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STL 2.1 [Smash Lab Non-Public Copy]

Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
[jumpname]TOC[/jumpname]Current Terms List:

{colsp=2}
Table of Contents

1.|[jumpto=generalterms]General Terms[/jumpto]
2.|[jumpto=movement]Movement[/jumpto]
3.|[jumpto=standardattacks]Standard Attacks[/jumpto]
4.|[jumpto=tilts]Tilts[/jumpto]
5.|[jumpto=smashes]Smashes[/jumpto]
6.|[jumpto=aerials]Aerials[/jumpto]
7.|[jumpto=shielding]Shielding[/jumpto]
8.|[jumpto=dodges]Dodges[/jumpto]
9.|[jumpto=grabsthrows]Grabs and Throws[/jumpto]
10.|[jumpto=techs]Teching, Missed Techs, and Tripping[/jumpto]
11.|[jumpto=ledgemovement]Ledge Movement[/jumpto]
12.|[jumpto=specials]Specials[/jumpto]
13.|[jumpto=itemtechniques]Item Techniques[/jumpto]
14.|[jumpto=hithurtboxes]Hitbox and Hurtbox Properties[/jumpto]
15.|[jumpto=status]Status Effects[/jumpto]
16.|[jumpto=armouretc]Armour, Resistances, Weaknesses, and Immunities[/jumpto]
 

Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
[jumpname]generalterms[/jumpname]General Terms:

Tapping (Smashing) – Quickly moving the control stick from neutral to full in any direction.
Tilting – Moving the control stick slowly or not fully in one direction.

Action - A character or other game object's current state.
Subaction - An action may be composed of any number of subactions. Generally, each subaction has its own animation.
Input – A pressed button which occurs in what the button is mapped for.

Input
|
Gamecube Controller
|
Classic Controller
|
Wiimote & Nunchuk
|
Wiimote Only

Attack|A|A|A|2
Special|B|B|B|1
Jump|X, Y|X, Y|C|Up
Tap-Jump|Tap Up|Tap Up|Tap Up|None
Shield|L, R|L, R|Z|B
Grab*|Z|Zl, Zr|A+B|Minus
Smash**|C-Stick|C-Stick|Shake Wiimote***|None
Taunt|D-Pad|D-Pad|1, 2, 1+2|A+D-Pad
*Grab is a shortcut for “Shield + Attack”. Both inputs are present as long as the button is held but only shield is visible due to its constant activity.
**Smash input is a shortcut for a "Attack + Tapping a direction on control stick." The C-stick inputs it only for one frame and cannot be held.
***This feature is called Shake Smash. It is disabled by default but can be enabled with custom controls.

Frame – One frame is 1/60th of a second and is the standard time unit used in Brawl and in any explanation in this list. Brawl’s frame rate is 60 frames per second.
Buffer - Brawl has a buffer of 10 frames. If an input is received during a time when it cannot be acted upon, the game will attempt to act on it for a total of 10 frames before discarding it. This means one can press the attack button during the last 10 frames of one attack in order to use another attack immediately afterwards.
Damage - A measure of how much a character will be sent flying when struck. Damage can take any value in the range of real numbers up to 999%, at which point no further damage is added. Decimal places are truncated for display (e.g. a damage of 14.67% will be displayed as 14%).
Lag - Blanket term used to refer to having to wait for an action to finish before another action can be undertaken.
Button Mashing (Mashing, Struggle Input) [Universal] - Inputting any input except taunt while grabbed or in shield daze to get out of the action faster.
Blastzone (Blast Line) [Universal] - The offstage area where characters are KO'd.

[Jumpto=TOC]Table of Contents[/Jumpto]



[jumpname]movement[/jumpname]Movement:

Stand [Universal] - The state where a character is on the ground and not doing anything.
Walk [Universal] – Movement by tilting the control stick while being on the ground. The character walks faster with farther tilting.
Turn [Universal] - Turning around in place by tilting the control stick the opposite direction a character is facing while they are walking or standing.
Initial Dash (Fox Trot) [Universal] – Movement performed by tapping the control stick left/right. The character enters a dash animation which becomes Run if the control stick is held.
Can be cancelled into a jump, dash attack, up smash, or side special.
Additionally, in the initial five frames, can be cancelled into a turn, roll, or forward smash (instead of a dash attack).
Dash Dancing [Universal] - Interrupting an initial dash with an initial dash the other direction.
True Pivot [Universal] - Interrupting an initial dash with a turn.​
Run [Universal] - The state after a dash when the control stick is held. Can be cancelled into a jump, pivot, skid, dash attack, up smash, or any special move.
Skid [Universal] - The state after a run when the control stick is returned to a neutral position, where the character skids until they come to a stop. Characters have differing skid lengths depending on run speed and traction.
Pivot (Dash Pivot, Run Pivot) [Universal] - The state in which one changes directions during a run. After the successful turn the character will run again. Can be cancelled into any control stick movement or jump.
Jump [Universal] - The movement caused by pressing the jump button.
Jump Start (Jump Squat, Jump Crouch) [Universal] - The window between when a jump is input and the character is airborne. During this period the jump can be cancelled into an up smash or an up special.
Short Hop (officially: Small Jump) [Universal] - The jump height caused by releasing the jump button during Jump Start.
Full Hop [Universal] - The jump height caused by holding the jump button throughout the whole Jump Start.
Double Jump (applies to all aerial jumps) [Universal] - A jump input while one is already airborne. Most characters only have one double jump; specific characters have more. [collapse=List of Multiple Double Jump Characters]
  • Charizard (2)
  • Jigglypuff (5)
  • King Dedede (4)
  • Kirby (5)
  • Meta Knight (5)
  • Pit (3)
[/collapse]
Triple Jump [Universal] - Blanket term referring to special moves, generally up specials, which are used for recovery.​
Footstool Jump [Universal] - Jumping on another character's head. If the other character is standing, they go into a grounded footstool animation. If they are airborne and not performing an aerial or special, they will go into a special footstooled animation. They will be unable to act out of it for 40 frames and is an untechable animation. After the 40 frame window, the footstool transfers to the tumble animation and may be teched.
Glide [Charizard, Meta Knight, Pit] - The state activated by holding the jump button or pressing back and forth right after a double jump. Can also be started by using Meta Knight's Shuttle Loop (up special). Landing during a glide causes the character to lie down. Gliding too high without enough momentum will end the glide. If the character has used all of their double jumps, they will enter helpless when the glide finishes.
Glide Attack – Move performed by pressing the attack button while gliding. Glide attacks do not have landing lag.
Wall Jump [Specific Characters] - Tapping away from an adjacent wall in order to jump off of it.
Wall Cling [Specific Characters] - Holding towards a wall will result in sticking to it for three to five seconds (depending on the character). From this position characters can drop, double jump, or wall jump.​
[collapse=List of Wall Jump/Cling Characters]
  • Captain Falcon
  • Diddy Kong*
  • Falco
  • Fox
  • Lucario*
  • Mario
  • Pikachu
  • Samus
  • Sheik*
  • Sonic
  • Squirtle*
  • Toon Link
  • Wolf
  • Zero Suit Samus
* These characters can wall cling.[/collapse]
Crouch [Universal] - The state activated by pressing and holding down on the control stick.
Crawl [Specific Characters] - Moving forward and backward while crouching. [collapse=List of Crawling Characters]
  • Bowser
  • Diddy Kong
  • Ivysaur
  • Lucario
  • Luigi
  • Pikachu
  • Shiek
  • Snake
  • Squirtle
  • Wario
  • Yoshi
  • Zero Suit Samus
[/collapse]​
Falling [Universal] - Moving downward while in the air.
Fast Falling [Universal] - Moving faster downward while in the air by inputting a tap down on the control stick while falling.
Falling Speed [Universal] - The maximum speed a character can move downwards (if not being hit downwards). Each character has an individual falling speed and fastfalling speed.
Gravity [Universal] - How fast a character accelerates downwards. Not necessarily related to falling speed. Characters with higher gravity take slightly more knockback, an apparent attempt by the designers to allow multi-hit moves to strike most characters correctly.
Platform Drop (Drop-Through, Drop, etc.) [Universal] - Falling through a platform by tapping down on the control stick. Can be done in the air, which results in the character's fall being uninterrupted.
Platform Cancel [Universal] - Landing on a moving platform while being on a level with it by releasing down on the control stick. C-Stick down, C-Stick in another direction, or pressing special or shield while holding down is considered as "releasing down" by the game.
Drifting [Universal] - Using the control stick to influence horizontal air movement while falling. Is often also referred to, erroneously, as Aerial Directional Influence, or ADI.
Air Speed [Universal] - How fast a character can move sideways through the air when falling naturally.
Air Acceleration (Air Mobility) [Universal] - How fast a character can accelerate sideways when falling naturally.
Air Friction [Universal] - How fast a character slows down from moving sideways through the air when falling naturally and the control stick is in the neutral position.
Momentum Cancelling [Universal] - Using an aerial attack or special move, possibly combined with an air dodge or fastfall, in order to reduce or even halt momentum after being hit by an attack. Various characters have differing momentum cancelling abilities.

[Jumpto=TOC]Table of Contents[/Jumpto]
 

Science Revolution!

Smash Lab Shared Account
Joined
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Messages
40
[jumpname]standardattacks[/jumpname]Standard Attacks:

Jab (officially Standard Attack/Standard Combo) [Universal] - The action when a player inputs an attack with the control stick in the neutral position.
Jab 1 [Specific Characters] - The first attack of the standard attack when you press the attack button in neutral position.
Consecutive Jab [Specific Characters] - For some characters, holding down the attack button will cause them to repeat their Jab 1 continuously if they do not connect with an opponent.​
Jab 2 [Specific Characters] - The second attack of the standard attack combo. If you hold the attack button when Jab 1 connects, you should automatically go into Jab 2.
Jab 3 [Specific Characters] - The third (and usually last) attack of a standard attack combo. If you hold the attack button when Jab 2 connects, you should automatically go into Jab 3.
Rapid Jab (Jab Infinite) [Specific Characters] - A multi-hit move that does not end until the attack button stops being pressed. Comes after all of a character's other jabs.​
[collapse=Table of Characters' Jab Types]
Character​
|
Jab 1​
|
Jab 2​
|
Jab 3​
|
Rapid Jab​
|
Consecutive Jab​

Bowser|X|X| . | . | .
Captain Falcon|X|X|X|X|X
Charizard|X|X|X| . | .
Diddy Kong|X|X|X|X| .
Donkey Kong|X|X| . | . | .
Falco|X|X| . |X| .
Fox|X|X| . |X|X
Ganondorf|X| . | . | . | .
Ice Climbers|X|X| . | . | .
Ike|X|X|X| . |X
Ivysaur|X|X| . |X| .
Jigglypuff|X|X| . | . |X
King Dedede|X|X| . |X| .
Kirby|X|X| . |X|X
Link|X|X|X| . | .
Lucario|X|X|X| . | .
Lucas|X|X|X| . |X
Luigi|X|X|X| . | .
Mario|X|X|X| . |X
Marth|X|X| . | . | .
Meta Knight| . | . | . |X| .
Mr . Game & Watch|X| . | . |X| .
Ness|X|X|X| . |X
Olimar|X|X| . | . | .
Peach|X|X| . | . | .
Pikachu|X| . | . | . |X
Pit|X|X|*|*| .
R.O.B.|X|X| . | . | .
Samus|X|X| . | . | .
Sheik|X|X| . |X| .
Snake|X|X|X| . |X
Sonic|X|X|X| . |X
Squirtle|X|X|X| . |X
Toon Link|X|X|X| . | .
Wario|X|X| . | . | .
Wolf|X|X|X| . |X
Yoshi|X|X| . | . | .
Zelda|X| . | . | . | .
Zero Suit Samus|X|X|X| . |X
* Pit has two sets of neutral combos: a two-hit attack that leads into a rapid jab if the attack button is pressed repeatedly, and a three-hit attack if the button is held down.[/collapse]
Dash Attack [Universal] - The standard attack used when you input an attack while running or tilting down and inputting attack while dashing or running.

[Jumpto=TOC]Table of Contents[/Jumpto]



[jumpname]tilts[/jumpname]Tilts:

Forward Tilt (F-Tilt, Ftilt, officially Strong Side) [Universal] - The standard attack used when you press the attack button while tilting the control stick sideways. Can be done while walking.

F-Tilt 2 [Meta Knight, Snake] - The second hit of Meta Knight’s and Snake’s f-tilt. The attack button must be pressed after the first strike for the second one to be initiated.
F-Tilt 3 [Meta Knight] - The third hit of Meta Knight’s f-tilt. The attack button must be pressed after the second strike for the third one to be initiated.​
Angling [Specific Characters] – Some characters' f-tilts can be angled up or down. They sometimes vary in damage and knockback from the neutral f-tilt.
[collapse=List of F-Tilt Angling Characters]
  • Bowser
  • Captain Falcon
  • Charizard
  • Diddy Kong
  • Donkey Kong
  • Falco
  • Fox
  • Ice Climbers
  • Ike
  • Jigglypuff
  • Kirby
  • Lucario
  • Lucas
  • Luigi
  • Mario
  • Ness
  • Pikachu
  • R.O.B.
  • Samus
  • Sonic
  • Squirtle
  • Wario
  • Wolf
  • Yoshi
  • Zelda
  • Zero Suit Samus
[/collapse]

Up Tilt (U-Tilt, Utilt, officially Strong Up) [Universal] - The standard attack used when you press the attack button while tilting the control stick up. Cannot be used without buffering or button holding with the Wiimote Only controls.
Down Tilt (D-tilt, Dtilt, officially Strong Down) [Universal] - The standard attack used when you press the attack button while tilting the control stick down. Can be done while crouching or crawling.

[Jumpto=TOC]Table of Contents[/Jumpto]



[jumpname]smashes[/jumpname]Smashes:

Forward Smash (F-Smash, Fsmash, officially Side Smash) [Universal] - The standard attack used by tapping the control stick sideways while pressing the attack button, or by pressing the C-Stick sideways.
F-Smash 2 [Link, Toon Link] - The second strike of Link and Toon Link's f-smash. The attack button must be pressed after the first strike for the second one to be initiated.
Stutter Step F-smash [Universal] - Cancelling an initial dash during the first few frames into an f-smash to get a small boost forward.
Reverse Stutter Step F-smash [Universal] - Cancelling an initial dash during the first few frames into an f-smash behind you to get a small boost backward.​
Angling [Specific Characters] – Some characters' f-smashes can be angled up or down. They sometimes vary in damage and knockback from the neutral f-smash.
[collapse=List of F-Smash Angling Characters]
  • Captain Falcon
  • Ganondorf
  • Kirby
  • Luigi
  • Mario
  • R.O.B.
  • Samus
  • Sonic
  • Yoshi
[/collapse]
Up Smash (U-Smash, Usmash) [Universal] - The standard attack used by tapping the control stick up while pressing the attack button, or by pressing the C-Stick up. Can be done while running.
Dash Attack Canceling Up Smash (DACUS, Boost Smash) [Universal] - Interrupting a dash attack during its initial start-up time with an up smash, allowing the character to slide forwards while using their up smash. The frame window varies between characters. The sliding distance changes depending on which frame the up-smash is cancelled; in many cases buffering the up smash (so it is used as early as possible) produces the best distance.
Down Smash (D-Smash, Dsmash) [Universal] - The standard attack used by tapping the control stick down while pressing the attack button, or by pressing the C-Stick down.
Smash Charge (Charging) [Universal] – The action of charging a smash attack by holding down the attack button. A charged smash becomes more powerful the longer the charge is held. Smashes can be charged for a total of 60 frames and deal 1.4x damage when fully charged. Each of a character's smash attacks have an individual time when the charge occurs.

[Jumpto=TOC]Table of Contents[/Jumpto]



[jumpname]aerials[/jumpname]Aerials:

Neutral Aerial (N-Air, Nair) [Universal] - The standard attack used by pressing the attack button in the air with the control stick in a neutral position.
Forward Aerial (F-Air, Fair) [Universal] - The standard attack used by pressing the attack button in the air with the control stick held or tapped in the direction the character is facing.
Backward Aerial (B-Air, Bair) [Universal] - The standard attack used by pressing the attack button in the air with the control stick held or tapped in the direction the character is not facing.
Up Aerial (U-Air, Uair) [Universal] - The standard attack used by pressing the attack button in the air with the control stick held or tapped upward.
Down Aerial (D-Air, Dair) [Universal] - The standard attack used by pressing the attack button in the air with the control stick held or tapped downward.
Grab Aerial (Z-air, Zair) [Specific Characters] - The attack used by pressing the grab button (or the shield and attack buttons) in the air. It is also possible to cancel an airdodge into a zair by pressing the attack button during the airdodge. All zairs can be used to grab the ledge from a farther distance than usual.
[collapse=List of Characters With Zairs]
  • Link
  • Lucas*
  • Samus
  • Toon Link
Lucas's zair does not do damage.[/collapse]
Aerial Landing Lag (Landing Lag) [Universal] - Landing in the middle of doing an aerial attack will incur a significant amount of lag, specific to the aerial attack. Zairs and glide attacks do not have landing lag.
Autocancel [Universal] - Landing during the first or last frames of an aerial attack will not cause landing lag. These autocancel frames are specific to the aerial attack. Autocancelling is generally applied only to the five standard aerial attacks (nair, fair, bair, uair, dair) and not to zairs or glide attacks.

[Jumpto=TOC]Table of Contents[/Jumpto]
 

Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
[jumpname]shielding[/jumpname]Shielding:

Shield [Universal] - The bubble that appears around your character when a shield input is inputted. Shields remain active until the shield input is released.
Shield Health [Universal] - The health of a shield that determines its size (along with the character’s own specific shield size). Shield health also determines when a shield will break. Shields have a maximum health of 50 damage points (50%), but since they take 0.7x damage from attacks, this is equivalent to 71 3/7%. Shields lose health when attacked as well as from being held; shields drain at about 16.8% per second. When not being used, shields restore health at about 4.2% per second.
Shield Poke (Shield Stab) [Universal] - A connection of a hitbox to an unprotected part of the hurtbox while the victim is shielding. Occurs if the shield has shrunk to the point it no longer covers the victim.
Powershield (PS, Perfect Shield) [Universal] - Shielding a hitbox within the first three frames of inputting a shield. The result is a lack of shield knockback and shield health loss, as well as being able to act out of shield drop immediately (with the exception of Yoshi). It also disables the minimum amount of time a shield has to be out.
Shield Break [Universal] - When a shield reaches zero health, the shield disappears and the one shielding is popped into the air and forced into a daze when they land (if they land). The shield is reset to 3/5ths of full health and does not start regenerating until the character has exited shield daze.
Jump Out of Shield (Jump OoS, Shield Jump) [Universal*] - Cancelling a shield into a jump by inputting a jump.
*excluding Yoshi
Shield Angling (Shield Tilt) [Universal*] - Angling a shield by tilting a direction on the control stick.
*excluding Yoshi
Shield Platform Drop-through [Universal] - Cancelling a shield into a drop-through by slightly tilting the control stick down. The sensitivity of movement in the control stick is very precise.
Shield Knockback (Shield Push) [Universal] - The knockback a shield's user receives when the shield is hit by a hitbox. The distance is determined by the strength of the attack, the direction of the attack, and the friction of the character.
Shield Daze (Shield Stun, Dizziness) [Universal] - The state a character enters after their shield is broken and they hit the ground. The player is unable to control the character until the shield daze is finished or interrupted. Button mashing reduces the daze time. The shield daze also lasts for a shorter time as the damage of the victim increases.
Hylian Shield [Link, Toon Link] - The shield held by Link's incarnations. When standing still or crouching, not in an idle animation, and not holding an item, the shield will block any projectile that strikes its face, so long as said projectile is reflectable and blockable.

[Jumpto=TOC]Table of Contents[/Jumpto]



[jumpname]dodges[/jumpname]Dodges:

Invincibility [Universal] - Unable to take knockback or damage from an attack, but attacks will strike the character and incur hitlag. All characters have invincibility for a limited time after leaving the respawn platform.
Intangibility [Universal] - Unable to take knockback or damage from an attack; attacks will not interact with the character.
Spotdodge (Sidestep Dodge, Sidestep) [Universal] - Tapping down while shielding. Provides momentary intangibility.
Forward Roll [Universal] - Tapping forwards while shielding. Provides momentary intangibility, moves the character forwards, and reverses the character's direction.
Backward Roll [Universal] - Tapping backwards while shielding. Provides momentary intangibility and moves the character backwards.
Air Dodge [Universal] - Pressing shield while in the air to become intangible for a short time.

[Jumpto=TOC]Table of Contents[/Jumpto]



[jumpname]grabsthrows[/jumpname]Grabs and Throws:

Grab [Universal] - The action that is inputted with a grab command or inputting a shield and attack. Grabs ignore all forms of shielding.
Shield Grab [Universal] - Cancelling a shield into a grab by inputting an attack while the shield is still being held.
Standing Grab [Universal] - A grab that is inputted while standing.
Skid Cancelling Grab [Universal] - Interrupting the skid animation with a shield grab to do a standing grab after running.​
Dash Grab [Universal] - A grab that is inputted while running, or a grab inputted in a shield that had been started during a run.
Boost Grab (Dash Attack Canceling Grab, DACG) [Universal] - Interrupting a dash attack during its initial start-up time with a grab. The frame window varies between characters.​
Pivot Grab [Universal] - Simultaneously pivoting and grabbing. Can also be performed by tapping the opposite direction during the initial frames of a dash grab (which may decrease the character's momentum) or canceling a pivot with a grab (which may increase momentum). Often have more range than other grabs.
Boost Pivot Grab (Dash Attack Canceling Pivot Grab, DACPG) [Universal] - Interrupting a Boost Grab during the initial frames of the dash grab by tapping the opposite direction. Can also be done by performing a dash attack, tapping in the opposite direction, and quickly grabbing, which may give a larger boost dependent on character.​

Extended Grab (Tether Grab) [Specific Characters] - A grab that has more range than the average one, and is some type of extension or accessory.
[collapse=List of Characters with Extended Grabs]
  • Ivysaur
  • Link
  • Lucas
  • Olimar
  • Samus
  • Toon Link
  • Yoshi
  • Zero Suit Samus
[/collapse]
Grab Armor [Universal*] -The super armor that occurs during the single frame when a grab connects. The grabber receives damage but does not receive knockback.
*Pikmin have grab armour, but Olimar does not.
Pummel (Grab Attack) [Universal] - The attack that is executed by inputting attack while the opponent is held after a successful grab.
Forward Throw (F-Throw) [Universal] - Throwing a grabbed opponent forward by tapping the direction your character is facing while they are in your grasp.
Back Throw (B-Throw) [Universal] - Throwing a grabbed opponent backward by tapping the opposite direction your character is facing while they are in your grasp.
Up Throw (U-Throw) [Universal] - Throwing a grabbed opponent upward by tapping up while they are in your grasp.
Down Throw (D-Throw) [Universal] - Throwing a grabbed opponent downward by tapping down while they are in your grasp.
Grab Release [Universal] - Escaping from being in your opponent's grasp. There are two variations of this: a grounded grab release and an aerial grab release.
Ground Release [Universal] – Grab releasing where the character releases onto the ground. This occurs when the one being grabbed has his feet on the ground and is not inputting a jump. It can also occur when the one being grabbed is being hit by a pummel.
Air Release [Universal] – Grab releasing where the character goes airborne. This occurs when the one being grabbed has their feet above ground and isn’t being hit by a pummel. It can also occur when the one being grabbed inputs a jump and isn’t being hit by a pummel.​

[Jumpto=TOC]Table of Contents[/Jumpto]
 

Science Revolution!

Smash Lab Shared Account
Joined
Apr 9, 2011
Messages
40
[jumpname]techs[/jumpname]Teching, Missed Techs, and Tripping:

Tech [Universal] - The action that occurs when you input a shield as you strike part of the stage when you're tumbling or reeling. The window is variable due to Brawl's coding engine.
Floor Tech [Universal] - Teching on the ground.
Wall Tech [Universal] - Teching against a wall.
Wall Tech Jump [Universal] - Holding a jump input while wall teching will result in a wall jump, whether the character can naturally wall jump or not.​
Ceiling Tech [Universal] - Teching against a ceiling.​
Tech Roll [Universal] - The roll that occurs when you input a floor tech and hold the control stick sideways. The roll is in the direction held.
Missed Tech [Universal] - The action of missing the teching window too late or entirely not inputting a tech. You then land on the ground and entering flopping animation.
Flop (Damaged State) [Universal] - The initial animation of missing a tech. It also refers to a damaged state when you are in a missed tech position.
Jab Lock (Ground Lock) [Universal] - Being weakly hit while in the damaged state.
Get-Up Action [Universal] - Performing an action while lying on the ground. Provides momentary intangibility.
Get-Up Roll [Universal] - Inputting a tilt or tap forward or backward while having missed a tech and laying idle or after being tripped.
Get-Up [Universal] - Inputting a tilt or tap up while having missed a tech and laying idle or after being tripped. Used automatically if no input is received after a length of time.
Get-Up Attack (Floor Attack) [Universal] - Inputting an attack while having missed a tech and laying idle or after being tripped. There are three variations: one for lying faceup, one for lying facedown, and one for having tripped.​
Forced Get-Up [Universal] - The get-up action that is forced after missing a tech and being hit by certain attacks before you exit the flopping state.
Tripping [Universal] - Being forced into a falling motion while on the ground either by random chance or induced by an attack.
Dash Trip (Run Trip) [Universal] - Tripping after initiating a dash.
Pivot Trip [Universal] - Tripping after initiating a running pivot.
Tripping (Forced Trip) [Universal] - Being forced to trip from an attack. This is induced by moves that have low knockback and a low angle with a nonzero tripping chance, or by moves with the Sakurai angle, or from attacks with the Slip element (e.g. Bananas).​
Trip Lock (Banana Lock) [Universal] - Being tripped while in a tripped state. In some instances it can be done infinitely.

[Jumpto=TOC]Table of Contents[/Jumpto]



[jumpname]ledgemovement[/jumpname]Ledge Movement:

Ledge (Edge) [Universal] - Part of a stage that can be grabbed onto. From this position characters can use any one of the basic ledge options. Characters hanging on the edge are considered to be in the air.
Ledge Hang [Universal] - Doing nothing while on the ledge.
Slow/Fast Ledge Options [Universal] - Every basic ledge option has a slow version and a fast version. The fast version is the "default" version and ends quickly. The slow version is happens whenever the user has 100% damage or more, and takes longer to complete, but may have more intangibility frames.

Ledge Get-Up (Ledge Climb) [Universal] - Holding towards the stage while on the ledge to perform a simple get-up action with intangibility frames.
Ledge Attack [Universal] - Pressing attack while on the ledge to perform an attack with some intangibility frames. The slow version generally does more damage than the fast version.
Ledge Jump [Universal] - Pressing jump while on the ledge to jump at a height comparable to a full hop.
Ledge Roll [Universal] - Pressing shield while on the ledge to roll off the ledge with intangibility.​
Ledge Grab [Universal] - The act of grabbing the ledge from the air.
Ledge Drop[Universal] – Pressing back or down to drop from the ledge. Pressing down often results in an immediate fastfall.
Ledge Hop[Universal] – Using a double jump after a ledge drop to (usually) jump back onstage.
Ledge Hogging [Universal] - Occupying the ledge so another character cannot.
Planking (Ledge Camping) [Universal] - The use of intangibility at the ledge to camp the ledge.
Perfect Planking [Universal] - Planking performed to optimize intangibility.​
Sharking [Universal] - Going beneath the stage and attacking below it. This generally applies to ledges and platformed stages.
Scrooging [Charizard, Pit, Meta Knight] - Gliding beneath the stage in order to get to the opposite ledge.

[Jumpto=TOC]Table of Contents[/Jumpto]
 

Science Revolution!

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[jumpname]specials[/jumpname]Specials:

Special Move [Universal] - A move unique to a character (and their [semi-]clones), with its own unique mechanics, physics, and controls. Special moves have character-specific names.
Neutral Special (Neutral-B, B) [Universal] - The move used by pressing the special move button with the control stick in a neutral position.
Side Special (Forward Special, Side-B) [Universal] - The special move used by tilting or tapping the control stick sideways while pressing the attack button.
Up Special (Up-B) [Universal] - The special move used by tilting or tapping the control stick up while pressing the attack button.
Down Special (Down-B) [Universal] - The special move used by tilting or tapping the control stick down while pressing the attack button.
Turnaround-B [Universal] - Tapping backwards with the control stick and using a neutral special within 20 frames after the tap, allowing a character to turn around while in the air.
B-Reverse (Reversal-B) [Universal] - Pressing in the opposite direction you are facing after using a special move, which reverses momentum.
Wavebounce (Recoil-Special) [Universal] - The reversal of momentum that occurs when you combine a Turnaround-B and B-Reverse. You will face the same direction that you did before.

[Jumpto=TOC]Table of Contents[/Jumpto]



[jumpname]itemtechniques[/jumpname]Item Techniques:

Throwing Item [Universal] - An item that can only be thrown.
Battering Item [Universal] - An item that, until thrown away or dropped, provides the user with an item-specific neutral attack, f-tilt, dash attack, and f-smash.
Heavy Item [Universal] - Certain items are heavy. They can only be grabbed while standing or walking, and when held restrict the holder's movement to a slow walk (with the exception of Donkey Kong, who can move quickly and jump once). Walking off an edge while holding a heavy item drops the item and sends the holder into tumble.
Item Toss [Universal] - Throwing a held item. The damage done by a thrown item depends how fast it is moving on impact.
Soft Throw (Tilt Throw) [Universal] - Tilting a direction and inputting an attack or grab while holding an item to perform a weak throw of an item; the item will typically do less damage. Throwing items can be thrown this way with the control stick in the neutral position.
Dash Throw [Universal] - Throwing an item while running.
Hard Throw (Smash Throw) [Universal] - Tapping a direction and inputting attack or grab while holding an item to perform a strong throw of an item.
Dash Attack Cancelling Item Throw (DACIT) [Universal] - Interrupting a running item throw with a standing item throw upward to get a large slide on a standing item throw with less lag.​
Jump Cancelling Item Throw [Universal] - Interrupting a dash or running animation with jump and item throw to get a slide on a standing item throw.
Double Jump Cancel Item Throw (DJCIT) [[Yoshi, Lucas, Ness] - Interrupting a double jump with an item throw to lessen the height given by the double jump.​
Z-Drop (Item Drop) [Universal] - Dropping an item in the air with a grab input while the control stick is in a neutral position.
Glide Toss [Universal*] - Throwing an item during the initial frames of a roll.
Forward Glide Toss [Universal*] - Canceling a roll with an item toss in the same direction as the roll. Characters move in the direction they roll, but the distance they glide is character dependent.
Retreating Glide Toss [Universal*] - Canceling a roll with an item toss in the opposite direction of the roll. Characters move in the direction they roll, but the distance they glide is character dependent.
*excluding Yoshi
Item Pick-Up (Pick-Up) [Universal] - Using an attack input to grab an item on the ground. Items can be grabbed while standing, walking, running, and executing a dash attack.
Item Catch [Universal] - Catching an item that is moving (e.g. falling through the air) with a shield input or an attack input.
Z-Catch (Instant Catch) [Universal] - Catching an item while in the air with a grab input which produces virtually no lag.​
Air Dodge Cancelling Throw [Universal] - Interrupting the initial frames of an airdodge with an item throw.
Air Dodge Drop [Universal] - Dropping an item during the initial frames of an airdodge with a neutral attack input.
Throw Strength [Universal] - Most characters throw items with the same power. However, Zelda, Ganondorf, Jigglypuff, Charizard, and R.O.B. have slightly weaker throws.

[Jumpto=TOC]Table of Contents[/Jumpto]
 

Science Revolution!

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[jumpname]hithurtboxes[/jumpname]Hitbox and Hurtbox Properties:

Hurtbox (Hurtbubble) [Universal] - The the bubbles and rounded boxes that form the damageable area of an object such as a character.
Hitbox (Offensive Collision, Hitbubble) [Universal] - The bubble that carries the properties of an attack and deals damage and/or knockback to a hurtbox.
Disjointed Hitbox (Disjoint) [Universal] - A hitbox that is noticably distanced from the attacker’s hurtboxes.​
Knockback [Universal] - The term used to describe the launching force of a hitbox.
Base Knockback (BKB) [Universal] - Knockback that stays constant no matter what damage the victim is at.
Knockback Growth (KBG) [Universal] - Knockback that increases as a function including the victim’s damage.
Weight Based Knockback (WBKB, WKB) [Universal] - Knockback that is dependant on a function which specifically includes the victim’s weight.​
Knockback Direction (Direction, Trajectory, Angle) [Universal] - The direction of the knockback a character takes when it is hit by a hitbox.
Meteor Smash [Specific Attacks] - A knockback angle that sends the target downwards. If the target is on the ground, they take 0.8x knockback and are sent upwards.
Meteor Cancel [Universal] - Jumping or using an up special move after being Meteor Smashed cancels the downwards force. Attempting to meteor cancel too early results in having to wait for a more extended period before being able to try again. The window to meteor cancel occurs 25 frames after being Meteor Smashed.
[collapse=Meteor Cancel Window Exceptions]
Charizard (30 Frames)
Ivysaur (15 Frames)
Meta Knight (32 Frames)
Olimar (15 Frames)
Pit (32 Frames)
Wolf (60 Frames)
Yoshi (20 Frames)
Zero Suit Samus (15 Frames)[/collapse]
Semi-Spike [Universal] - An ill-defined term for a near-horizontal knockback angle.
Stage Spike [Universal] - The occurrence where an attack knocks an opponent into the underside of a stage, causing them to bounce downwards.
Sakurai Angle [Universal] - A special knockback direction for which targets must take a certain amount of knockback in order to leave the ground. It also has a natural chance of tripping opponents (about 11%).
Autolink Angle [Specific Attacks] - A special knockback direction for which the target is hit in the same direction the attacker is travelling.​
Hitbox Size [Universal] - Refers to the size of a hitbox (specifically, its radius).
Hitbox Damage (Damage) [Universal] - The damage a hitbox does upon connection. Damage factors significantly into the knockback formula.
Staling [Universal] - The effect of having connected a hitbox to a hurtbox previously that lowers the damage the next time the move connects.
Stale Damage Queue (Stale Move Queue) [Universal] - The internal list of moves that have previously connected that determines the staleness of a certain move. The later an attack is in the queue, the lessened the effect of staleness. The queue holds up to 9 places. The effect of the queue is based on a multiplier and the multiplier stacks when instances of the same attack are on the queue.
Fresh [Universal] - A move that is not in the stale damage queue is considered fresh. Fresh moves deal 1.05x damage.
Aura Multiplier (Aura) [Lucario] - The function that generates a multiplier on Lucario’s aura-based hitboxes' damage based on his own damage and stock count (in relation to others). The multiplier raises as Lucario’s damage rises up to 170 damage and also raises when he has fewer stocks than the other opponents on the field.
Shield Damage [Certain Attacks] - A value used by some hitboxes in order to deal more damage to opposing shields than their regular damage.
Clang (Clash, Clank, etc.) [Universal] - When two opposing hitboxes collide with each other, the two characters are using ground attacks or special moves, and the difference in damage (taking staleness into account) is 9% or less, then both attacks will be interrupted and neither character is damaged. There are exceptions to this rule; for example, air attacks and some special moves cannot clang (there are a few exceptions to this exception).
Transcendent Priority [Universal] - A hitbox that has transcendent priority cannot interact with opponents' hitboxes.​
Windbox [Specific Attacks] - Archaic term used to describe a hitbox that deals no damage but does deal knockback.
Reflection [Mario, Zelda, Kirby, Fox, Falco, Wolf, Ness, Lucas, Pit, R.O.B.] - Some hitboxes can be reflected by certain moves such as Reflector. When reflected, hitboxes now "belong" to the character who reflected them, and will damage the original user of the attack. A reflected hitbox will not alter its usual pathway unless it is programmed otherwise (i.e. most projectiles). Reflecting a hitbox increases its damage.
Absorption [Ness, Lucas, Mr. Game & Watch] - Some hitboxes can be absorbed by certain moves such as Oil Panic. The absorbed attack is considered to have connected with the target. The effect of the absorption depends on the absorption move.
Hitlag (Freeze Frames) [Universal] - The lag produced that affects both the attacker and victim by “freezing” them when a hitbox connects with a hurtbox. SDI is possible during this lag.
Hitlag Multiplier [Universal] - The multiplier the game inserts into the hitlag function to determine the length of hitlag.
Electric Hitlag (Electric Hitlag Multiplier) [Universal] - The hitlag used to describe a move with the Electric effect. It has a built in multiplier of 1.5x to the hitlag formula.
Shield Hitlag [Universal] - The freeze lag that applies to shields when an attack connects with a shield rather than a hurtbox. The attacker will have regular hitlag, while the person in shield will have hitlag based on a formula that disregards the Hitlag Multiplier and Electric Hitlag.​
Projectile [Specific Attacks] - An object produced by a character or the stage that operates independently of its user. Projectiles that deal damage do not transfer any hitlag to their user.
Hitstun [Universal] - The stun that a character receives after they had been hit and hitlag has finished.
Tumbling [Universal] - Falling after hitstun without acting.
Reeling [Universal] - The corkscrew motion undergone during the hitstun of a very strong hit. Becomes tumbling once the character slows down.
Directional Influence [Universal] - A blanket term covering the influence of movement on a character.
DI (Directional Influence) [Universal] - Influencing the trajectory that a hitbox sends the victim by holding a direction after hitlag has finished.
SDI (Smash Directional Influence) [Universal] - Influencing the position of a character after they have been hit while in hitlag. The controls used include both the control stick and c-stick.
SDI Multiplier [Specific Attacks] - A multiplier used to determine how much SDI ability a specific hitbox has.​
QCDI (Quarter Circle Directional Influence) [Universal] - Rotating the control stick while in hitlag in a quarter circle to move two Smash Directional Influence units in a certain direction as it includes two cardinal directions on the control stick.
HCDI (Half Circle Directional Influence) [Universal] - Rotating the control stick while in hitlag in a half circle to move three Smash Directional Influence units in a certain direction as it includes three cardinal directions on the control stick.
In Shield SDI (ISSDI, Shield DI) [Universal] - Tapping left/right to perform SDI while in shield hitlag.​

[Jumpto=TOC]Table of Contents[/Jumpto]



[jumpname]status[/jumpname]Status Effects

Asleep [Specific Attacks] - Hitboxes with the Sleep effect will make opponents doze off for a duration of time. Sleeping characters cannot act. Mashing reduces the time spent asleep.
Buried [Specific Attacks] - Hitboxes with the Bury effect will bury characters for a duration of time. Buried characters cannot act and have knockback-based heavy armour. Mashing reduces the time spent buried.
Egged [Yoshi, Kirby] - Yoshi's neutral special move, Egg Lay, traps opponents in eggs. Egged characters cannot act except for moving horizontally when airborne. They also take no knockback and half damage from attacks. Mashing reduces the time spent egged.
Flowered [Jigglypuff] - Jigglypuff's Rest will inflict the Flower condition on an opponent if it connects. This causes a flower to appear on the victim's head, causing them to take 1% damage 1-3 times each second. The flower falls off after a certain amount of time. This process can be sped up through mashing. The flower effect can be layered; if the victim is hit again with Rest before the flower falls off, the flower will grow in size, inflict more damage, and become harder to shake off.
Frozen [Specific Attacks] - Hitboxes with the Freezing effect will freeze characters for a duration of time based on the knockback delivered. Frozen characters cannot act and take very minimal knockback and half damage from attacks. Flame hitboxes will end the effect immediately. Mashing reduces the time spent frozen.

[Jumpto=TOC]Table of Contents[/Jumpto]



[jumpname]armouretc[/jumpname]Armour, Resistances, Weaknesses, and Immunities:

Super Armour [Universal] - Able to take damage but not knockback from an attack.
Heavy Armour [Universal] - Able to take damage from an attack, but not knockback as long as the attack is weaker than a specified threshold.
Damage-Based Heavy Armour [Universal] - Able to take damage from an attack, but not knockback as long as the damage done by the attack is lower than a specified amount.
Knockback-Based Heavy Armour [Universal] - Able to take damage from an attack, but not knockback as long as the knockback that would be applied is lower than a specified amount.​
Pikmin Immunity [Olimar] - Certain Pikmin colours take no damage and do not flinch from certain hitbox effects: Red Pikmin are immune to Flame hitboxes, Yellow Pikmin are immune to Electric hitboxes, and Blue Pikmin are immune to Water hitboxes.
Type Effectiveness [Pokémon Trainer] - A hitbox with the Flame effect will deal 110% knockback to Ivysaur and 90% knockback to Squirtle. A hitbox with the Water effect will deal 110% knockback to Charizard and 90% knockback to Ivysaur. A hitbox with the Grass effect will deal 110% knockback to Squirtle and 90% knockback to Charizard.
Charge Interruption Bonus [Universal] - Attacking a character charging a smash attack deals 1.2x knockback.
Crouch Cancelling [Universal] - A character that is crouching receives 33% less hitlag.

[Jumpto=TOC]Table of Contents[/Jumpto]
 

Yikarur

Smash Master
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Can you guys create some kind of official terminology for moves that stun? Calling them "stuns" seems strange, since stun is a more blanket term.

Also, there should be some kind of definition for moves that come out as articles like zss' nair and fsmash.
this doesn't belong to the Term List!



and "Optimal SDI" needs to be removed, thats not a term lol
what is a SC-Air?
and the platform cancel entry needs to be redefined.
I have no time for it today though =(
 

Yikarur

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Platform Cancel [Universal] - Landing on a moving platform by holding down and inputting an aerial or airdodge while passing through it. It can also be performed by holding down and releasing down as you pass through a moving platform.


-> Platform Cancel [Universal] - Landing on a moving platform while being on a level with that one by releasing "Down" on the controlstick. C-Stick "down", C-Stick in another direction or shield/special while holding down is considered as "releasing down" by the game.

this is correct, fix the wording if you want and put it into the list. I'm off for the rest of the day now
see ya <3
 

rPSIvysaur

[ɑɹsaɪ]
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Platform Cancel [Universal] - Landing on a moving platform by holding down and inputting an aerial or airdodge while passing through it. It can also be performed by holding down and releasing down as you pass through a moving platform.


-> Platform Cancel [Universal] - Landing on a moving platform while being on a level with that one by releasing "Down" on the controlstick. C-Stick "down", C-Stick in another direction or shield/special while holding down is considered as "releasing down" by the game.

this is correct, fix the wording if you want and put it into the list. I'm off for the rest of the day now
see ya <3
You can edit the posts. :p
 

Pierce7d

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Can we get a term for the hurtbox divider? You know, that invisible line that separates one half of your hurtbox from the other half, which determines which direction horizontal knockback occurs in based off of which side of your hurtbox a hitbox collides with?
 

Kinzer

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Kinzer
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rPSI, the wording on reflection and absorption are confusing.

Absorption [Ness, Lucas, Mr. Game & Watch] - Some hitboxes can be absorbed by certain moves such as Oil Panic.

That makes it look like you can absorb Oil Panic. It should be something like "Some attacks can absorb certain moves."

Actually, it'd be awfully nice if you could get on Skype. Now that I'm on as well. :X We could talk more about this there and then.

:093:
 

Toomai

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Can we get a term for the hurtbox divider? You know, that invisible line that separates one half of your hurtbox from the other half, which determines which direction horizontal knockback occurs in based off of which side of your hurtbox a hitbox collides with?
I think you have it slightly backwards; horizontal knockback direction is based on what side of the attacker the target is on when the hitbox connects. In any case, I don't know what you'd call it, though I call the hitbox effect that disables the effect the Angle Flipper.
 

rPSIvysaur

[ɑɹsaɪ]
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Is the line that flips it based off of the root of the character (the topN and w/e those bones are)?
 

Yikarur

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I want every -press X button- to -input "attack"- or the likes.

the platform canceling part is a bit misunderstood due punctuation.

"C-Stick down, C-Stick in another direction, or pressing special or shield while holding down is considered as "releasing down" by the game."

the "C-Stick in another direction" is related to the "holding down". Because of the comma, it looks like it doesn't. D:


what is the Pw of the shared acc? :D
 

Toomai

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Are we going to release the new version of this or what?

Also, I think we should coin "shield slipping" as "when a shielding character is knocked off an edge".
 

Tin Man

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The platform canceling description should also include the fact that your character should be at a certain height where their feet would be touching the platform.

Also, will this terms list eventually include glitches (like say the Ghost Pikmin glitch for Olimar).

:phone:
 

Yikarur

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always those Olimar Mains.

the Platform cancel description says "on a level with a platform" or something like that.

that should be enough.
 

Kinzer

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Also, will this terms list eventually include glitches (like say the Ghost Pikmin glitch for Olimar).

:phone:
Not in particular, I would think. This is just for general, character-specific things should and probably will be gone over in their respective STL.

:093:
 

Sieguest

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whats the protocol for editing this? should we ask first and/or explain what changes we made if they were just clarifications?
There's an account that the SL uses named Science Revolution. The username and password for it are in this thread. You can post what you have in mind about changing to see if others agree. o.o
 

MK26

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http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
yeah, its mostly just little clarifications and changes in wording

Button Mashing (Mashing, Struggle Input) [Universal] - Inputting different inputs while grabbed or in shield daze to get out of the action faster.

Button Mashing (Mashing, Struggle Input) [Universal] - Inputting different commands while grabbed or in shield daze to get out of the action faster. Any input except taunt works, and tapping the c-stick is read by the game as two inputs.
 

Yikarur

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I'm working on this again, didn't have the time the last weeks, I was mentally dismotivated and not willing to do anything but I will try to make the list perfect again!
because I noticed stuff that is missing and stuff that is so wrong/inaccurate/etc.
 

Yikarur

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I wanted to talk to the others before I work on this but because it's seems no one is really active and no one is really there to talk, I will work on this and don't care if someone doesn't agree with a change I make. I've waited for too long D:
 

John12346

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I just gave this once over and thought I'd put out a few things.

First off, shouldn't Flower and Shield Broken(dazed?) be added to the Status Effect listings?

Jigglypuff, Lucas, Squirtle, and Zamus all have Consecutive Jabs.

And the interpretation of how Pit's Rapid Jab works is missing some info. Everything written there is right, but if you're holding A while the attack is making contact with the opponent(I think Jab 2 needs to make contact, but I'm not sure), Pit will go into the Rapid Jab state, rather than Jab 3.

Also, King Dedede's Jab in a similar way as Pit's, in that he'll go into his Rapid if you're tapping A or if you're holding A while hitting the opponent(again, not exactly sure how it works). Only difference is that Dedede doesn't have a Jab 3, so he'll just stop if otherwise.

Gonna test these all in-game tomorrow to make sure I'm right, but there you have it.
 

Toomai

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First off, shouldn't Flower and Shield Broken(dazed?) be added to the Status Effect listings?
Shield Daze is in the shielding section. It probably belongs there better because (a) the game considers it to be a different state from being stunned by a Deku Nut or something (as far as I can tell) and (b) in competitive play there are no hitboxes with the stun effect. Flower was omitted for the same reason; it probably deserves to be listed, but at the time I wrote up the section I was focused on competitive play only.
 

John12346

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Alright, I checked things out.

Pit doesn't go into his Rapid Jab if you're holding A while hitting the opponent. The current definitions for Pit's Jab are accurate.

King Dedede follows all of the rules of Pit's Jab(where Jab 3 in Pit's case is "stop" in Dedede's case), except he DOES go into his Rapid Jab if you're holding A while he's hitting the opponent.

Also, Flower is competitive because of Jigglypuff's Rest, so yeah.

And all of the characters I indicated earlier DO have Consecutive Jabs; Jigglypuff, Lucas, Squirtle, and Zamus, so fix that up, okay?
 
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oops, forgot to mention that I edited a few things here and there. check the edit footnotes.

also, is it worth mentioning that buffering snake's ftilt makes both hits come out frame perfect automatically? works for MK, just can't remember if it was just the first two hits or all three. I'd check but my brawl disk doesn't work and I still haven't had a chance to get a new one.

finally, one last thing: maybe the definition for transcendent priority should be reworded to "makes opponent's attack clank, but does not clank itself", or something to that effect. "Does not interact with opponent's hitbox" sounds kind of idk. Misleading a bit, maybe?
 
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