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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 | *'''{{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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**'''[[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 | *'''{{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. |
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