack after 25 out of hitstun regardless of the hitstun amount. ''Smash 4'' and ''Ultimate'' kept the mechanic but severely nerfed it, increasing the air dodge and aerial hitstun cancel delays to 40 and 45 frames respectively, while also now scaling with the amount of knockback sustained and so increasingly strong blows have increasingly longer hitstun cancel delays. | ||
*'''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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*'''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 ''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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*'''[[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 manoeuvres that require more complicated inputs. | *'''[[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 manoeuvres that require more complicated inputs. | ||
*'''[[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 a tie-breaker 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. | |||
*'''[[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 in relation to a game's entire character roster. | *'''[[Tier list]]''': The ranking of a character's potential effectiveness to perform in competitive play in relation to a game's entire character roster. | ||
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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 | **'''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''. | ||
***'''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 {{b|Shine|Fox}} against a wall in ''Melee'', or using {{SSBB|King Dedede}}'s {{mvsub|King Dedede|SSBB|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 archetype 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 | **'''[[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; however, some moves do not fit in any of the aforementioned categories. | ||
**'''[[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. This is most commonly seen in ''Melee''. | ||
*'''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, however. | ||
**'''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 setup that can be unavoidably followed up with a KO move if successfully pulled off. | ||
**'''50:50''': A | **'''50:50''': A combo setup that can lead to a KO, but the opponent can evade the followup through a single unreactable defensive option (most commonly either with an [[air dodge]] or specific [[DI]]), yet conversely the initiator can still [[read]] the opponent's chosen defensive option and punish it accordingly with a KO move. So essentially, a kill setup that the opponent can pick one of two actions to avoid the followup, and the initiator must make a coinflip guess on which action they'll take. | ||
*'''Knee''': Shorthand for the [[Knee Smash]], [[Captain Falcon]]'s forward aerial in every ''Smash Bros.'' game since ''Melee''. | |||
*'''[[Knockback]]''': The amount of force applied to a character when hit. Also used to describe the distance flown due to this force. | *'''[[Knockback]]''': The amount of force applied to a character when hit. Also used to describe the distance flown due to this force. | ||
*'''[[Knockout]]'''/'''KO''' : When a character is launched out of the stage, or, in [[Stamina Mode]] only, runs out of hit points. | *'''[[Knockout]]'''/'''KO''' : When a character is launched out of the stage, or, in [[Stamina Mode]] only, runs out of hit points. | ||
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*'''[[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]]''': [[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. This technique is a defining part of ''Brawl''{{'}}s metagame, as the game's extreme [[hitstun canceling]] allowed characters to act long before their knockback finished and so gave them much greater control to redirect their momentum or perform moves that negated it. All other games besides ''Smash 64'' also have momentum canceling, but without such extreme hitstun cancelling, the technique is much more niche and the available momentum canceling methods can generally only extend survival by a couple percent. | ||
*'''[[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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**'''[[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, and are instead designed to safely cover both sides of a character when it is difficult to tell which side the opponent is, or if being surrounded by multiple opponents. | **'''[[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, and are instead designed to safely cover both sides of a character when it is difficult to tell which side the opponent is, or if being surrounded by multiple opponents. | ||
*'''[[ | *'''[[Spacie]]''': Refers to [[Fox]], [[Falco]] and [[Wolf]], who are at least pseudo-clones of each other in the ''Smash'' games they appear in, alongside each having a combination of fast falling speed and high gravity that makes them to uniquely vulnerable to certain combos and chain throws that are significantly less effective against other characters, especially in ''Melee'' and ''Brawl''. | ||
*'''[[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. In ''Ultimate'', it also applies to moves that hit an opponent's shield as well. | ||
*'''[[Sticker]]''': A collectible item that can be applied to characters in | *'''[[Sticker]]''': A collectible item that can be applied to characters in ''Brawl''{{'}}s [[Subspace Emissary]] to boost stats. | ||
*'''[[Sudden Death]]''': A mode used to resolve ties in | *'''[[Sudden Death]]''': A mode used to resolve ties in versus 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]]''': 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 "tilted" instead of tapped. In ''Ultimate'', they are officially known as "tilt attacks". There 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 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 | **'''[[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. | ||
**'''[[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. | ||
*'''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. | ||
*'''[[Trophy]]''': A collectible object, modelled after specific characters and/or objects from franchises represented in ''Smash Bros.'' (as well as from some other Nintendo games), 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. Collectible trophies do not exist in ''Smash 64'' or ''Ultimate''. | |||
*'''[[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 | *'''[[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. | ||
*'''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. | ||
*'''[[Money match]]''': A non-tournament match between two or more players, who each wager an amount of money, that will then be taken by the winner of the match. Sometimes played with additional stipulations (such as the players having to use a specific character), and the players may wager something other than money as well, such as the "rights" to a particular color scheme. | *'''[[Money match]]''': A non-tournament match between two or more players, who each wager an amount of money, that will then be taken by the winner of the match. Sometimes played with additional stipulations (such as the players having to use a specific character), and the players may wager something other than money as well, such as the "rights" to a particular color scheme. | ||
*'''Neutral start''': A request that is carried out by everyone relocating their characters on the [[stage]] at the start of a match, so that no party begins with a positional advantage over the other. | *'''Neutral start''': A request that is carried out by everyone relocating their characters on the [[stage]] at the start of a match, so that no party begins with a positional advantage over the other. | ||
*'''[[Pocket character]]''': A secondary character the player doesn't properly practise with, who they explicitly use when it will give them a significant advantage over the opponent's character, or in a desperate bid to try throwing the opponent off with matchup unfamiliarity. | *'''[[Pocket character]]''': A secondary character the player doesn't properly practise with, who they explicitly use when it will give them a significant advantage over the opponent's character, or in a desperate bid to try throwing the opponent off with matchup unfamiliarity. | ||
*'''[[Power Rankings]]''': A ranking of players based on their competitive success over a defined period, referred to as PR for short. A PR's scale can range from covering only a city's local scene, all the way up to covering the entire world (such as [[SSBMRank]]). | |||
*'''Professional smasher''': Also just '''Professional''' or '''Pro''' for short. An antiquated term used to describe a player that is skilled enough to make a real profit playing ''Smash'', or to refer to any high level player in general. While a prevalent term in competitive ''Smash''{{'}}s earlier years, coming from [[MLG]] formally using the term to label players that placed highly at their events, it fell out of favor over time, and around after the release of ''Smash 4'', it primarily only saw regular use on SmashWiki, until the wiki finally made a formal decision to phase out its usage in 2023. This is partly for being more of a mouthful than to just say someone is a "good player", and partly because the common definition of the word "professional" is someone who does something for a living, of which there have been very few people that have ever made a legitimate living playing ''Smash'', causing confusion and mockery for using the term to describe players that ''Smash'' was supplementary income for at best. | |||
**'''Semi-professional smasher''': Also just '''Semi-professional''' or '''Semi-pro''' for short. An antiquated term used to describe above-average competitive players that could rank highly in their region and win some money from their local tournaments, but weren't a threat to place highly at larger regionals and majors. Like professional, it fell out of favor in community usage around the later ''Brawl'' and ''Smash 4'' era, and SmashWiki made a formal decision to phase out its usage in 2023. | |||
**'''Top professional smasher''': Also just '''Top professional''' or '''Top pro''' for short. An antiquated term used to describe the very best players in each respective ''Smash'' game, who can place very highly at any tournament, including major-level events. Like professional, it fell out of favor in community usage around the later ''Brawl'' and ''Smash 4'' era, with people just using variations of the term "top level player" instead, and SmashWiki made a formal decision to phase out its usage in 2023. Aside from the aforementioned issues with the usage of "professional", this term caused additional issues as the level of player it was used to described was gradually diluted over time, with the wiki at one point labelling over a thousand different players as being "top professionals" in at least one ''Smash'' game, causing farther confusion and mockery when so few of these players ever actually made serious money from the games that were labelled being "top professional" in. | |||
*'''Ruleset''': Guidelines that participants must follow when fighting in a tournament. Typically, this includes rules such as limiting stage selection or controlling who must choose their character first. | |||
*'''Salty''': Analogous to "being upset, disappointed, and/or angry", such as "he's real salty he lost". | *'''Salty''': Analogous to "being upset, disappointed, and/or angry", such as "he's real salty he lost". | ||
*'''Salty runback''': The act of, upon losing a match, quickly selecting the same stage for the next match. | *'''Salty runback''': The act of, upon losing a match, quickly selecting the same stage for the next match. | ||
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*'''Slob pick''': A rule that allowed the loser of a match to change either their character or the stage, while the winner was required to remain in their previous setting. | *'''Slob pick''': A rule that allowed the loser of a match to change either their character or the stage, while the winner was required to remain in their previous setting. | ||
*'''[[Smasher]]''': A term used to refer to people who play Smash with any sort of dedication. | *'''[[Smasher]]''': A term used to refer to people who play Smash with any sort of dedication. | ||
*'''[[Split]]ting''': The | *'''[[Split]]ting''': The act of two or more players sharing their winnings from a tournament amongst themselves. It typically happens in innocuous contexts where the tournament could not finish (such as the tournament's venue closing before its conclusion), and so all players that have not yet been eliminated from the tournament split the pot. In more grey cases, it happens when two or more finalists no longer want to play at the end of a tournament and so agree to split their winnings, then play their remaining set(s) with halfhearted effort, if they play their sets at all. In clear fraudulent cases, it can involve a player agreeing to intentionally lose to another player in exchange for a portion of their winnings, sometimes in a conspiracy to target eliminating a third unrelated player that one of the two splitting players has an unfavorable matchup against. | ||
*'''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. | ||
*'''Upset''': A term used when a lower-seeded player defeats a higher-seeded player. | |||
**The severity of an upset can be determined by the '''upset factor''', with a higher upset factor correlating to a more severe upset. The upset factor is determined by the difference between the number of projected rounds the two players would have to play in order to win, so the #32 seed player (projected to place 25th, or 9 rounds from winning the tournament) defeating the #1 seed player (or 0 rounds from winning the tournament) is an upset factor of 9. | |||
*'''VOD''': The short form for "Video on demand", usually referred to videos containing tournaments related matches. | *'''VOD''': The short form for "Video on demand", usually referred to videos containing tournaments related matches. | ||
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