SmashWiki:Glossary: Difference between revisions

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*'''[[Camp]]ing''': The act of staying away from the opponent in one place and prolonging the battle. When involved with exploits or other extreme tactics, camping can turn into stalling.
*'''[[Camp]]ing''': The act of staying away from the opponent in one place and prolonging the battle. When involved with exploits or other extreme tactics, camping can turn into stalling.
*'''Clean and late hit''': The initial hitbox is called the '''clean hit''', while the later hitbox is called the '''late hit'''. Examples of attacks which differentiate between hits include [[Fox (SSBM)|Fox's]] [[up smash]] in ''Melee'', and most [[sex kick]]s. Usually, the clean hit is much stronger than the late hit. Some attacks have a [[sourspot]] which coincides with the late hit, such as the [[Knee Smash]].
*'''Clean and late hit''': The initial hitbox is called the '''clean hit''', while the later hitbox is called the '''late hit'''. Examples of attacks which differentiate between hits include [[Fox (SSBM)|Fox's]] [[up smash]] in ''Melee'', and most [[sex kick]]s. Usually, the clean hit is much stronger than the late hit. Some attacks have a [[sourspot]] which coincides with the late hit, such as the [[Knee Smash]].
*'''Computer player''': A player not controlled by humans, but by the game itself. The player shall face computer players in the single player mode. In multiplayer, computer controlled players are optional. In any case, their difficulty can be adjusted depending on preference.
*'''[[Computer player]]''': A player not controlled by humans, but by the game itself. The player shall face computer players in the single player mode. In multiplayer, computer controlled players are optional. In any case, their difficulty can be adjusted depending on preference.
*'''[[Clone]]''': A character that shares most of their moveset and attributes with another character, to the point that both characters can be played very similarly, if not identically.
*'''[[Clone]]''': A character that shares most of their moveset and attributes with another character, to the point that both characters can be played very similarly, if not identically.
**'''[[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 have a significant amount of different attributes and moves, that calling them a clone is not entirely accurate.
**'''[[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 have a significant amount of different attributes and moves, that calling them a clone is not entirely accurate.
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*'''[[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 a short, a combo that starts on an opponent at or near zero damage, that finishes with the opponent being KO'd. Can also be used to refer to any general sequence of moves that started on the opponent at zero damage, and finished with them KO'd, that weren't combo'd together but the opponent was unable to successfully hit back or interrupt the sequence.
*'''[[Zero-to-death combo]]''': Referred to as "zero-death" for a short, a combo that starts on an opponent at or near zero damage, that finishes with the opponent being KO'd. Can also be used to refer to any general sequence of moves that started on the opponent at zero damage, and finished with them KO'd, that weren't combo'd together but 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 non-altruistic players can potentially abuse an infinite to stall time (which all tournaments have a rule against).
**'''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, there is also the potential to stall time (which all tournaments have a rules against). Examples of infinite include [[Wobbling]]
***'''Wall infinite''': An infinite combo performed against a wall, such as using Fox's [[reflector]] (aka shine)


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