Actions done by the computer to control a character, mimicking a player. Used for CPU players, as well as the secondary Ice Climber when separated.
altLink
Text
Field
Field type
Value
term
String
armor
alias
String
summary
String
A state where a character takes damage but not knockback
definition
Text
A type of protection in which a character takes damage but no or reduced knockback from a move while active. The primary counterplays to armor are either waiting for it to end, or grabbing through the armor. There are multiple types of armor: <br>*Super Armor stops all knockback and cannot be broken.<br>*Heavy Armor stops all knockback, but can be broken. What must be done to break the armor depends on the move, but most commonly a character must either take enough knockback, damage, or hits.<br>*Subtractive armor reduces the knockback taken by a set amount. This is only seen in Yoshi's double jump, which reduces knockback by 120 units.
altLink
Text
Field
Field type
Value
term
String
ASDI
alias
String
Auto Smash Directional influence
summary
String
Automatic SDI in hitlag
definition
Text
SDI (See: <em>No results</em>) That happens automatically when pressing a direction while in hitlag. In Ultimate, ASDI only works on moves with electric, paralyze, or crumple effects, or on <span class="charaLabel">[[File:SSBU_Kazuya_Stock.png|link=SSBU/Kazuya|x25px|alt=]]</span> <span>[[SSBU/Kazuya|'''Kazuya''']]</span>'s 10-Hit Combo or <span class="charaLabel">[[File:SSBU_Mii Swordfighter_Stock.png|link=SSBU/Mii Swordfighter|x25px|alt=]]</span> <span>[[SSBU/Mii Swordfighter|'''Mii Swordfighter''']]</span>'s Final Smash.
altLink
Text
Field
Field type
Value
term
String
Auto Turnaround
alias
String
auto turn, autocorrect, aimbot
summary
String
A mechanic where a character always faces the opponent in 1-on-1 battles.
definition
Text
A mechanic shared by <span class="charaLabel">[[File:SSBU_Ryu_Stock.png|link=SSBU/Ryu|x25px|alt=]]</span> <span>[[SSBU/Ryu|'''Ryu''']]</span>, <span class="charaLabel">[[File:SSBU_Ken_Stock.png|link=SSBU/Ken|x25px|alt=]]</span> <span>[[SSBU/Ken|'''Ken''']]</span>, <span class="charaLabel">[[File:SSBU_Terry_Stock.png|link=SSBU/Terry|x25px|alt=]]</span> <span>[[SSBU/Terry|'''Terry''']]</span>, and <span class="charaLabel">[[File:SSBU_Kazuya_Stock.png|link=SSBU/Kazuya|x25px|alt=]]</span> <span>[[SSBU/Kazuya|'''Kazuya''']]</span> intended to mimic fighting game movement by having them always face the opponent by default as long as it's a 1v1. This means that they can walk backwards, but still face forwards, and some moves inputted at certain times will automatically correct to face to where the opponent is. Because of this, characters with the mechanic have an easier time dealing with cross ups. Auto Turnaround will be temporarily overridden if a move is inputted in the opposite direction, the character is airborne, or if they input a run backwards.
altLink
Text
Field
Field type
Value
term
String
BnB
alias
String
summary
String
Shorthand for "Bread & Butter", or the main combos of a character.
definition
Text
Bread and Butter refers to the most important combo starters and kill confirms your character uses against most of the roster. They tend to be very important to well with playing your character so you are able to combo and kill more consistently.
altLink
Text
Field
Field type
Value
term
String
burst option
alias
String
summary
String
A fast, unreactable attack often with good distance
definition
Text
altLink
Text
Field
Field type
Value
term
String
clone
alias
String
summary
String
A character considered to be fundamentally similar to another
definition
Text
A clone fighter is an unofficial term used to describe characters that have a moveset so similar to another that they were likely created from the moveset/model template of that character. Over time, clone characters have gotten significantly less obvious as characters gain their identity across titles, but some still remain, such as Ganondorf being Captain Falcon's clone and Dr. Mario being Mario's clone. Certain clones in ''Ultimate'' are officially designated as Echo Fighters as well (see above). Many clones usually follow wildly different gameplans despite this, though some of them are noticeably more similar. Certain clones with less derivative movesets, such as Falco and Ganondorf since ''Brawl'', are considered semi-clones instead. A few of them, like Lucas and Wolf, are even less derivative and are actually considered to be pseudo-clones.
altLink
Text
Field
Field type
Value
term
String
CPU
alias
String
computer player
summary
String
A character controlled by artificial intelligence
definition
Text
CPU, or "central processing unit," is a computer controlled character or entity that attempts to make dynamic decisions as a player would.
altLink
Text
Field
Field type
Value
term
String
cross up
alias
String
cross-up
summary
String
Timing your attack such that your character moves past the opponent and attacks them from behind
definition
Text
A technique used to end up in the opposite place where a shielding opponent expects you to end on. Most commonly done with Dash Attacks, but is also possible with Short Hop Aerials. They make counter attacks (e.g OoS) that start from the front like Shield Grab miss, allowing the attacker to be safer. Bear in mind however that some attacks strike from behind first, making the technique risky.
altLink
Text
Field
Field type
Value
term
String
DACBG
alias
String
boost grab
summary
String
Dash Attack Cancel Boost Grab; adds extra distance to a dash or pivot grab.
definition
Text
Canceling a dash attack with a grab using the shield or grab button for extra distance. It can be performed during a run or initial dash whenever a dash attack is possible. The grab input must be pressed between frames 2 and 4 (''Melee''/''Ultimate'') or between frames 2 and 3 (''Brawl''/''Smash 4'') in order to cancel a dash attack. This technique cannot be performed in ''Smash 64''.
altLink
Text
Field
Field type
Value
term
String
DI
alias
String
Directional Influence
summary
String
Influence on launch speed and location
definition
Text
The mechanic allowing one about to be launched to slightly influence where/how far they're launched.
altLink
Text
Field
Field type
Value
term
String
echo fighter
alias
String
echo, echoes
summary
String
clone officially designated by ''Ultimate''
definition
Text
Echo fighter is an official term in ''Ultimate'' used specifically for seven of the game's clone characters (most of them being newcomers, with the exception of Lucina and Dark Pit) based on the fact that they were derivative characters developed using another character as a base with extremely minimal development time needed. It is possible to stack them on the character selection screen in that game. On an objective level, this term is very loose and undefined, due to some clones not being considered echoes by the game and all echoes being clones. While Lucina, Chrom and Ken all have significant enough gameplay differences from their bases to the point where they are treated as distinct characters by the competitive playerbase, Daisy, Richter, Dark Samus and to a lesser extent Dark Pit are much closer to their bases and are usually grouped together with the originals by players.
altLink
Text
Field
Field type
Value
term
String
edgeguard
alias
String
summary
String
Using various means to prevent an opponent from recovering to the stage
definition
Text
Using various attacks and techniques to prevent an opponent from recovering to the stage. This may include going offstage to intercept a recovering opponent, typically with aerial attacks, and oftentimes with meteor smashes or spikes. It can also be done on-stage as well, often involving large disjoints and/or projectiles.
altLink
Text
Field
Field type
Value
term
String
effect
alias
String
status effect, attribute
summary
String
a broad term used to describe attributes given by certain moves
definition
Text
A broad term used to describe attributes given by certain moves. This includes inconsequential effects like the coin on Super Jump Punch, to effects like freeze, sleep, fire, electric, reverse, and more.
altLink
Text
Field
Field type
Value
term
String
ending lag
alias
String
endlag
summary
String
The time after a move before a character can act
definition
Text
The time after a move before a character can act. In most fighting games, this is called "recovery". However, in ''Smash'', "recovery" instead refers to a character's ability to return from offstage.
altLink
Text
Field
Field type
Value
term
String
fadeback
alias
String
summary
String
Moving away from an opponent
definition
Text
Doing an attack while moving away from an opponent in order to either catch hasty approaches or make a move more safe at the cost of stage control.
altLink
Text
Field
Field type
Value
term
String
Final Smash
alias
String
FS
summary
String
A competitively illegal super move in ''Brawl'', ''Smash 4'' and ''Ultimate''
definition
Text
A "super move" that any playable character in ''Brawl'', ''Smash 4'' and ''Ultimate'' can perform, usually after breaking a Smash Ball (or filling up the Final Smash Meter in ''Ultimate''). The effects of each Final Smash differs, but most involve dealing damage or killing very early. Under most competitive rulesets, they are banned.
altLink
Text
Field
Field type
Value
term
String
footsies
alias
String
summary
String
A term referring to the battle to control the space in front of your character, often through the use of pokes
definition
Text
A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long-range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.
altLink
Text
Field
Field type
Value
term
String
footstool
alias
String
summary
String
A mechanic introduced in ''Brawl'' where fighters can gain an upward momentum boost by simply jumping directly on top of their opponents.
definition
Text
A mechanic present in ''Brawl'', ''Smash 4'' and ''Ultimate'' where fighters can gain an upward momentum boost by simply jumping directly on top of their opponents. While grounded opponents are merely stuck in lag after getting footstooled, airborne opponents are placed in a special tumble situation while falling downward. In ''Brawl'' and ''Smash 4'', footstools done on airborne opponents cannot be teched by the victim, which can lead to guaranteed combos. However, footstools against airborne foes can be teched by the victim in ''Ultimate''. Additionally, footstools done against opponents who are in the middle of an attack (excluding landing lag from aerial attacks) or certain other special animations/statuses will not affect the victim; such footstools are called "phantom footstools".
altLink
Text
Field
Field type
Value
term
String
frame trap
alias
String
summary
String
String that allows an escape option while also catching that escape option's lag
definition
Text
A type of string (see also: <em>No results</em>) which can punish an escape option, such as jumping or airdodging, by continuing the string in a different way.
altLink
Text
Field
Field type
Value
term
String
gravity
alias
String
summary
String
Downwards acceleration when falling
definition
Text
A character's downward acceleration in the air. Each frame, this value is subtracted from a character's vertical speed until they reach their maximum fall speed.
altLink
Text
Field
Field type
Value
term
String
helpless
alias
String
freefall, special fall
summary
String
an unactionable state some specials cause
definition
Text
During this state, a character is completely inactionable until they touch the ground again, grab the ledge, or get hit. This most often happens after specials used for recovery.
altLink
Text
Field
Field type
Value
term
String
hitlag
alias
String
freeze frames, hitstop, hitpause
summary
String
Characters are frozen in place after a hitbox connects
definition
Text
The time during getting hit when a player is frozen in place. This applies to both characters usually, and the amount of hitlag there is depends on the power of the move, in most cases. Hitlag allows the attacker to confirm their move hit and plan their next, and allows the victim to react to the hit and SDI (See: <em>No results</em>) and/or DI (See: <span class="tooltip" >DI<span class="tooltiptext" style="">Influence on launch speed and location</span></span>).
altLink
Text
Field
Field type
Value
term
String
hitstun
alias
String
summary
String
A state that a character is in put after getting hit, which the afflicted character cannot act at all.
definition
Text
The time after getting hit when a character cannot perform an action. If another move is hit during this time, this becomes known as a true combo.
altLink
Text
Field
Field type
Value
term
String
hurtbox extension
alias
String
summary
String
An animation causing a character's hurtbox to become more vulnerable
definition
Text
An animation that causes a character's hurtbox to become more vulnerable. This is a type of hurtbox shifting, but while hurtbox extension is often used when the animation causes an attack to hit when it otherwise would not, hurtbox shifting is often used when the animation causes an attack to miss.
altLink
Text
Field
Field type
Value
term
String
hurtbox shift
alias
String
summary
String
An animation causing a character's hurtbox to move a significant amount
definition
Text
An animation that causes a character's hurtbox to move a large amount. Often, hurtbox shifting is used when the animation's movement causes an attack to miss, while hurtbox extension is used when the animation causes an attack to hit when it otherwise wouldn't.
altLink
Text
Field
Field type
Value
term
String
IDJ
alias
String
Instant Double-Jump
summary
String
Shorthand for "Instant Double-Jump", a technique used to Double Jump as low to the ground as possible.
definition
Text
An Instant Double Jump is using your Double Jump as fast as possible after inputting Jump. The uses of this technique can vary, between performing Rising Aerials low to the ground, using Aerials with increased vertical height, and more.
altLink
Text
Field
Field type
Value
term
String
infinite
alias
String
summary
String
A combo that can be performed without end
definition
Text
A combo that can be performed indefinitely on an opponent, regardless of percentage or other external factors. These combos are not very common in the ''Smash Bros.'' series overall. Several notorious examples include the Ice Climbers' wobbling in ''Melee'' and chaingrabs in ''Brawl'', King Dedede's down throw chaingrab against certain characters in ''Brawl'', and Diddy Kong's since-patched Pyramid Scheme in ''Ultimate''.
altLink
Text
Field
Field type
Value
term
String
intangible
alias
String
summary
String
When a character is unable to be interacted with
definition
Text
A type of protection in which a hurtbox is completely unable to be interacted with. This means that intangible characters can move through each other, and that if intangibility runs out while a lingering hitbox is there, a character will still be hit by the hitbox.
altLink
Text
Field
Field type
Value
term
String
invincible
alias
String
summary
String
When a character cannot be hurt by attacks, but can be interacted with
definition
Text
A type of protection in which a hurtbox can be interacted with, but will ignore damage, status effects, etc. from an attack.
altLink
Text
Field
Field type
Value
term
String
IRAR
alias
String
Instant Reverse Aerial Rush, perfect pivot
summary
String
A RAR performed during initial dash.
definition
Text
A reverse aerial rush during initial dash, simply a more precise and versatile version of RAR.
altLink
Text
Field
Field type
Value
term
String
jab lock
alias
String
summary
String
Being hit by a low-knockback move after missing a tech, locking you in place
definition
Text
Hitting an opponent with a low knockback move in their prone state causes them to bounce and enter the lock state, which is 25 frames for initial missed tech and 38 frames for the two possible locks after. This lock state can be reset with another low knockback move one more time if done quickly and at a specific rhythm. During the lock duration, the opponent is completely unable to act, making this a crucial opportunity to extend combos or kill confirm for the attacker. If they aren't hit after the lock state, the opponent goes back to prone state and they can choose a get-up option (See: <em>No results</em>).
altLink
Text
Field
Field type
Value
term
String
john
alias
String
excuse(non slang term)
summary
String
An excuse for a player's underperformance that results in a match loss.
definition
Text
A term used when players attribute their loss to other variables out of their control. Can be used as a noun or a verb (the act of johning). "No Johns" is used as a counter to players making excuses. It is generally frowned up to be doing this.
altLink
Text
Field
Field type
Value
term
String
juggle
alias
String
summary
String
Vertical advantage state (aka keeping them above you)
definition
Text
Advantage state in which the opponent is above the user. Oftentimes, this comes after an upward combo or throw, or any powerful vertical attack which does not KO the opponent right away.
altLink
Text
Field
Field type
Value
term
String
low profile
alias
String
High Crush
summary
String
A move/state that can dodge moves that hit the middle of the body.
definition
Text
Some moves shift hurtboxes so low to the ground that they can dodge moves that target the middle of the character's body. Additionally, some characters are able shrink their hurtboxes by crouching to avoid said attacks, or by simply having a small hurtbox altogether. Another possible way to low profile attacks is through having upper body intangibility, making the attack on the mid body whiff.
altLink
Text
Field
Field type
Value
term
String
LSI
alias
String
Launch speed influence
summary
String
Holding up or down to slightly change launch speed
definition
Text
Holding up or down to slightly increase or decrease the launch speed. Does not work on moves which send steeply up or down. This mechanic only exists in ''Smash 4'' and ''Ultimate''.
altLink
Text
Field
Field type
Value
term
String
matchup
alias
String
MU
summary
String
A bout between two characters and/or players
definition
Text
A character matchup is when two specific characters fight each other, and the options they have that counter one another. A player matchup is when two specific players fight each other, and the options that they use in order to counter one another.
altLink
Text
Field
Field type
Value
term
String
meteor smash
alias
String
meteor
summary
String
Any attack in ''Smash 64'', ''Brawl'', ''Smash 4'' and ''Ultimate'' that launches opponents downward, or in ''Melee'', only attacks that launch opponents at an angle between 260 and 280 degrees
definition
Text
Attacks that send the victim directly downward, unlike most moves which launch them upward, horizontally or diagonally. In ''Melee'', only attacks that launch opponents at an angle between 260 and 280 degrees are considered to be meteor smashes, causing moves such as Falco's down aerial to instead be considered spikes. Meteor smashes are useful for starting combos, kill confirms, edgeguarding, and gimping, depending on the character's meteor smash. In ''Melee'' and ''Brawl'' only, meteor smashes can be meteor canceled, nullifying their downward knockback against airborne opponents. In ''Smash 4'' only, meteor smashes can also be teched if done against grounded opponents, limiting their utility as combo starters. In ''Smash 64'' and ''Ultimate'', all meteor smashes are functionally identical to spikes in ''Melee''.
altLink
Text
Field
Field type
Value
term
String
nerf
alias
String
summary
String
A character receiving a negative change in balance updates
definition
Text
A balance change to the game that results in a net negative change in the potency of a mechanic or character.
altLink
Text
Field
Field type
Value
term
String
neutral
alias
String
neutral game
summary
String
A freeroam analytical gameplay phase
definition
Text
A phase in gameplay where both players can freely move, attack, and defend. Typically players will collect information on each other so they can win the neutral phase and move on to an advantage phase.
altLink
Text
Field
Field type
Value
term
String
parry
alias
String
perfect shield (official term)
summary
String
Releasing shield right as an attack connects in ''Ultimate'' only
definition
Text
Unofficial name for the reworked version of perfect shielding seen in ''Ultimate'', which involves releasing one's shield right as an attack connects. This results in extra frame advantage for the one shielding, depending on the type of move being parried.
altLink
Text
Field
Field type
Value
term
String
PC
alias
String
summary
String
Pivot Cancel; performs a sliding ground move out of a full run
definition
Text
A technique done by running forward, turning around to start sliding, then canceling said slide with a normal in order to retain the slide’s momentum while still attacking.
altLink
Text
Field
Field type
Value
term
String
planking
alias
String
summary
String
A form of stalling
definition
Text
A form of stalling involving regrabbing the ledge over and over again. It is effective in ''Smash 64'', ''Melee'' and most notoriously ''Brawl'', since there is no ledge grab limit in those games and regrabbing the ledge always refreshes ledge grab intangibility. Very difficult to do with many characters in ''Smash 4'' and ''Ultimate'' due to the fact that ledge grab intangibility in those two games no longer refreshes unless characters land on the ground first, and even harder in the lattermost game thanks to the in-game ledge grab limit which prevents someone from grabbing the ledge six times in a row without taking damage or landing. Uniquely, <span class="charaLabel">[[File:SSBU_Steve_Stock.png|link=SSBU/Steve|x25px|alt=]]</span> <span>[[SSBU/Steve|'''Steve''']]</span> can bypass these limits by using blocks or anvil because they both technically count as him touching the ground, making planking much stronger for him specifically.
altLink
Text
Field
Field type
Value
term
String
pocket
alias
String
summary
String
A character the player sometimes plays
definition
Text
A character which a player is moderately proficient in, but rarely if ever sees use compared to their main and secondary.
altLink
Text
Field
Field type
Value
term
String
poke
alias
String
summary
String
A low-risk attack
definition
Text
An attack used to occupy space in front of the user, often to assert their presence to them and remind them to respect the space taken. If they don't, they risk getting hit and losing space on the stage or getting comboed (See: combo). What defines a move as a poke is usually a long and safe normal.
altLink
Text
Field
Field type
Value
term
String
PR
alias
String
summary
String
Shorthand for "Power Rankings", a community ranking of the players in a given region
definition
Text
A community ranking of the players in a given region. For example, an EUPR would be a ranking of all the best players in Europe, as decided by the panelists (usually tournament organisers and other top players). PRs can also be based on a points system determined by placing.
altLink
Text
Field
Field type
Value
term
String
Rage
alias
String
Inherent knockback increase
summary
String
Universally shared mechanic where taking damage increases the amount of knockback and hitstun delivered through a character's moves. Maxes out at 150%.
definition
Text
Rage is a universally shared mechanic across the roster which provides a knockback and hitstun increase to a character's moves based on that character's damage percent. This effect starts at 35% damage, at a very small knockback increase, reaches medium charge at 100% damage, with 5% added knockback, and a maximum of 10% additional knockback at 150%. This effect stacks with all other knockback multipliers and growth, but it does not apply to thrown items. Not to be confused with <span class="charaLabel">[[File:SSBU_Kazuya_Stock.png|link=SSBU/Kazuya|x25px|alt=]]</span> <span>[[SSBU/Kazuya|'''Kazuya''']]</span>'s Rage mode or <span class="charaLabel">[[File:SSBU_Lucario_Stock.png|link=SSBU/Lucario|x25px|alt=]]</span> <span>[[SSBU/Lucario|'''Lucario''']]</span>'s Aura mechanic, although this effect stacks with both.
altLink
Text
Field
Field type
Value
term
String
RAR
alias
String
reverse aerial rush, pivot (not ''perfect pivot'', see IRAR)
summary
String
A tech that allows for approaching your opponent with your back turned, out of a forward run.
definition
Text
A technique that consists of cancelling a forward run with a 1-frame backdash and then a backwards jump. RARs keep the characters' momentum in the direction they were moving, with their back turned. RARs are typically used to approach opponents with a backwards aerial. This tech also works on characters with the Auto Turnaround mechanic. This technique is not possible in ''Smash 64'' or ''Melee''.
altLink
Text
Field
Field type
Value
term
String
RCBG
alias
String
Roll-Cancelled Boost Grab
summary
String
Shorthand for "Roll-Cancelled Boost Grab", a technique used to extend a character's dash grab range.
definition
Text
A Roll-Cancelled Boost Grab involves canceling an initial dash into a roll, and then the roll into a grab on its first few frames, which will make the character slide and improve their travel distance, and thus their effective dash grab range. Any character in ''Smash 4'' and ''Ultimate'' can perform this technique, with the exception of Yoshi.
altLink
Text
Field
Field type
Value
term
String
SDI
alias
String
Smash Directional Influence
summary
String
Influencing the user's position while in hitlag, typically in multihits
definition
Text
Influencing the user's position while in hitlag, typically in multihits. Various moves have SDI multipliers which allow them to be more or less easily SDI'd out of.
altLink
Text
Field
Field type
Value
term
String
Shield SDI
alias
String
Shield Smash Directional Influence
summary
String
Influencing the user's position in shieldlag
definition
Text
Similar to regular SDI, influencing the user's position while in the shield is in hitstun by wiggling while in shield.
altLink
Text
Field
Field type
Value
term
String
shieldstop
alias
String
shieldpause, shieldlag
summary
String
Shield is frozen in place after hitbox connects
definition
Text
The time during getting hit when a shield is frozen in place. This applies to both characters usually (the attacker recieving hitlag), and the amount of shieldlag there is depends on the power of the move, in most cases. Shieldlag allows the attacker to confirm their move hit and plan their next, and allows the victim to react to the hit and potentially escape or shield SDI (See: shield SDI).
altLink
Text
Field
Field type
Value
term
String
shieldstun
alias
String
summary
String
A short state that a character is in put after shielding an attack, which the afflicted character cannot act at all.
definition
Text
The period after the victim's shield has been hit, in which they are frozen in an inactionable state. This occurs after shieldlag/hitlag (See: <span class="tooltip" >shieldstop<span class="tooltiptext" style="">Shield is frozen in place after hitbox connects</span></span>, <span class="tooltip" >hitlag<span class="tooltiptext" style="">Characters are frozen in place after a hitbox connects</span></span>), and the attacker is not affected by shield stun. This means the attacker can use a rapid jab or another tight sequence to potentially lock the shielding victim in place for shield pressure and blockstrings. This allows the attacker to at the very least reduce the victim's shield size and either shield poke or pressure the victim into making a hasty move to escape pressure. Shield stun can be drastically increased if a strong move like Ganondorf's Warlock Punch connects.
altLink
Text
Field
Field type
Value
term
String
spike
alias
String
summary
String
An attack that sends down at an angle outside of the meteor smash range, and thus cannot be meteor canceled
definition
Text
Only prevalent in ''Melee'', spikes are a special type of attack that launches opponents downward, similarly to meteor smashes. However, unlike meteor smashes, spikes send at a more diagonal launch angle outside of the game's tiny meteor smash range, and therefore none of them can be meteor canceled. Falco's down aerial, the nipple spike hitbox of Captain Falcon's dair, and Marth's dair in NTSC versions of ''Melee'' are all good examples of spikes. The meteor smash range is much larger in ''Brawl'', essentially removing spikes in that game. Additionally, meteor canceling does not exist at all in ''Smash 64'', ''Smash 4'' and ''Ultimate''.
altLink
Text
Field
Field type
Value
term
String
Strafing
alias
String
summary
String
A mechanic during a move where a character can move back and forth but their direction is locked.
definition
Text
A mechanic where a move lets a character freely walk forward or backwards without turning, similar to auto turnaround. Unlike autoturn, the character doesn't automatically face the opponent; their direction is just locked for the duration of the move. This mechanic is shared by a lot of moves in <span class="charaLabel">[[File:SSBU_Steve_Stock.png|link=SSBU/Steve|x25px|alt=]]</span> <span>[[SSBU/Steve|'''Steve''']]</span>'s kit, like mining, block and redstone placement, utilt, and jab/ftilt, but <span class="charaLabel">[[File:SSBU_Banjo & Kazooie_Stock.png|link=SSBU/Banjo & Kazooie|x25px|alt=]]</span> <span>[[SSBU/Banjo & Kazooie|'''Banjo & Kazooie''']]</span> can also strafe with Breegul Blaster and <span class="charaLabel">[[File:SSBU_Min Min_Stock.png|link=SSBU/Min Min|x25px|alt=]]</span> <span>[[SSBU/Min Min|'''Min Min''']]</span> can with her ftilt/jab and neutral/side special.
altLink
Text
Field
Field type
Value
term
String
string
alias
String
Fake combo, not true
summary
String
A sequence of moves done in quick succession that is not a true combo
definition
Text
Sequence of moves done in quick succession that are interpreted at combos due to their high successrate. Followups and mixups are very common in strings. Some strings are just a "second part" of a previous combo, or two combos tied together in one string.
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Text
Field
Field type
Value
term
String
swordie
alias
String
summary
String
Shorthand for "sword character", but typically used to refer to Fire Emblem characters in particular.
definition
Text
A nickname for characters that primarily use a sword instead of H2H fighting. They are notable for this due to their weapons giving them relatively large disjoints on their attacks. Notable examples introduced in each ''Smash'' game include Link in ''Smash 64'', Marth in ''Melee'', Ike in ''Brawl'', Cloud in ''Smash 4'', and Pyra/Mythra in ''Ultimate''.
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Text
Field
Field type
Value
term
String
taunt
alias
String
summary
String
A dance/emote/pose
definition
Text
Striking a dance/emote/pose with the character. Every character has one single taunt in ''Smash 64'' and ''Melee'', but three taunts in ''Brawl'', ''Smash 4'' and ''Ultimate''. In ''Ultimate'', taunts can be canceled with any action. Only very few taunts—namely Luigi's taunt (''Melee'') or down taunt (''Brawl''/''Smash 4''/''Ultimate''), all of Snake's nearly identical taunts, Greninja's down taunt, and Kazuya's side taunt—have damaging hitboxes; generally, these taunts are not very useful as actual attacks outside of styling on opponents.
altLink
Text
Field
Field type
Value
term
String
tech-chase
alias
String
okizeme
summary
String
Punishing the opponent's tech options
definition
Text
Punishing the opponent’s tech options, such as tech roll away or tech in place. This is typically done with a read or on reaction, by following the opponent while they're in the animation and punishing them before they can act.
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Text
Field
Field type
Value
term
String
two-frame
alias
String
summary
String
Hitting someone during the two frames it takes to grab ledge
definition
Text
In ''Smash 4'' and ''Ultimate'', most characters will be vulnerable for two frames when grabbing ledge, even if intangible beforehand, giving the opponent a window to punish. Note: two framing does not apply when grabbing ledge from above, so teleport recoveries and pika/pichu's quick attack can snap to ledge without risk of a two frame
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Text
Field
Field type
Value
term
String
walling
alias
String
summary
String
Zoning an opponent at a midrange via physical hitboxes
definition
Text
Keeping an area of control between one and their opponent. This is usually accomplished with projectiles, items, and setplay tools.
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Text
Field
Field type
Value
term
String
whiff punish
alias
String
summary
String
Punishing a missed attack
definition
Text
The user punishing the opponent's whiffed (missed) attack with an attack of their own or a combo.
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Text
Field
Field type
Value
term
String
zone-breaking
alias
String
summary
String
Getting through an opponent's attempt to zone
definition
Text
altLink
Text
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