SmashWiki:Glossary: Difference between revisions

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*'''[[Aerial attack]]''': An attack that a character performs while airborne. In each ''Smash'' game, every character has five different aerials, one for each of the four basic directions and one for no directional input. The type of aerials are:
*'''[[Aerial attack]]''': An attack that a character performs while airborne. In each ''Smash'' game, every character has five different aerials, one for each of the four basic directions and one for no directional input. The type of aerials are:
**'''[[Neutral aerial]]''': Referred to as "nair" for short, an aerial inputted when the attack button is pressed without any directional input. Neutral aerials are typically weak and the character's aerial attack with the fastest start-up, while involving being a type of [[sex kick]], or an attack where the character spins.
**'''[[Neutral aerial]]''': Referred to as "nair" for short, an aerial inputted when the attack button is pressed without any directional input. Neutral aerials are typically weak and the character's aerial attack with the fastest start-up, while involving being a type of [[sex kick]], or an attack where the character spins.
**'''[[Forward aerial]]''': Referred to as "fair" for short, an aerial inputted when the attack button is pressed in conjunction with the direction the character is facing. Forward aerials typically involve some sort of attack towards the front of the character. Effect wise, there is no common arch-type for forward aerials, with their speed, power, reach, and trajectory varying greatly across characters.
**'''[[Forward aerial]]''': Referred to as "fair" for short, an aerial inputted when the attack button is pressed in conjunction with the direction the character is facing. Forward aerials typically involve some sort of attack towards the front of the character. Effect wise, there is no common archetype for forward aerials, with their speed, power, reach, and trajectory varying greatly across characters.
**'''[[Back aerial]]''': Referred to as "bair" for short, an aerial inputted when the attack button is pressed in conjunction with the reverse direction the character is facing. Back aerials typically involve some sort of attack towards the back of the character, and are usually a solidly useful attack that is above average in all categories; very few characters have a back aerial that is decidedly ineffective or inferior to the character's other attacks.
**'''[[Back aerial]]''': Referred to as "bair" for short, an aerial inputted when the attack button is pressed in conjunction with the reverse direction the character is facing. Back aerials typically involve some sort of attack towards the back of the character, and are usually a solidly useful attack that is above average in all categories; very few characters have a back aerial that is decidedly ineffective or inferior to the character's other attacks.
**'''[[Up aerial]]''': Referred to as "uair" for short, an aerial inputted when the attack button is pressed in conjunction with an upward directional input. Up aerials typically involve some sort of attack aimed above the character, and are usually an upward-hitting attack meant to juggle the opponent and/or KO opponents vertically.
**'''[[Up aerial]]''': Referred to as "uair" for short, an aerial inputted when the attack button is pressed in conjunction with an upward directional input. Up aerials typically involve some sort of attack aimed above the character, and are usually an upward-hitting attack meant to juggle the opponent and/or KO opponents vertically.
**'''[[Down aerial]]''': Referred to as "dair" for short, an aerial inputted when the attack button is pressed in conjunction with a downward directional input. Down aerials typically involve some sort of attack aimed below the character. Effect-wise, down aerials are typically either meteor smashes, a multi-hitting drill type of attack, or a stall-then-fall that also may or may not meteor smash.
**'''[[Down aerial]]''': Referred to as "dair" for short, an aerial inputted when the attack button is pressed in conjunction with a downward directional input. Down aerials typically involve some sort of attack aimed below the character. Effect-wise, down aerials are typically meteor smashes, a multi-hitting drill type of attack, or a stall-then-fall that also may or may not meteor smash; however, some moves do not fit in any of the aforementioned categories.
**'''[[Grab aerial]]''': Referred to as "zair" for short, an unique aerial inputted when the grab button is pressed. Only characters with tether grabs can use a grab aerial.
**'''[[Grab aerial]]''': Referred to as "zair" for short, an unique aerial inputted when the grab button is pressed. Only characters with tether grabs can use a grab aerial.
*'''[[Auto-canceling]]''': If a character lands with an aerial during a specific timeframe of the attack (usually the immediate beginning or immediate end of the move), the character will land with their standard landing animation instead of the aerial's landing animation, resulting in almost no landing lag.
*'''[[Auto-canceling]]''': If a character lands with an aerial during a specific timeframe of the attack (usually the immediate beginning or immediate end of the move), the character will land with their standard landing animation instead of the aerial's landing animation, resulting in almost no landing lag.
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*'''[[DACUS]]''': Short for "dash attack-cancelled up smash", an act where a player immediately cancels their dash attack with an up smash, which results in some characters sliding forward a significant distance while performing their up smash. It can only be done in ''Brawl''.
*'''[[DACUS]]''': Short for "dash attack-cancelled up smash", an act where a player immediately cancels their dash attack with an up smash, which results in some characters sliding forward a significant distance while performing their up smash. It can only be done in ''Brawl''.
*'''[[Dash attack]]''': A type of attack that a character can perform while dashing. Typically involves the character moving forward a small distance while attacking.
*'''[[Dash attack]]''': A type of attack that a character can perform while dashing. Typically involves the character moving forward a small distance while attacking.
*'''[[Dash dancing]]''': The act of repeatedly dashing back and forth, done to either confound the opponent or to show off.
*'''[[Dash dancing]]''': The act of repeatedly dashing back and forth, done to either confound the opponent or to show off. This is most commonly seen in ''Melee''.
*'''Direction of attacks''': All characters can direct their attacks;
*'''Direction of attacks''': All characters can direct their attacks;
**'''Up''': All characters can do an upward-directed attack on the ground or in the air.
**'''Up''': All characters can do an upward-directed attack on the ground or in the air.
**'''Down''': Likewise with up, all characters can do a downward-directed attack on the ground or in the air.
**'''Down''': Likewise with up, all characters can do a downward-directed attack on the ground or in the air.
**'''Sideways''': On the ground, attacks directed to the left or right are referred to as "side" attacks.
**'''Sideways''': On the ground, attacks directed to the left or right are referred to as "side" attacks.
**'''Forward''': Offensive moves initiated while moving forward in the air. Also tends to be used for side ground attacks; "forward tilt" and "side tilt", and "forward smash" and "side smash", refer to the same attack - this is not true for aerial attacks.
**'''Forward''': Offensive moves initiated while moving forward in the air. Also tends to be used for side ground attacks—"forward tilt" and "side tilt", and "forward smash" and "side smash", refer to the same attack; this is not true for aerial attacks, however.
**'''Back''': Offensive moves initiated while the control stick is pointed in the opposite direction of where the character is facing. Primarily only applies to aerial attacks, though there are a few [[command input]] moves that use this direction.
**'''Back''': Offensive moves initiated while the control stick is pointed in the opposite direction of where the character is facing. Primarily only applies to aerial attacks, though there are a few [[command input]] moves that use this direction.
**'''Neutral''': No input given other than the attack button.
**'''Neutral''': No input given other than the attack button.
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*'''Kill confirm''': A true combo, where if a condition is met, the opponent will be able to be KOed.
*'''Kill confirm''': A true combo, where if a condition is met, the opponent will be able to be KOed.
**'''50:50''': A kill confirm where the opponent can evade with an [[air dodge]], but the attacker can still hit them if they read the air dodge and then delaying to hit after they lose invincibility. If they chose to delay, the opponent may take advantage if they did not airdoge.
**'''50:50''': A kill confirm where the opponent can evade with an [[air dodge]], but the attacker can still hit them if they read the air dodge and then delaying to hit after they lose invincibility. If they chose to delay, the opponent may take advantage if they did not airdoge.
*'''Knee''': Shorthand for the [[Knee Smash]], [[Captain Falcon]]'s forward aerial in every ''Smash Bros.'' game since Melee.
*'''[[Knockback]]''': The amount of force applied to a character when hit. Also used to describe the distance flown due to this force.  
*'''[[Knockback]]''': The amount of force applied to a character when hit. Also used to describe the distance flown due to this force.  
*'''[[Knockout]]'''/'''KO''' : When a character is launched out of the stage, or, in [[Stamina Mode]] only, runs out of hit points.
*'''[[Knockout]]'''/'''KO''' : When a character is launched out of the stage, or, in [[Stamina Mode]] only, runs out of hit points.
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*'''[[Midair jump]]''': A jump every character can perform while airborne, often referred to as a "double jump". Most characters can only use one midair jump before landing or grabbing a ledge, but some characters can jump an additional multiple times in the air before landing.
*'''[[Midair jump]]''': A jump every character can perform while airborne, often referred to as a "double jump". Most characters can only use one midair jump before landing or grabbing a ledge, but some characters can jump an additional multiple times in the air before landing.
**'''[[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]]''': [[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. Only possible in ''Brawl'', as hitstun canceling is required for a character to be able to act while in knockback.
*'''[[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.
*'''[[Plank]]ing''': A technique where a player stays hanging on the ledge beyond what is necessary, abusing the ledge's invincibility to remain safe. One of the most prominent stalling tactics. It is much less abusable in ''SSB4'' and ''Ultimate'' than in prior games due to altered ledge mechanics.
*'''[[Plank]]ing''': A technique where a player stays hanging on the ledge beyond what is necessary, abusing the ledge's invincibility to remain safe. One of the most prominent stalling tactics. It is much less abusable in ''SSB4'' and ''Ultimate'' than in prior games due to altered ledge mechanics.
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**'''[[Up special]]''': A special move inputted by tapping the special button in conjunction with an upward directional input. Up specials are typically the character's "recovery move", a type of move that allows the character to move a significant distance through the air. Up specials also usually have minimal practical effect outside recovery purposes.
**'''[[Up special]]''': A special move inputted by tapping the special button in conjunction with an upward directional input. Up specials are typically the character's "recovery move", a type of move that allows the character to move a significant distance through the air. Up specials also usually have minimal practical effect outside recovery purposes.
**'''[[Down special]]''': A special move inputted by tapping the special button in conjunction with a downward directional input. Down specials are typically a character's special move with an "other function" (i.e. they have a more unique effect than the character's other special moves).
**'''[[Down special]]''': A special move inputted by tapping the special button in conjunction with a downward directional input. Down specials are typically a character's special move with an "other function" (i.e. they have a more unique effect than the character's other special moves).
*'''[[Stale-move negation]]''': A mechanic that causes a move to weaken as it is successively used. It additionally only counts moves that successfully hit an opponent; a move that fails to land will not count towards it.
*'''[[Stale-move negation]]''': A mechanic that causes a move to weaken as it is successively used. It additionally only counts moves that successfully hit an opponent; a move that fails to land will not count towards it. In ''Ultimate'', it also applies to moves that hit an opponent's shield as well.
*'''[[Sticker]]''': A collectible item that can be applied to characters in the [[Subspace Emissary]] to boost stats.
*'''[[Sticker]]''': A collectible item that can be applied to characters in ''Brawl''{{'}}s [[Subspace Emissary]] to boost stats.
*'''[[Sudden Death]]''': A mode used to resolve ties in VS. mode matches, where all tied players will fight with only one stock and 300% damage, where the first strike landed usually leads to an instant KO. Eventually [[Bob-omb]]s start falling from the sky if the players fail to KO each other in time, and in ''[[Ultimate]]'' the blast zones will also start shrinking to farther discourage camping.
*'''[[Sudden Death]]''': A mode used to resolve ties in versus mode matches, where all tied players will fight with only one stock and 300% damage, where the first strike landed usually leads to an instant KO. Eventually [[Bob-omb]]s start falling from the sky if the players fail to KO each other in time, and in ''[[Ultimate]]'' the blast zones will also start shrinking to farther discourage camping.
*'''[[Tech]]''': The action of pressing the shield button the moment one hits a surface while in tumble or in a launched state to cancel all knockback. When teching on the ground, one can "tech-in-place", "tech roll away", or "tech roll in". "Tech" is also used as shorthand for "technique".
*'''[[Tech]]''': The action of pressing the shield button the moment one hits a surface while in tumble or in a launched state to cancel all knockback. When teching on the ground, one can "tech-in-place", "tech roll away", or "tech roll in". "Tech" is also used as shorthand for "technique".
**'''[[Tech chase]]''': The action of predicting what one's opponent will do when the opponent lands on the ground in a situation where they could have teched.
**'''[[Tech chase]]''': The action of predicting what one's opponent will do when the opponent lands on the ground in a situation where they could have teched.
*'''[[Grab#Tether grabs and extended grabs|Tether grabs and extended grabs]]''': Some characters possess grabs with exceptionally long range, often in exchange for speed. The distinction between a "tether" and "extended" grab is purely technical, based on how the grab is connected to the character's animation skeleton.
*'''[[Grab#Tether grabs and extended grabs|Tether grabs and extended grabs]]''': Some characters possess grabs with exceptionally long range, often in exchange for speed. The distinction between a "tether" and "extended" grab is purely technical, based on how the grab is connected to the character's animation skeleton.
*'''[[Tether recovery]]''': A method of recovery involving grabbing onto a ledge from a distance. There are multiple moves capable of connecting to ledges, including an aerial tether grab (a.k.a. "zair"), some special moves, and even a few basic aerial attacks.  
*'''[[Tether recovery]]''': A method of recovery involving grabbing onto a ledge from a distance. There are multiple moves capable of connecting to ledges, including an aerial tether grab (a.k.a. "zair"), some special moves, and even a few basic aerial attacks.  
*'''[[Trophy]]''': A collectible object, modelled after specific characters from Nintendo's franchises, that can be viewed in the trophy gallery, accompanied by a short bio of the trophy's subject. Trophies can be obtained by doing various tasks in-game.
*'''[[Tilt]]''': The common term for "strong attacks", standard ground attacks that can be performed towards a direction with the control stick "tilted" instead of tapped. In ''Ultimate'', they are officially known as "tilt attacks". There are three type of tilts:
*'''[[Tilt]]''': The common term for "strong attacks", standard ground attacks that can be performed towards a direction with the control stick "titled" instead of tapped. The are three type of tilts;
**'''[[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 in use, down tilts may 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 can also semi-spike, or particularly in ''Melee'' and ''Brawl'', even meteor smash.
**'''[[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. Down tilts are often useful grounded spacing tools or decent combo starters, depending on the characters. Many down tilts also have the ability to induce tripping, and many can also semi-spike, or particularly in ''Melee'' and ''Brawl'', 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.
*'''[[Tripping]]''': The act of a character tumbling over, and being left in a vulnerable sitting position. Tripping can be induced from being hit with certain attacks at too low of damage to get launched off the ground, and in ''Brawl'', can randomly occur 1% of the time whenever a dash is inputted.
*'''[[Tripping]]''': The act of a character tumbling over, and being left in a vulnerable sitting position. Tripping can be induced from being hit with certain attacks at too low of damage to get launched off the ground, and in ''Brawl'', can randomly occur 1% of the time whenever a dash is inputted.
*'''[[Trophy]]''': A collectible object, modelled after specific characters and/or objects from franchises represented in ''Smash Bros.'' (as well as from some other Nintendo games), that can be viewed in the trophy gallery, accompanied by a short bio of the trophy's subject. Trophies can be obtained by doing various tasks in-game. Collectible trophies do not exist in ''Smash 64'' or ''Ultimate''.
*'''[[Tumble]]''': A state in which a character has been hit and is falling in a tumbling animation.
*'''[[Tumble]]''': A state in which a character has been hit and is falling in a tumbling animation.
*'''[[Walk-off]]''': A part of the stage that extends all the way to the left or right blastline, rather than stopping at a ledge.
*'''[[Walk-off]]''': A part of the stage that extends all the way to the left or right blastline, rather than stopping at a ledge.
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