SmashWiki:Glossary: Difference between revisions

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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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*'''[[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]].
*'''[[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.
*'''{{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 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 of characters with weapons.
**'''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.
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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 {{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.
*'''[[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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*'''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. 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.
*'''[[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.
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