< RoA2
Superscript text
![]() | Hey there! This is the Dragdown Wiki team. Throughout the course of March and April, we will be focused on standardising general pages on the Rivals 2 Wiki. You can find our Roadmap to learn more, join us as an editor, or contact us via Discord or email. If you have any feedback, whether it be on current features and info, or requests for features you would like to see be added, let us know! |
Active
AKA: | Active Frames |
Summary: | The part of a move where hitboxes are present.
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Aerial
AKA: | Aerial Attack |
Summary: | An airborne attack. These typically have landing lag and can be hitfell out of, with versatile positioning, heights, and timings.
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See Also: | System Mechanics \ Landing Lag |
Aerial Drift
AKA: | Drift |
Summary: | Describes characters being able to move left or right freely during movement or Aerials. |
See Also: | System Mechanics |
Air Dodge
AKA: | Airdodge |
Summary: | A defensive option done while airborne, granting brief intangibility with considerable endlag. Can be done in any direction or stationary. Air dodge's low endlag makes such techniques as wavedashing and wavelanding viable.
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See Also: | System Mechanics \ Landing Lag \ Wavedash \ Waveland |
Amsah Tech
AKA: | Floorhug Tech |
Summary: | A defensive option that is done by teching and floorhugging a hit, typically to allow for surviving options that would otherwise kill.
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See Also: | System Mechanics |
ASDI
AKA: | Automatic Shift Directional Influence |
Summary: | A way of teleporting after hitpause, done with either stick. Has lenient timing and can be used to floorhug.
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See Also: | System Mechanics |
Auto-Floorhuggable
AKA: | AFH |
Summary: | A property of specific moves, typically those with low knockback, including Jabs. When floorhugging these moves, there is no timing requirement, with any timing of ASDI down able to floorhug the hit.
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See Also: | System Mechanics \ Floorhug |
Babydash
AKA: | BD |
Summary: | A movement option by inputting dash for 1 or 2 frames, causing a character to slide forward while remaining fully actionable.
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See Also: | System Mechanics |
Blast Zone
Summary: | The regions on the outskirts of a stage where if a character's position is in them, they will die.
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Buffer
Summary: | If an input is performed within 6 frames of when the corresponding action would normally come out, it will come out anyway, giving more leniency to time frame perfect follow ups.
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See Also: | Esoterica, Hold Buffer |
B-Reverse
Summary: | By turning around during the startup of a Special, depending on the move, the character can change the direction they're facing and/or the momentum they have.
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See Also: | System Mechanics |
B-Turnaround
Summary: | By inputting the reverse direction before inputting a Special, the character can turn around upon performing the Special.
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See Also: | System Mechanics |
Chaingrab
Summary: | A technique of regrabbing the opponent without allowing the character to land. This is only possible with successful Pummels to remove regrab protection on defenders.
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Clone
AKA: | Decoy |
Summary: | The common way to refer to ![]()
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See Also: | Forsburn |
Corner
Summary: | Typically refers to the space near ledge, where characters have more limited options due to their tech rolls being shortened by the distance to ledge.
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Cross Up
Summary: | Swapping between left and right. Instead of approaching the opponent from the front, moving past the opponent and positioning behind them.
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Crouch
Summary: | A state where a character's hurtboxes will be lowered. They can crouch cancel hits if they are hit. In most cases, it is treated like the character is standing in terms of actions possible out of crouch. |
See Also: | System Mechanics |
Crouch Cancel
AKA: | CC |
Summary: | The knockback reduction received if hit in crouch. When paired with floorhugging, this is an excellent way to minimise hitstun and quickly reversal opponents for poor offensive choices. |
See Also: | System Mechanics \ Floorhug |
Dash
AKA: | Initial Dash |
Summary: | A state that allows a character to instantly gain velocity. Uniquely, characters can instantly cancel a dash into a dash in the other direction - known as a dashback - or can instantly stop moving with a pivot. |
See Also: | Dash Back \ Pivot |
Dash Back
AKA: | Dashback |
Summary: | A dash performed in the opposite direction of a previous dash, cancelling the first one. Doing this repeatedly is known as dash dancing.
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See Also: | Dash \ Dash Dance \ Pivot |
Dash Dance
AKA: | Dashdance |
Summary: | A movement option where a character dashes back and forth, keeping their movement unpredictable on whether they intend to move forward or backward.
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See Also: | Dash \ Dash Back \ System Mechanics |
Dash Attack
AKA: | DA |
Summary: | A grounded attack that can be done during dash or run. While it typically moves forward and is an unreactable burst option, it typically has extremely high endlag.
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See Also: | System Mechanics |
Dash Attack Cancel Up Strong
AKA: | DACUS |
Summary: | Cancelling Dash Attack with Up Strong to gain more speed and distance. (Video shows dash upstrong vs DACUS) |
See Also: | System Mechanics |
Dash Grab
Summary: | Performing a Grab during dash or run. Typically slower and laggier than standard Grab.
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See Also: | System Mechanics |
Directional Influence
AKA: | DI |
Summary: | Characters launched by a move can change their angle by holding a direction while being hit. DI is most effective when the direction held is perpendicular to the angle the attack sends - changing the angle 18° - but it won't affect the angle at all if the direction is parallel to the attack's knockback angle. (Video demonstrates all possible launch angles with and without DI) |
File:RoA2 Clairen Ranno DI.webm | |
See Also: | System Mechanics |
Disjoint
Summary: | Disjointed moves are far away from the character's hurtboxes, making them safer to attack with. ![]()
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Ditto
AKA: | Mirror |
Summary: | A matchup between two players using the same character. For example, two ![]() ![]()
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Double Jump
AKA: | DJ, midair jump |
Summary: | A character's midair jump, called double jump due to legacy. Characters have a limited amount of these per airtime. While most have only one, ![]()
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See Also: | System Mechanics |
Environmental Collision Box
AKA: | ECB |
Summary: | The diamond that determines a character's ability to collide with surfaces such as floors, walls, and ceilings. A character's position is determined by where the bottom corner of the diamond is.
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Edge Cancel
Summary: | Cancelling the landing lag of an Aerial or some airborne Specials by moving towards and landing close enough to the edge of a platform or stage to slide off of it with the remaining grounded momentum. A successful edge cancel leaves a character completely actionable, allowing them to pick any option. |
See Also: | System Mechanics \ Landing Lag |
Edgeguard
Summary: | Preventing an opponent from recovering back to stage, whether with the intent of killing or to send them offstage again.
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See Also: | Universal Strategy |
Ending Lag
AKA: | endlag, recovery |
Summary: | The ending animation of a character's move, after the hitboxes come out, but before the character can act again.
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Fadeback
AKA: | drifting back |
Summary: | A way to refer to airborne moves being done while drifting backwards. Often a way of spacing moves safely to avoid a counteroption.
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Fastfall
AKA: | FF |
Summary: | A way for characters to instantly fall at their maximum fall velocity. This can typically only be done when characters are falling, with the exception of hitfalling. |
See Also: | System Mechanics \ Hitfall |
Fastfaller
Summary: | A character archetype, characterized by a character's maximum fall speed being high, susceptible to combos that revolve around hitting the opponent due to the opponent falling low to the ground while still stuck in hitstun. In this game, it refers to ![]() ![]() ![]() ![]() ![]() ![]()
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Flinch
Summary: | A hitstun state that occurs primarily when grounded characters are hit by downward-sending moves at lower percents. At higher percents, characters instead bounce. This beats crouch cancel and floorhugging.
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Floaty
Summary: | A character archetype, characterized by a character's maximum fall speed being low, typically harder to combo due to hits knocking the opponent too high for reliable follow ups. In this game, it refers to ![]() ![]() ![]()
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Floorhug
AKA: | Flug |
Summary: | A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor. |
See Also: | System Mechanics \ Crouch Cancel \ Auto-Floorhuggable |
Footsies
AKA: | fundies |
Summary: | A general term that refers to controlling space on stage between characters, using pokes, movement, and soft commitments to get an opening.
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Frame Trap
Summary: | A string that has the intent to punish a preemptive evasive option.
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Short Hop
AKA: | FH |
Summary: | A high grounded jump, allowing for more height and jumping onto platforms.
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See Also: | System Mechanics |
Gravity
Summary: | Downward acceleration of a character's vertical velocity while in the air. The higher it is, the faster you reach your maximum fall speed.
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Haxdash
Summary: | Dropping from ledge, double jumping, and wavelanding backwards on stage to regrab ledge. Most reliable way to refresh all available intangible ledgehangs.
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See Also: | System Mechanics |
Hitfall
Summary: | A universal movement technique for extending combos done by fastfalling during hitpause with an Aerial. |
See Also: | System Mechanics \ Hitpause |
Hitpause
AKA: | hitlag, freeze frames, hitstop |
Summary: | The moment where a hit causes both the attacking article/character and defending article/character to freeze in place.
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See Also: | System Mechanics |
Hitstun
Summary: | The state where a character is completely inactionable after a hit.
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See Also: | System Mechanics |
Hold Buffer
Summary: | A unique kind of buffer for certain inputs. The input can be started at any point, and as long it is held until the frame it can be performed, the action will come out.
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See Also: | Buffer |
Hurtbox Shift
AKA: | hurtbox extension |
Summary: | Characters can sometimes change the orientation of their body during attacks, and depending on where their hurtboxes move, it can cause moves to evade or hit. Hurtbox shifting typically refers to evading a hit, whereas hurtbox extending refers to becoming vulnerable to a hit.
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IASA
AKA: | Interruptible as soon as. |
Summary: | A move's IASA frame is when a character is able to act again.
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IDJ
AKA: | Instant double jump |
Summary: | Expending your double jump immediately out of a grounded jump. This can be useful for getting different heights that would not be possible due to the grounded jump.
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Instant Wall Jump
Summary: | Instant wall jump, typically done from ledge by dropping with Xbox: GCN: KB:
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Infinite
Summary: | A combo that cannot be escaped from the opponent. While these are very uncommon, there are commonly pseudo-infinites in the game, where counterplay is limited and requires a knowledge check from the defender.
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Intangible
Summary: | A hurtbox state which cannot be hit. Contact will result in no hitpause. Commonly confused with invincible.
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Invincible
AKA: | true invulnerability, invulnerable |
Summary: | A hurtbox state which cannot be hit. Contact will result in hitpause, but only for the attacker's side. Commonly confused with intangible.
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JC
AKA: | Jump Cancel |
Summary: | 1. A universal option of cancelling jumpsquat with an attack like Grab, Up Special, or Up Strong, allowing all three of those options to be accessible. 2. Using jump to cancel attacks, including ![]() ![]() ![]() ![]()
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See Also: | Jumpsquat |
JC Grab
AKA: | Jump Cancel Grab |
Summary: | Performing a Grab during jumpsquat frames. Allows for standing Grab out of options like dash and run, though it halves velocity.
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See Also: | Jumpsquat \ System Mechanics |
Kill Confirm
Summary: | A sequence of moves that can kill the opponent reliably on the first hit, typically starting from a safe combo starter. Kill confirms can sometimes be DI reliant, but they generally are safe.
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See Also: | System Mechanics |
Knockback
Summary: | The measure of how far an attack sends its target.
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See Also: | System Mechanics |
Ledge
Summary: | A position of the stage, typically at the edge of a stage, where characters can snap to and gain invincibility. An important point for recovering back to stage.
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See Also: | System Mechanics |
Ledgedash
Summary: | Dropping from ledge, double jumping, and wavelanding on stage with ledge intangibility to safely get to stage.
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See Also: | System Mechanics |
Ledgehog
AKA: | Edgehog |
Summary: | The act of occupying ledge. When doing so, opponents are prevented from grabbing ledge, making it a useful edgeguard technique.
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See Also: | System Mechanics |
Ledgehop
Summary: | Dropping from ledge and double jumping. Typically done with an Aerial. When referring to an Aerial from ledge, it's referring to ledgehop Aerial with ledge intangibility.
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See Also: | System Mechanics |
Ledgejump
Summary: | Using Xbox: GCN: KB:
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See Also: | System Mechanics |
Ledge Slip
Summary: | An inactionable state similar to tumble that must be teched. However, it is inactionable, and it cannot be wiggled out of.
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See Also: | System Mechanics |
Ledgetrap
Summary: | Attacking ledge with a hitbox, intercepting the opponent from getting to ledge.
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Knockdown
AKA: | Hard knockdown |
Summary: | A state where a character is completely vulnerable on the ground after missing a tech. This can be avoided by teching.
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See Also: | System Mechanics \ Tech |
Jab
Summary: | A universal grounded attack, being the fastest move in a character's moveset but having typically low fixed knockback. It can cancel into following hits of Jab or Tilts.
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See Also: | System Mechanics |
Jab Reset
AKA: | Jab Lock |
Summary: | Being hit with low enough knockback while in knockdown, forcing a neutral getup or getup roll which can be punished. Despite its name, moves other than Jab can also force a getup option.
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See Also: | System Mechanics |
Juggle
AKA: | juggle state |
Summary: | A vertical advantage state where the defender is above the attacker, and the defender has to find a way to land while avoiding being attacked by the attacker.
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Landing Lag
AKA: | Landlag |
Summary: | The animation a character goes through after landing during an Aerial, some Specials, or an airdodge. Is unique from endling lag as it only applies to aerial actions, though aerial attacks while still go through ending lag until they land or their endlag concludes.
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See Also: | System Mechanics \ Ending Lag \ Aerial |
Low Profile
Summary: | This can refer to moves or options that a character takes, causing them to evade moves due to the hitbox being positioned too high. An excellent example of this is ![]()
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Matchup
AKA: | MU |
Summary: | A way of describing the pattern of two specific characters or players against each other. Character matchups will typically have specific traits that differ from other matchups, due to the way their options match up against each other.
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Middleweight
AKA: | Midfallers |
Summary: | A character archetype, characterized by a character's maximum fall speed being middle of the pack, meaning that they are susceptible to some fastfaller combos and some floaty combos. In this game, it refers to ![]() ![]()
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Minus
Summary: | The defender can go before the attacker. For example, a -2 move means that the attacker acts 2 frames after the defender, and if the attacker's option is more than 2 frames slower than the defender's option, it will lose.
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See Also: | Frame Data |
Mix Up
Summary: | An option that serves as an alternative, intended to catch opponents off guard, either due to timing, DI, or other properties.
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Moonwalk
Summary: | A way of moving backwards out of dash with high velocity. |
See Also: | System Mechanics |
Neutral
AKA: | neutral game |
Summary: | This is the gameplay state where both players have effectively the same amount of options. Winning neutral is the process of exiting this state by finding an opening to enter advantage state.
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Overshoot
Summary: | Throwing out an attack that attempts to attack further than the opponent currently is, typically meant to catch an opponent moving backwards.
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Out of Shield
AKA: | OoS |
Summary: | Used to describe options being done while shielding.
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See Also: | System Mechanics |
Parry
Summary: | A fast option that while committal, can completely negate an attack on contact and grant invincibility, putting the defender in advantage and punishing the attacker for a poor approach.
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See Also: | Universal Strategy \ System Mechanics |
Perfect Shield
AKA: | Powershield |
Summary: | Timing shield just before an attack connects, allowing the defender to cancel the lag of releasing shield immediately into any grounded attack. |
See Also: | System Mechanics |
Platform Drop
AKA: | Platdrop |
Summary: | The act of falling through a platform a character is currently standing on, done by tapping down while standing, walking, or running on a platform. |
See Also: | System Mechanics |
Plus
Summary: | The attacker can go before the defender. For example, a +2 move means that the attackers acts 2 frames before the defender, and if the defender's option is more than 2 frames slower than the attacker's option, it will lose.
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See Also: | Frame Data |
Poke
Summary: | A low risk attack, typically made safe either due to its range, low startup, and/or low endlag.
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Pivot
Summary: | Inputting a walk turnaround out of dash, immediately stopping the character's momentum and allowing for actions like Jab and Tilts out of dash.
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See Also: | System Mechanics |
Pummel
Summary: | An attack that can be inputted once after having Grabbed an opponent, either with Xbox: GCN: KB: Xbox: GCN: KB:
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See Also: | System Mechanics |
Reverse Aerial Rush
AKA: | RAR |
Summary: | Jumping out of run turnaround, such that the character is moving forward while facing backwards.
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Reverse Hit
Summary: | A way to describe when a hit's horizontal knockback sends toward the attacker, despite the knockback angle sending away. For example, if File:ROA2 Zetterburn Stock.png Zetterburn is facing right, his Forward Air will typically send opponents right. However, if he hits a ![]()
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Run
Summary: | A state that can only be entered after dash. It's typically more committal due to being forced into lengthy run turnaround when attempting to move in the other direction. |
See Also: | System Mechanics |
Shift Directional Influence
AKA: | SDI |
Summary: | A way of influencing a character's position after hitpause, done with either stick. This includes ASDI, SSDI, and Shield SDI.
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See Also: | SDI |
Shield Drop
Summary: | A method of platform dropping done out of shield, allowing a character to bypass the first three frames of a normal platform drop as well as the lag of releasing shield. |
See Also: | System Mechanics |
Shield Grab
Summary: | Performing a Grab while shielding. A common reversal option on poorly spaced moves.
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See Also: | System Mechanics |
Shield SDI
AKA: | Shield Shift Directional Influence, Shield DI, Shield Directional Influence |
Summary: | A way of influencing a character's position after shield hitpause, done with only the left stick. Similar to SSDI.
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See Also: | System Mechanics |
Shield Pushback Edge Cancel
AKA: | SPEC |
Summary: | A way of cancelling a grounded attack's endlag on shield, causing the attacker to slide off edge and be instantly actionable.
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See Also: | System Mechanics |
Shield Stun
AKA: | shieldstun |
Summary: | Similar to hitstun, an inactionable state where the defender is stuck in shield. Higher damage hits typically deal more shield stun.
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See Also: | System Mechanics |
Short Hop
AKA: | SH |
Summary: | A short grounded jump, allowing for faster Aerials at the cost of less height.
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See Also: | System Mechanics |
Single Shift Directional Influence
AKA: | SSDI |
Summary: | A way of teleporting after hitpause, done with either stick. Requires precise timing, but yields higher distance than ASDI.
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See Also: | System Mechanics |
Slingshot
Summary: | Can either refer to ![]() ![]()
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See Also: | Fleet \ Ranno |
Sourspot
Summary: | It's the hitbox that is weaker than the rest of the hits on a move. Typically, it is larger than other hits of an move.
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Spacie
Summary: | A character archetype that has incredible combo potential thanks to a Shine, a fast jump cancellable Special that can be fit into a myriad of situations. ![]()
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Special
AKA: | Special Attack |
Summary: | Moves with properties that are unique to characters.
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See Also: | System Mechanics |
Special Fall
AKA: | Pratfall, Freefall |
Summary: | An inactionable state out of a Special. |
See Also: | System Mechanics |
Startup
Summary: | The starting animation of a character's move, before the hitboxes come out. The faster a move is, the harder it is to react to as well as defend against.
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Stray Hit
AKA: | Stray Kill |
Summary: | Compared to a kill confirm, this is a move that generally is meant to be safe to throw out in neutral, while still able to kill.
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Spike
Summary: | An attack that sends downward. On grounded opponents, this causes flinch at lower percents, and causes an untechable bounce at higher percents.
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String
Summary: | A sequence of moves done in quick succession. If the opponent is locked in hitstun the entire time, it's a combo.
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Strong
AKA: | Strong Attack |
Summary: | A grounded attack that can be charged, typically aimed to be a finisher. Has high damage, high knockback, but has higher startup than Tilts and very high endlag.
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See Also: | System Mechanics |
Super Clone
Summary: | The common way to refer to ![]()
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See Also: | Forsburn |
Sweetspot
Summary: | When referring to hits of a move, it's the hitbox on a move that is typically stronger than the rest of the move. If a sweetspot and a sourspot both connect with a character, the sweetspot will typically take priority. When referring to ledge, it refers to trying to space a character such that their ledgegrab box is low and/or far to dodge any hitboxes out on ledge.
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Swordie
Summary: | A character archetype, typically granted to character who have weapons that lack hurtboxes and only have hitboxes. They typically have excellent range on their moves. In this game, it refers to ![]() ![]() ![]()
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Taunt
Summary: | An obsolete move which typically yields little in-game value, typically meant as a social gesture in-game. |
See Also: | System Mechanics |
Tech
Summary: | In most cases, it refers to avoiding a hard knockdown by hitting Xbox: GCN: KB:
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See Also: | System Mechanics |
Tech Chase
AKA: | okizeme, oki |
Summary: | A way of punishing an opponent's tech options, thereby extending advantage and enabling the character's punish game.
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Tilt
AKA: | Tilt Attack |
Summary: | A light grounded attack.
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See Also: | System Mechanics |
Tiltboost
Summary: | Cancelling the startup of a Jab with a Tilt, with the intent of using the forward momentum of the Jab to gain additional distance.
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See Also: | System Mechanics |
Tipper
Summary: | A hitbox on a move that is typically strong than the rest of the move. Unlike sweetspots, the hitbox takes lower priority over sourspots, meaning that it requires spacing such that only the tipper hitbox connects. While multiple characters have tipper hitboxes on their moves, the most notable example is ![]()
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Tipstun
AKA: | Tippause |
Summary: | The extended hitpause generated from ![]()
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See Also: | Clairen |
Throw
Summary: | After a Grab, a move that launches the opponent that can be inputted with either stick.
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See Also: | System Mechanics |
Tomahawk
AKA: | empty land |
Summary: | Landing without any attack, usually to bait out opposing options or to serve as a timing mix up.
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Triangle Dash
Summary: | A variation on a wavedash named after the path a character moves during the technique. It's performed by jumping, leaving the ground briefly, and airdodging back into the ground at an angle. Typically slower and less versatile than a wavedash, but sometimes necessary due to either airdodge lockouts or the sliver of airdodge intangibility being necessary.
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See Also: | Air Dodge \ Wavedash |
Tumble
Summary: | 1. A synonym for any post-hit launch in which a character must tech to avoid a knockdown or bounce when landing on a surface. When referring to tumble percents, this typically means at what percent a character will tumble post-hit. 2. The state after heavy hitstun or ledge slip, where a character is actionable and can wiggle out but requires teching on the ground to avoid a knockdown.
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See Also: | System Mechanics |
Undershoot
Summary: | Throwing out an attack that attempts to attack not as far as the opponent currently is, typically meant to catch an opponent moving forward.
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Wallcling
Summary: | An option for characters to stay on walls and delay their wall jump. Currently, only ![]()
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See Also: | System Mechanics |
Wall Jump
AKA: | WJ, Walljump |
Summary: | Characters jumping off a wall. A one-time use resource, typically regained from landing on stage. |
See Also: | System Mechanics |
Wall Jumpsquat
Summary: | 5 frame startup of a character's wall jump. Characters who can wall cling can extend this state.
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See Also: | System Mechanics |
Wall Tech
Summary: | Characters teching while being hit next to a wall, or teching when being launched towards a wall and colliding.
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See Also: | System Mechanics |
Wall Jump Tech
Summary: | Characters immediately inputting an intangible wall jump upon being hit while next to a wall, or an intangible wall jump when being launched toward a wall and colliding.
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See Also: | System Mechanics |
Wavebounce
Summary: | Done by inputting both a B-turnaround and a B-reverse, allowing for a character to move quickly.
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See Also: | System Mechanics \ B-Reverse \ B-Turnaround |
Wavedash
Summary: | A universal burst movement option performed by jumping and immediately airdodging into the ground. (Video shows a waveland, then wavedash in place, wavedash diagonally down, and a full wavedash right) |
See Also: | System Mechanics \ Air Dodge \ Waveland |
Waveland
Summary: | A universal movement option where a character air dodges downward to land on a surface quicker. (Video shows a waveland, then wavedash in place, wavedash diagonally down, and a full wavedash right) |
See Also: | System Mechanics \ Air Dodge \ Wavedash |
Whiff Punish
Summary: | Punishing the opponent for missing (i.e., whiffing) an attack with your own option.
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