Table structure:
- term - String
- alias - List of String, delimiter: ,
- summary - Wikitext
- definition - Wikitext
- display - File
- altLink - List of Wikitext, delimiter: \
This table has 131 rows altogether.
Page | term | alias | summary | definition | display | altLink |
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RoA2/Glossary (edit) | Active | Active Frames | The part of a move where hitboxes are present. |
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RoA2/Glossary (edit) | Aerial | Aerial Attack | An airborne attack. These typically have landing lag and can be hitfell out of, with versatile positioning, heights, and timings. |
• Landing Lag |
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RoA2/Glossary (edit) | Aerial Drift | Drift | Describes characters being able to move left or right freely during movement or Aerials. |
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RoA2/Glossary (edit) | Air Dodge | Airdodge | 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. |
• Landing Lag• Wavedash• Waveland |
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RoA2/Glossary (edit) | Amsah Tech | Floorhug Tech | 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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RoA2/Glossary (edit) | ASDI | Automatic Shift Directional Influence | A way of teleporting after hitpause, done with either stick. Has lenient timing and can be used to floorhug. |
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RoA2/Glossary (edit) | Auto-Floorhuggable | AFH | 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. |
• Floorhug |
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RoA2/Glossary (edit) | B-Reverse | 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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RoA2/Glossary (edit) | B-Turnaround | By inputting the reverse direction before inputting a Special, the character can turn around upon performing the Special. |
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RoA2/Glossary (edit) | Babydash | BD | 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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RoA2/Glossary (edit) | Blast Zone | The regions on the outskirts of a stage where if a character's position is in them, they will die. |
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RoA2/Glossary (edit) | Buffer | 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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RoA2/Glossary (edit) | Chaingrab | 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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RoA2/Glossary (edit) | Clone | Decoy | The common way to refer to |
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RoA2/Glossary (edit) | Corner | 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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RoA2/Glossary (edit) | Cross Up | 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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RoA2/Glossary (edit) | Crouch | 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. |
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RoA2/Glossary (edit) | Crouch Cancel | CC | 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. |
• Floorhug |
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RoA2/Glossary (edit) | Dash | Initial Dash | 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. |
• Pivot |
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RoA2/Glossary (edit) | Dash Attack | DA | 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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RoA2/Glossary (edit) | Dash Attack Cancel Up Strong | DACUS | Cancelling Dash Attack with Up Strong to gain more speed and distance. (Video shows dash upstrong vs DACUS) |
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RoA2/Glossary (edit) | Dash Back | Dashback | A dash performed in the opposite direction of a previous dash, cancelling the first one. Doing this repeatedly is known as dash dancing. |
• Dash Dance• Pivot |
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RoA2/Glossary (edit) | Dash Dance | Dashdance | A movement option where a character dashes back and forth, keeping their movement unpredictable on whether they intend to move forward or backward. |
• Dash Back• System Mechanics |
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RoA2/Glossary (edit) | Dash Grab | Performing a Grab during dash or run. Typically slower and laggier than standard Grab. |
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RoA2/Glossary (edit) | Directional Influence | DI | 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) |
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RoA2/Glossary (edit) | Disjoint | Disjointed moves are far away from the character's hurtboxes, making them safer to attack with. |
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RoA2/Glossary (edit) | Ditto | Mirror | A matchup between two players using the same character. For example, two |
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RoA2/Glossary (edit) | Double Jump | DJ • midair jump | 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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RoA2/Glossary (edit) | Edge Cancel | 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. |
• Landing Lag |
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RoA2/Glossary (edit) | Edgeguard | Preventing an opponent from recovering back to stage, whether with the intent of killing or to send them offstage again. |
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RoA2/Glossary (edit) | Ending Lag | endlag • recovery | The ending animation of a character's move, after the hitboxes come out, but before the character can act again. |
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RoA2/Glossary (edit) | Environmental Collision Box | ECB | 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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RoA2/Glossary (edit) | Fadeback | drifting back | 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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RoA2/Glossary (edit) | Fastfall | FF | 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. |
• Hitfall |
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RoA2/Glossary (edit) | Fastfaller | 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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RoA2/Glossary (edit) | Flinch | 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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RoA2/Glossary (edit) | Floaty | 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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RoA2/Glossary (edit) | Floorhug | Flug | 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. |
• Crouch Cancel• Auto-Floorhuggable |
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RoA2/Glossary (edit) | Footsies | fundies | 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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RoA2/Glossary (edit) | Frame Trap | A string that has the intent to punish a preemptive evasive option. |
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RoA2/Glossary (edit) | Gravity | 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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RoA2/Glossary (edit) | Haxdash | 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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RoA2/Glossary (edit) | Hitfall | A universal movement technique for extending combos done by fastfalling during hitpause with an Aerial. |
• Hitpause |
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RoA2/Glossary (edit) | Hitpause | hitlag • freeze frames • hitstop | The moment where a hit causes both the attacking article/character and defending article/character to freeze in place. |
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RoA2/Glossary (edit) | Hitstun | The state where a character is completely inactionable after a hit. |
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RoA2/Glossary (edit) | Hold Buffer | 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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RoA2/Glossary (edit) | Hurtbox Shift | hurtbox extension | 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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RoA2/Glossary (edit) | IASA | Interruptible as soon as. | A move's IASA frame is when a character is able to act again. |
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RoA2/Glossary (edit) | IDJ | Instant double jump | 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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RoA2/Glossary (edit) | Infinite | 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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RoA2/Glossary (edit) | Instant Wall Jump | Instant wall jump, typically done from ledge by dropping with |
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RoA2/Glossary (edit) | Intangible | A hurtbox state which cannot be hit. Contact will result in no hitpause. Commonly confused with invincible. |
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RoA2/Glossary (edit) | Invincible | true invulnerability • invulnerable | 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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RoA2/Glossary (edit) | Jab | 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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RoA2/Glossary (edit) | Jab Reset | Jab Lock | 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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RoA2/Glossary (edit) | JC | Jump Cancel | 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. |
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RoA2/Glossary (edit) | JC Grab | Jump Cancel Grab | Performing a Grab during jumpsquat frames. Allows for standing Grab out of options like dash and run, though it halves velocity. |
• System Mechanics |
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RoA2/Glossary (edit) | Juggle | juggle state | 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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RoA2/Glossary (edit) | Kill Confirm | 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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RoA2/Glossary (edit) | Knockback | The measure of how far an attack sends its target. |
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RoA2/Glossary (edit) | Knockdown | Hard knockdown | A state where a character is completely vulnerable on the ground after missing a tech. This can be avoided by teching. |
• Tech |
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RoA2/Glossary (edit) | Landing Lag | Landlag | 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. |
• Ending Lag• Aerial |
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RoA2/Glossary (edit) | Ledge | 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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RoA2/Glossary (edit) | Ledge Slip | 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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RoA2/Glossary (edit) | Ledgedash | Dropping from ledge, double jumping, and wavelanding on stage with ledge intangibility to safely get to stage. |
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RoA2/Glossary (edit) | Ledgehog | Edgehog | The act of occupying ledge. When doing so, opponents are prevented from grabbing ledge, making it a useful edgeguard technique. |
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RoA2/Glossary (edit) | Ledgehop | 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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RoA2/Glossary (edit) | Ledgejump | Using |
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RoA2/Glossary (edit) | Ledgetrap | Attacking ledge with a hitbox, intercepting the opponent from getting to ledge. |
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RoA2/Glossary (edit) | Low Profile | 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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RoA2/Glossary (edit) | Matchup | MU | 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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RoA2/Glossary (edit) | Middleweight | Midfallers | 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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RoA2/Glossary (edit) | Minus | 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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RoA2/Glossary (edit) | Mix Up | 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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RoA2/Glossary (edit) | Moonwalk | A way of moving backwards out of dash with high velocity. |
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RoA2/Glossary (edit) | Neutral | neutral game | 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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RoA2/Glossary (edit) | Out of Shield | OoS | Used to describe options being done while shielding. |
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RoA2/Glossary (edit) | Overshoot | 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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RoA2/Glossary (edit) | Parry | 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. |
• System Mechanics |
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RoA2/Glossary (edit) | Perfect Shield | Powershield | Timing shield just before an attack connects, allowing the defender to cancel the lag of releasing shield immediately into any grounded attack. |
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RoA2/Glossary (edit) | Pivot | 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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RoA2/Glossary (edit) | Platform Drop | Platdrop | 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. |
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RoA2/Glossary (edit) | Plus | 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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RoA2/Glossary (edit) | Poke | A low risk attack, typically made safe either due to its range, low startup, and/or low endlag. |
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RoA2/Glossary (edit) | Pummel | An attack that can be inputted once after having Grabbed an opponent, either with |
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RoA2/Glossary (edit) | Reverse Aerial Rush | RAR | Jumping out of run turnaround, such that the character is moving forward while facing backwards. |
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RoA2/Glossary (edit) | Reverse Hit | 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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RoA2/Glossary (edit) | Run | 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. |
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RoA2/Glossary (edit) | Shield Drop | 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. |
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RoA2/Glossary (edit) | Shield Grab | Performing a Grab while shielding. A common reversal option on poorly spaced moves. |
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RoA2/Glossary (edit) | Shield Pushback Edge Cancel | SPEC | 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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RoA2/Glossary (edit) | Shield SDI | Shield Shift Directional Influence • Shield DI • Shield Directional Influence | A way of influencing a character's position after shield hitpause, done with only the left stick. Similar to SSDI. |
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RoA2/Glossary (edit) | Shield Stun | shieldstun | 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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RoA2/Glossary (edit) | Shift Directional Influence | SDI | 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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RoA2/Glossary (edit) | Short Hop | FH | A high grounded jump, allowing for more height and jumping onto platforms. |
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RoA2/Glossary (edit) | Short Hop | SH | A short grounded jump, allowing for faster Aerials at the cost of less height. |
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RoA2/Glossary (edit) | Single Shift Directional Influence | SSDI | A way of teleporting after hitpause, done with either stick. Requires precise timing, but yields higher distance than ASDI. |
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RoA2/Glossary (edit) | Slingshot | Can either refer to |
• Ranno |
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RoA2/Glossary (edit) | Sourspot | 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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RoA2/Glossary (edit) | Spacie | 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. |