SmashWiki:Glossary: Difference between revisions

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*# Positive and temporary status effect.
*# Positive and temporary status effect.
*#*'''Debuff''': Negative status effect.
*#*'''Debuff''': Negative status effect.
*'''[[Buffer]]ing''': Inputting an action while still committed to another action, and have the new input occur as soon as the player is able to act again.
*'''[[Camp]]ing''': Defensively staying away from the opponent, generally in one place, and prolonging the battle. When involved with exploits or other extreme tactics, camping can turn into [[#Stalling|stalling]].
*'''[[Camp]]ing''': Defensively staying away from the opponent, generally in one place, and prolonging the battle. When involved with exploits or other extreme tactics, camping can turn into [[#Stalling|stalling]].
*'''[[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.
*'''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]]
**Some attacks have a '''middle hit''', and some have even more stages (e.g. "clean-mid" or "late-mid").
**Some attacks have a '''middle hit''', and some have even more stages (e.g. "clean-mid" or "late-mid").
*:''See also: '''[[#Sweetspot|sweetspot]]''' and '''[[#Sweetspot|sourspot]]'''
*:''See also: '''[[#Sweetspot|sweetspot]]''' and '''[[#Sweetspot|sourspot]]'''
*'''[[Computer player]]''': A player that's entirely controlled by the game rather than by a human. In most of ''Smash's'' singleplayer modes, the human plays entirely against computer players. In multiplayer, they're usually only introduced by choice. Their difficulty is usually adjustable.
*'''[[Computer player]]''': A player that's entirely controlled by the game rather than by a human. In most of ''Smash's'' single-player modes, the human plays entirely against computer players. In multiplayer, they're usually only introduced by choice. Their difficulty is usually adjustable.
*'''[[Clone]]''': A character that shares most of their moveset and animations with another character, rather than having a moveset unique to them.
*'''[[Clone]]''': A character that shares most of their moveset and animations with another character, rather than having a moveset unique to them. ''Smash'' refers to these as "echo fighters".
**'''[[Semi-clone]]''': The "inbetween point" of being a non-cloned character and a clone, this is a character that shares some of their moveset and attributes with another character, but also has a significant amount of different animations, attributes and moves, to the point where calling them a clone is not entirely accurate.
**'''[[Semi-clone]]''': The "in-between point" of being a non-cloned character and a clone, this is a character that shares some of their moveset and attributes with another character, but also has a significant amount of different animations, attributes and moves, to the point where calling them a clone is not entirely accurate.
***An example in ''Smash'' would be [[Roy]], who uses most of [[Marth]]'s attacks with altered properties, and has noticeably different movement stats.
**'''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 overall based on other characters, pseudo-clones are largely unique overall, and 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 overall based on other characters, pseudo-clones are largely unique overall, and calling them semi-clones would be somewhat misleading.
**'''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 Bros.'' 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.
***An example in ''Smash'' would be [[Isabelle]], who shares a small number of moves with the [[Villager]] but has most of her attacks entirely original.
**'''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 Bros.'' 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 instalments.
*'''[[Combo]]''': A series of attacks strung together in succession.
*'''[[Combo]]''': A series of attacks strung together in succession.
**True combo: A series of attacks strung together where the opponent was truly incapable of escaping before the finish.
**True combo: A series of attacks strung together where the opponent was truly incapable of escaping before the finish.
**String: A series of attacks strung together where the opponent was capable of reacting inbetween blows and could have thus escaped.
**String: A series of attacks strung together where the opponent was capable of reacting in-between blows and could have thus escaped.
*'''Counter''': Can refer to either:
*'''Counter''': Can refer to either:
*# A special move that relies on waiting to be struck first, and then retaliating, as originally seen with Marth and Roy's [[Counter]] in ''Melee''.  
*# A special move that relies on waiting to be struck first, and then retaliating, as originally seen with Marth and Roy's [[Counter]] in ''Melee''.  
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*'''[[Dash]]ing''': A form of movement, that involves the character running across the ground. This is usually the fastest means of movement for a character, though a few characters can move faster through other means.
*'''[[Dash]]ing''': A form of movement, that involves the character running across the ground. This is usually the fastest means of movement for a character, though a few characters can move faster through other means.
*'''[[Dodge]]''': A move that makes a character temporarily intangible to attacks. Can also refer to general movement utilized to avoid getting hit.
*'''[[Dodge]]''': A move that makes a character temporarily intangible to attacks. Can also refer to general movement utilized to avoid getting hit.
**'''[[Rolling dodge]]''': A dodging maneuver that involves moving sideways via a roll or similar movement.  
**'''[[Rolling dodge]]''': A dodging manoeuvre that involves moving sideways via a roll or similar movement.  
**'''[[Sidestep]]''': A dodging maneuver that involves doing a quick dodge in place, typically with less vulnerability after completion but leaves the player intangible for a more limited time frame. Also referred to as a "spot dodge".
**'''[[Sidestep]]''': A dodging manoeuvre that involves doing a quick dodge in place, typically with less vulnerability after completion but leaves the player intangible for a more limited time frame. Also referred to as a "spot dodge".
**'''[[Air dodge]]''': A dodging maneuver that involves an aerial character doing a dodging maneuver while moving through the air. Behaves differently in ''Melee'', in ''Brawl'', in ''SSB4'' and in ''Ultimate''. In ''Melee'', characters can air dodge once toward a small distance in any direction while leaving the character helpless afterward, and all existing aerial momentum will be halted/replaced; in ''Brawl'', characters cannot air dodge toward any direction, but will not be left helpless after air dodging, can air dodge as many times as desired, will not endure any landing lag, and their aerial momentum is fully preserved; in ''SSB4'', air dodges function similarly to in ''Brawl'', but characters endure landing lag; and in ''Ultimate'', characters can only air dodge once in the air and can air dodge in any direction, but their aerial momentum is fully preserved/merely shifted rather than being interrupted altogether.
**'''[[Air dodge]]''': A dodging manoeuvre that involves an aerial character doing a dodging manoeuvre while moving through the air. Behaves differently in ''Melee'', in ''Brawl'', in ''SSB4'' and in ''Ultimate''. In ''Melee'', characters can air dodge once toward a small distance in any direction while leaving the character helpless afterward, and all existing aerial momentum will be halted/replaced; in ''Brawl'', characters cannot air dodge toward any direction, but will not be left helpless after air dodging, can air dodge as many times as desired, will not endure any landing lag, and their aerial momentum is fully preserved; in ''SSB4'', air dodges function similarly to in ''Brawl'', but characters endure landing lag; and in ''Ultimate'', characters can only air dodge once in the air and can air dodge in any direction, but their aerial momentum is fully preserved/merely shifted rather than being interrupted altogether, and will suffer a large amount of cooldown instead of becoming helpless.
*'''Exploit''': A case where separate mechanics or interactions work as intended, but cause unintended outcomes when combined. An example is how ''Melee'' recognizes that the [[Ice Climbers]], Popo and Nana, are the "same" character when attacking, and also recognizes that characters being hit by attacks from the character cannot break out of grabs; when these two mechanics are combined, however, [[wobbling]] occurs, as grabbed opponents cannot break out of Popo's grab because they are constantly being hit by "one" character.
*'''Exploit''': A case where separate mechanics or interactions work as intended, but cause unintended outcomes when combined. An example is how ''Melee'' recognizes that the [[Ice Climbers]], Popo and Nana, are the "same" character when attacking, and also recognizes that characters being hit by attacks from the character cannot break out of grabs; when these two mechanics are combined, however, [[wobbling]] occurs, as grabbed opponents cannot break out of Popo's grab because they are constantly being hit by "one" character.
*'''[[Frame]]''': The primary unit of time at which game runs. The ''Smash Bros.'' series runs at 60 frames per second, meaing 1 frame = 1/60 of a second.
*'''[[Frame]]''': The primary unit of time at which game runs. The ''Smash Bros.'' series runs at 60 frames per second, meaning 1 frame = 1/60 of a second, approximately 16.7 milliseconds.
*'''Frame data''': Buzzword used to refer to the technical properties of a move overall; often extended to refer to a character's moveset as a whole.
*'''Frame data''': Buzzword used to refer to the technical properties of a move overall; often extended to refer to a character's moveset as a whole.
*'''[[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 mindgames 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.
*'''[[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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**'''[[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 away from the character's hurtbox, thus allowing it to pass through opposing hitboxes without hurting the user. Characters with weapons, such as swordfighters like [[Marth]], generally tend to have many attacks with disjointed hitboxes.
**'''Disjointed hitbox''': A hitbox that extends away from the character's hurtbox, thus allowing it to pass through opposing hitboxes without hurting the user. Characters with weapons, such as swordfighters like [[Marth]], generally tend to have many attacks with disjointed hitboxes.
*'''Hitpause''': 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 hitpause). Although primarily used by developers to enhance the feel of an attack's power, actions can also be cancelled or buffered during this time.
*'''[[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. A mechanic unique to ''Brawl'', where characters can air dodge or perform an aerial attack out of hitstun after a certain amount of frames regardless of the hitstun amount.
**'''Hitstun canceling''': The act of canceling an attack's hitstun before its duration finishes. A mechanic unique to ''Brawl'', where characters can air dodge or perform an aerial attack out of hitstun after a certain amount of frames regardless of the hitstun amount.
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**'''[[Bait]]ing''': The act of trying to trick the opponent into doing an action that the player can then punish them for.
**'''[[Bait]]ing''': The act of trying to trick the opponent into doing an action that the player can then punish them for.
**'''[[Pressuring]]''': The act of limiting the opponent's options to force them to react in a detrimental manner.
**'''[[Pressuring]]''': The act of limiting the opponent's options to force them to react in a detrimental manner.
**'''[[Read]]''': A term used to refer to when a player successfully predicts the opponent's next action and is able to preemptively react to punish it effectively. A '''hard read''' is when the player pulls off a more significant prediction that allows them to land a particularly heavy blow or start a particularly effective combo.
**'''[[Read]]''': A term used to refer to when a player successfully predicts the opponent's next action and is able to preemptively react to punish it effectively. A '''hard read''' is when the player pulls off a more significant prediction that allows them to land a particularly heavy blow or start a particularly effective combo, especially when committing to this before the opponent has performed the predicted action.
*'''[[Gameplay modification|Modification]]''': Usually shorted to "'''mod'''", is the editing of a video game. Mods are done to change the aesthetics or gameplay aspects to the modder's content. [[Project M]] is an example of a popular mod for ''Smash Bros.''
*'''[[Gameplay modification|Modification]]''': Usually shorted to "'''mod'''", is the editing of a video game by an unrelated third party, not endorsed by its original developers. Mods are done to change the aesthetics or gameplay aspects to the modder's content. [[Project M]] is an example of a popular mod for ''Super Smash Bros. Brawl''.
*'''Move''': A distinct, animated action a character can take in a fight. Examples include Fox's [[Fox (SSMB)/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.
*'''[[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 hitpause to a target but not the user, and allowing the user to act while the projectile is still in play.
*'''Punish''': Attacking the foe while they are vulnerable, usually after failing to execute an attack/strategy.  
*'''Punish''': Attacking the foe while they are vulnerable, usually after failing to execute an attack/strategy.  
*'''[[Reach]]/range''': Refers to how far out an attack's hitboxes reach out, and thus how far away an attack can hit an opponent.
*'''[[Reach]]/range''': Refers to how far out an attack's hitboxes reach out, and thus how far away an attack can hit an opponent.
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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|fireball]], [[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 {{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.
*'''[[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'''.
*{{Anchor|Stalling}} '''[[Stalling]]''':  The act of deliberately avoiding all conflict, often through the use of extreme exploits to leave oneself invulnerable or out of reach for an extended period of time, with the intent of letting a match's time run out or making the game unplayable. Generally overlaps with camping, but to a much greater degree.
*'''[[Stalling]]''':  The act of deliberately avoiding all conflict, often through the use of extreme exploits to leave oneself invulnerable or out of reach for an extended period of time, with the intent of letting a match's time run out or making the game unplayable. Generally overlaps with camping, but to a much greater degree.
*'''[[Stock]]''': The amount of lives a character has. Also refers to the match type; a '''Stock Match''' ends when a player runs out of lives. Not always timed, but when they are, the person with the highest amount of stock wins in the event of time running out.
*'''[[Stock]]''': The amount of lives a character has. Also refers to the match type; a '''Stock Match''' ends when a player runs out of lives. Not always timed, but when they are, the person with the highest amount of stock wins in the event of time running out.
*{{Anchor|Sweetspot}} '''[[Sweet spot (hitbox)|Sweetspot]]''': The hitbox of an attack that deals the most desirable effect; typically the strongest hitbox in the attack.  
*{{Anchor|Sweetspot}} '''[[Sweet spot (hitbox)|Sweetspot]]''': The hitbox of an attack that deals the most desirable effect; typically the strongest hitbox in the attack.  
**'''Sourspot''': The hitbox that deals the least desirable effect; typically the weakest hitbox in the attack.
**'''Sourspot''': The hitbox that deals the least desirable effect; typically the weakest hitbox in the attack.
*'''[[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 maneuvers 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.
*'''[[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.
*'''[[Tier list]]''': The ranking of a character's potential effectiveness to perform in competitive play in relation to a game's entire character roster.
*'''[[Tournament]]''': A gathering of players to compete in a controlled setting, to determine the best player out of the gathering.
*'''[[Tournament]]''': A gathering of players to compete in a controlled setting, to determine the best player out of the gathering.
*'''[[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 a rules against). An example of an infinite is [[wobbling]] in ''Melee''.
**'''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 a 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 [[Reflector (Fox)|Reflector]] down special (also known as the shine) against a wall in ''Melee'', or using King Dedede's down throw to chaingrab an opponent near a wall in ''Brawl''.
***'''Wall infinite''': An infinite combo performed against a wall. An example would be using Fox's [[Reflector (Fox)|Reflector]] down special (also known as the shine) against a wall in ''Melee'', or using King Dedede's 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. This is done by long ranged moves or projectiles and a few very powerful short ranged attacks. The goal is to both kill the opponent without them getting close and wear down their patience into running into the short ranged attack. But just as easily as they can punish, they can also be punished, with the opponent tricking them into using the wrong move potentially leading to massive damage.
*'''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 punish, they can also be punished; if the opponent is able to penetrate the zoner's barriers, they can potentially inflict massive damage as zoner's typically lack reliable defensive options.


==Smash-specific==
==Smash-specific==
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