[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]