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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. | ||
*'''OTG''': The acronym for the phrase '''on the ground'''. This refers to attacks specifically designed to hit players while lying down, which not all attacks are capable of. Examples in the ''Smash'' series include most down tilts and down smashes, as well as some down specials. | |||
*'''[[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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**'''[[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. | ||
*'''[[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 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 are 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 semi-spike as well, or particularly in ''Melee'' and ''Brawl'', can 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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*'''[[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, typically with bad faith intentions, such as to pretend being another user, to violate wiki policy without getting infracted on their primary account, to get multiple "votes" on a proposal, 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. |