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Terminology Reference List

mimgrim

Smash Hero
Joined
Jun 20, 2013
Messages
9,233
Location
Somewhere magical
Ok so we have a couple of glossaries (one in the Q/A thread and the one found in @Elessar 's guide). However, neither are what I'm really looking for (one is short and the other is more about giving descriptions). This list will NOT being giving a definition/description of any of the terms (aside from explaining what certain acronyms mean) and will solely be a list to translate Smash terminology for Ryu's stuff to SF terminology and vice versa so that there is, hopefully, less confusion among people with all the different terms being spouted right now.

Some things to note before we begin;

cr = crouching
st = standing
cl = close
f = forward
j = jump
nj = neutral jump
lk = light kick
mk = medium kick
hk = hard kick
lp = light punch
mp = medium punch
hp = hard punch
d/f/u/n tilt/smash/air/throw = down/forward/up/neutral tilt/smash/air/throw

The above get combined together for something like cr.mk, which means crouching medium kick, or Dtilt, which means Down Tilt.

QCF = quarter circle forward and is the input for a Hadoken
HCF = half circle forward and is the input for a Shakunetsu
Z = zizag motion (forward, down, down forward) and is the input for a Shoryuken
QCB = quarter circle back and is the input for a Tatsumaki Senpukyaku

Now then let's get to the list.

Tap Jab = Weak Jab = Jab 1 = Far Standing Jab Punch = st.lp
Jab 2 = Close Standing Strong Punch = cl.mp
Jab 3 = Far Standing Fierce Punch = st.hp
Jab 1+2+3 combined = Jab combo
Hold Jab = Strong Jab = Heavy Jab = Far Standing Roundhouse Kick = Stand Roundhouse = st.hk
Tap Dtilit = Weak Dtilt = Dtilit 1 = Crouching Short Kick = Low Short = cr.lk
Hold Dtilit = Strong Dtilit = Heavy Dtilt = Dtilt 2 Crouching Forward Kick = Low Forward = cr.mk
Dsmash = Crouching Roundhouse Kick = Low Roundhouse = cr.hk
Tap Ftilt = Weak Ftilt = Ftilt 1 = Far Standing Forward Kick = Stand Forward = st.mk
Hold Ftilt = Strong Ftilt = Heavy Ftilt = Ftilt 2 = Command Normal. Forward + Strong Punch = Overhead = Collarbone Breaker = f.mp
Fsmash = Joudan Sokuto Geri = Donkey Kick = Blade Kick
Tap Utilt = Weak Utilt = Heavy Utilt = Utilt 2 = Close Standing Jab Punch = Close Stand Jab = cl.lp
Hold Utilt = Strong Utilt = Close Standing Fierce Punch = Close Stand Strong = cl.hp
Usmash = Crouching Fierce Punch = Low Fierce = cr.hp
Nair = Jumping Short Kick = Jump Short = j.lk
Fair = Jumping Forward Kick = Jump Roundhouse = j.hk
Bair = Neutral Jump Roundhouse Kick = nj.hk
Uair = Jumping Strong Punch = Jump Strong = j.mp
Dair = Jumping Fierce Punch = jump fierce = j.hp
Fthrow = Shoulder Throw
Bthrow = Somersault Throw
Uthrow = ??? = cl.hk
Dthrow = ???
(tap/hold = weak/strong) Neutral Special (no input) = Hadoken = Hado = Fireball
(tap/hold = weak/strong) True Neutral Special (QCF) = True Hadoken = True Hado = True Fireball
(tap/hold = weak/strong) EX Neutral Special (HCF) = Shakunetsu = EX Hadoken = Red Hadoken = EX Hado = Red Hado = EX Fireball = Red Fireball
(tap/hold = weak/strong) Up Special (no input) = Shoryuken = SRK = Dragon Punch = DP
(tap/hold = weak/strong) True Up Special (Z) = True Shoryuken = True SRK = True Dragon Punch = True DP
(tap/hold = weak/strong) Side Special (no input) = Tatsumaki Senpukyaku = Tatsumaki = Tatsu = Hurricane Kick = HK
(tap/hold = weak/strong) True Side Special (QCB) = True Tatsumaki Senpukyaku = True Tatsumaki = True Tatsu = True Hurricane Kick = True HK
Down Special = Focus Attack = FA
Focus Attack Dash Cancel = FADC
Perfect Shield = Power Shield = Parry

Special thanks and credits to @Emblem Lord and @PokemonyeWest for providing help with certain terms (either directly or indirectly.

If there is anything I missed or you know what else I could put down for Uthrow and Dthrow please post below and tell me.

And hopefully this will clear up some confusion over conflicting terminology.
 
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