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*'''[[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 | *'''[[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. | ||
*'''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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**'''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 chain grab 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 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 | *'''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. | ||
==Smash-specific== | ==Smash-specific== |
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