Editing SmashWiki:Glossary

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*'''[[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 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.
*'''[[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.
**'''Hitstun canceling''': The act of canceling an attack's hitstun before its duration finishes. This mechanic was introduced in ''Brawl'' and was by far at its most powerful there, where if characters were hit by a strong enough blow to induce [[tumble]], they could air dodge after 13 frames or perform an aerial attack after 25 out of hitstun regardless of the hitstun amount. ''Smash 4'' and ''Ultimate'' kept the mechanic but severely nerfed it, increasing the air dodge and aerial hitstun cancel delays to 40 and 45 frames respectively, while also now scaling with the amount of knockback sustained and so increasingly strong blows have increasingly longer hitstun cancel delays.
**'''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.
*'''Home stage''': A stage associated with one or more specific characters. In the context of ''Super Smash Bros.'', the most common associations are "shares a universe with the character" and "where the character is fought in a single-player mode". Is generally not related to whether a character performs well on the stage.
*'''Home stage''': A stage associated with one or more specific characters. In the context of ''Super Smash Bros.'', the most common associations are "shares a universe with the character" and "where the character is fought in a single-player mode". Is generally not related to whether a character performs well on the stage.
*'''[[Item]]''': An object spawned in the middle of a battle. Items have a variety of uses, including healing one's self or ally, or damaging a target. Items, unless they can be spawned by a character's move, are not permitted in competitive play.
*'''[[Item]]''': An object spawned in the middle of a battle. Items have a variety of uses, including healing one's self or ally, or damaging a target. Items, unless they can be spawned by a character's move, are not permitted in competitive play.
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**'''[[Double jump cancel]]''': The act of canceling the momentum of a character's midair jump with an attack. Can only be performed by the few characters with a delayed midair jump, such as [[Ness]] or [[Mewtwo]]. It is not possible to cancel the upward momentum of delayed double jumps completely with regular aerial attacks in ''Brawl'', ''SSB4'' or ''Ultimate''.
**'''[[Double jump cancel]]''': The act of canceling the momentum of a character's midair jump with an attack. Can only be performed by the few characters with a delayed midair jump, such as [[Ness]] or [[Mewtwo]]. It is not possible to cancel the upward momentum of delayed double jumps completely with regular aerial attacks in ''Brawl'', ''SSB4'' or ''Ultimate''.
*'''[[Misfire]]''': In every game from ''Melee'' onward, [[Luigi]]'s [[Green Missile]] move has the chance to randomly "misfire" regardless of charge, resulting in an explosive animation that causes Luigi to fly across the stage, resulting in it traveling faster and farther, while dealing significantly more damage and knockback to any opponent that he collides with.
*'''[[Misfire]]''': In every game from ''Melee'' onward, [[Luigi]]'s [[Green Missile]] move has the chance to randomly "misfire" regardless of charge, resulting in an explosive animation that causes Luigi to fly across the stage, resulting in it traveling faster and farther, while dealing significantly more damage and knockback to any opponent that he collides with.
*'''[[Momentum canceling]]''': A technique, where a player in knockback performs various actions, to redirect or negate their momentum, allowing them to survive blows that would have KOed them otherwise. This technique is a defining part of ''Brawl''{{'}}s metagame, as the game's extreme [[hitstun canceling]] allowed characters to act long before their knockback finished and so gave them much greater control to redirect their momentum or perform moves that negated it. All other games besides ''Smash 64'' also have momentum canceling, but without such extreme hitstun cancelling, the technique is much more niche and the available momentum canceling methods can generally only extend survival by a couple percent.
*'''[[Momentum canceling]]''': A technique, where a player in knockback performs various actions, to redirect or negate their momentum, allowing them to survive blows that would have KOed them otherwise. Only possible in ''Brawl'', as hitstun canceling is required for a character to be able to act while in knockback.
*'''[[Moonwalk]]ing''': A technique that allows a character to move backward a small distance while dashing. It can only be performed in ''Melee''.
*'''[[Moonwalk]]ing''': A technique that allows a character to move backward a small distance while dashing. It can only be performed in ''Melee''.
*'''[[Out of shield]]''': Refers to any action a player performs immediately out of their shield. An '''out of shield punish''' is when the player successfully punishes the opponent after the opponent struck their shield.
*'''[[Out of shield]]''': Refers to any action a player performs immediately out of their shield. An '''out of shield punish''' is when the player successfully punishes the opponent after the opponent struck their shield.

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