Veril
Frame Savant
OK, we need standardized and accepted terminology for data/research purposes. Anything that falls outside of that domain is irrelevant. Terms should have some underlying logic and consistency to them that allows us to apply them to character specific techniques. The old terminology list was really bad. It had huge gaps with the actual data terms and TONS of repeated or pointless definitions as well as questionable information.
First order of business, I need you all to accept that the old terms are... eh... kinda fail.
AT Terminology
Edit: decided to take down the old list, I'll repost the terms we actually need. We don't need a definition for everything that can be canceled ;p defining canceling is waaay easier lol. The problem is that "canceled" is used sometimes when what we should be saying is "canceling". Canceled refers to the affected object, Canceling refers to the effector. Yet we still say "Ledge Canceled Aerials" and "Jump-canceled up-smash". The syntax is completely reversed. The ledge isn't getting canceled (ledge-canceling ≠ lightstepping which actually is canceling the ledgesnap), the landing lag from the aerial is. When people say something like "Jump-canceled shine" it gets even more confusing. Since we can't get rid of these exceptions, we should absolutely avoid allowing any new ones to surface.
"X" Canceled "Y":
a. action X is ended early and "canceled" into action Y or action "Y" is canceled by "X". Since we're using an acronym, its really important that we have a way to differentiate the two other than just knowing it. Otherwise I'd say you could differentiate "canceled" from "canceling".
•Jump-canceled, Double Jump Canceled, Dash-attack canceled, dash attack hit canceled, Jab canceled.
b. action X reduces an effect (lag or hitstun generally) of action Y or ends action Y in a specific manner.
•Crouch Canceled, Autocanceled, land-canceled, ledge-canceled.
Data Terminology
input frame:
startup:
hit-frames and first hits on
hitbox vs. hitbubble or collision bubble
endlag
land lag
autocancel land lag
First actionable frame: the normal iasa
iasa: conditional vs. unconditional
animation length
Damage:
Base Knockback (bkb):
Weight Dependent Base Knockback (∂W bkb)
Knockback Growth:
size and offsets
induced trip %: the chance a move has to trip based on PSA trip%. This is distinct from "brawl sux" tripping which is induced by Sakurai.
adjusted induced trip %: to account for 0° and 361° non-tumble hits being able to trip on their own.
Frame advantage permutations on Hit/Block/Powershield:
361°: The sakurai angle. Launches
No launch angle
∂W vs. static throw
will be massively expanded upon, but... is extremely boring. Don't post about launch speed or use it in any way. Its crap.
Melee stuff can stay for now.
Jump Cancel Grab (JC grab) {canceling the startup of a jump into a standing grab}
L cancel {pressing L/R/Z within 6 frames of landing with an aerial to cut landing lag in half}
SHFFL {Short Hop aerial Fast Fall L cancel}
Wavelanding {air dodging into the ground to generate a momentum slide}
Wavedashing {wavelanding immediately after leaving the ground}
Waveshining {wavedashing out of a shine}
Waveshield {wavedashing out of a shield}
Dash Canceling {pressing down to cancel a dash into a crouch}
Pivot {making use of the single standing frame during the turnaround of a dash dance}
Crouch Canceling {crouching when being hit to reduce knockback, hitstun, and launch angle}
Pillaring {shield pressure technique of multiple iterations of an aerial into a shine}
Moon Walking {input back at the start of a dash w/o centering the control stick to generate backwards momentum}
Double Jump Cancel (DJC) {canceling your second jump with an aerial; select characters only}
First order of business, I need you all to accept that the old terms are... eh... kinda fail.
AT Terminology
Edit: decided to take down the old list, I'll repost the terms we actually need. We don't need a definition for everything that can be canceled ;p defining canceling is waaay easier lol. The problem is that "canceled" is used sometimes when what we should be saying is "canceling". Canceled refers to the affected object, Canceling refers to the effector. Yet we still say "Ledge Canceled Aerials" and "Jump-canceled up-smash". The syntax is completely reversed. The ledge isn't getting canceled (ledge-canceling ≠ lightstepping which actually is canceling the ledgesnap), the landing lag from the aerial is. When people say something like "Jump-canceled shine" it gets even more confusing. Since we can't get rid of these exceptions, we should absolutely avoid allowing any new ones to surface.
"X" Canceled "Y":
a. action X is ended early and "canceled" into action Y or action "Y" is canceled by "X". Since we're using an acronym, its really important that we have a way to differentiate the two other than just knowing it. Otherwise I'd say you could differentiate "canceled" from "canceling".
•Jump-canceled, Double Jump Canceled, Dash-attack canceled, dash attack hit canceled, Jab canceled.
b. action X reduces an effect (lag or hitstun generally) of action Y or ends action Y in a specific manner.
•Crouch Canceled, Autocanceled, land-canceled, ledge-canceled.
Data Terminology
input frame:
startup:
hit-frames and first hits on
hitbox vs. hitbubble or collision bubble
endlag
land lag
autocancel land lag
First actionable frame: the normal iasa
iasa: conditional vs. unconditional
animation length
Damage:
Base Knockback (bkb):
Weight Dependent Base Knockback (∂W bkb)
Knockback Growth:
size and offsets
induced trip %: the chance a move has to trip based on PSA trip%. This is distinct from "brawl sux" tripping which is induced by Sakurai.
adjusted induced trip %: to account for 0° and 361° non-tumble hits being able to trip on their own.
Frame advantage permutations on Hit/Block/Powershield:
361°: The sakurai angle. Launches
No launch angle
∂W vs. static throw
will be massively expanded upon, but... is extremely boring. Don't post about launch speed or use it in any way. Its crap.
Melee stuff can stay for now.
Jump Cancel Grab (JC grab) {canceling the startup of a jump into a standing grab}
L cancel {pressing L/R/Z within 6 frames of landing with an aerial to cut landing lag in half}
SHFFL {Short Hop aerial Fast Fall L cancel}
Wavelanding {air dodging into the ground to generate a momentum slide}
Wavedashing {wavelanding immediately after leaving the ground}
Waveshining {wavedashing out of a shine}
Waveshield {wavedashing out of a shield}
Dash Canceling {pressing down to cancel a dash into a crouch}
Pivot {making use of the single standing frame during the turnaround of a dash dance}
Crouch Canceling {crouching when being hit to reduce knockback, hitstun, and launch angle}
Pillaring {shield pressure technique of multiple iterations of an aerial into a shine}
Moon Walking {input back at the start of a dash w/o centering the control stick to generate backwards momentum}
Double Jump Cancel (DJC) {canceling your second jump with an aerial; select characters only}