• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The Smash Dictionary

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
Description of thread

Are you new to the competitive smash scene? Have you read through threads and not understood what people were saying? Well this thread is the answer. I have tried to keep each definition/explanation concise and easy to understand so that even those with only minimal smash background knowledge will (hopefully) be able to understand.

This will have to be an ongoing project. It is by no means complete yet. Every day a new tactic is discovered and some of them are given names or abbreviations that aren't immediately apparent to the uninitiated. I'll do my best to stay on top of it and keep this thread updated, but I would greatly appreciate it if people could help in this regard, especially in terms of the character specific jargon.



How to use this thread

Let's say you come across a word/acronym you're not familiar with in any of the forums. You'll come here, use the almighty power of 'control F', and search for the word/acronym. (Try putting quotation marks around the word in your search if you're having trouble, e.g. "Word". This is especially helpful for some acronyms such as SH.) If you find it, that's good news. If you're still unsure after reading the description given, then feel free to ask in this thread. There are no stupid sincere questions in this thread. If you don't find it, post the word/acronym along with a link to the thread that you saw it in and you'll get an answer from either myself or one of my fellow smashers who are only too happy to help. I will then add that word/acronym to this list.

If you can think of anything that is missing, and I am sure that there will be a lot, then please do me a favour and let me know about it so I can make this list better. Also, if you don't agree with one of the definitions/explanations I have given because you believe I am wrong or just didn't quite say everything that needed to be said in a concise manner, then by all means, please tell me, because you're probably right.
We'll see how this goes.



Choosing Appropriate Names

Over the years, many words/acronyms have come into common usage that may not have been preferable in the long run for reasons such as a lack of unity or commonality between other names, or perhaps simply because context is required to differentiate one acronym from another. There is the potential for a fresh start here. Feel free to make suggestions. If the community chooses to discard any old names at any point, you'll still be able to find them on this list; either they will appear to the right of the preferred name or they will be under the bottom heading, 'Common Jargon from Past Smash Games'.



Index

[Note: If you already have the word/acronym in mind that you want to search for, try using 'Control-F' to search for it. More details above.]

FIRST POST
General Boards Jargon
Smash Related Jargon
-Talking about characters and their relation to each other:
-Tournament Jargon:
-In-game features and tactics:
-Words relevant to working out how far someone gets launched:
-Words used to talk about the inability to move and how to avoid it:
-Words used to talk about influencing your characters movements when being attacked:
-Words used to describe attacks as well as what they can and can't interact with:
-Stage Related Jargon:
-Button and Stick Names:
-Miscellaneous:
Basic Character Options
-Names of basic attacks:
-Names of other basic commands:
-Names of movement options for the ground and air:
Advanced Character Options and Basic Combinations of Options
-Advanced item options:
-Advanced grab options:
-Advanced special move options:
-Cancelling things and other miscellaneous options:

SECOND POST
Character Specific Jargon
-(List of all characters in alphabetical order with all their jargon):

THIRD POST
Common Jargon from Past Smash Games
Jargon that was Patched Out and is No Longer In Any Game




General Boards Jargon

"Post"- A separate singular submission of writing.

"Thread"- A thread is where posts are made. Threads will have titles describing what their purpose is.

"OP"- This stands for Original Post (i.e. the first post in that thread) or Original Poster (referring to the person who made the original post; see also 'TC'). In context it could also mean Over Powered.

"TC"- Topic Creator. The person who made the thread and the original post.

"tl;dr"- Internet slang commonly used on these forums which just stands for 'Too Long; Didn't Read'. In context it can either mean that the following is a summary of the post in question for those that were not bothered to read it all, or it can be used to state that the post in question is long-winded.

"IIRC"- Internet slang meaning 'if I recall correctly".

"Bug"- An unintended coding error that was not picked up on.

"Glitch"- A combination of intended game mechanics resulting in an unexpected outcome.

"AT"- Advanced Technique. Broadly speaking, any potentially useful tactic that isn't immediately obvious; this can be by taking advantage of a 'bug' or 'glitch' that is beneficial, taking advantage of some established mechanic in a way that wasn't immediately obvious, or using some combination of the above to produce something new. In context 'AT' can also sometimes stand for 'Assist Trophy'.

"Johns"- Excuses.

"Salt"/"Salty"- Anger and disappointment due to inability to accept defeat, usually because of something stupid happening.

"Free"- Used pre-emptively to describe a person or a matchup as an easy or guaranteed win.

"GC"- Gamecube.

"PM"- Depending on the context, it could mean 'Project M' or 'private message'.

"Lab"- Laboratory. Refers to any place where one tests, experiments or practices techniques; usually training mode. In context it could also refer to 'the smash lab' which was an exclusive group of dedicated and knowledgeable members assembled for the purpose of dissecting the game then presenting their findings and to make advanced information more easily accessible, among other things.

"Labbing"- Using scientific and controlled environments to test theoretical game mechanics and in-game interactions for the purposes of expanding the total sum of knowledge about the game or developing the 'metagame'.

"RPS"- Rock Paper Scissors.



Smash Related Jargon

Talking about characters and their relation to each other:
"Main"- The preferred and most used character that someone has chosen.

"Secondary"/"Secondaries"- Any other character or characters that a person uses other than their 'main' character.

"MU"/"Match Up"- Used to express games in general between two specifically stated characters.

"Metagame"- Broadly speaking, the ever-changing state of how the game is played in a competitive setting, including but not limited to the players, popular characters, common tactics, and agreed upon rules. Often used in the narrow sense to mean the current set of known tactics for any particular character that are used with the aim of playing that character to their maximum potential.


Tournament Jargon:
"Starter"- Refers to stages that are widely considered the most neutral and competitive stages available, and as such these will be the only stages that are able to be played on in the first game of a tournament set.

"CP"/"Counterpick"- Choosing a character or a stage that gives you an advantage over the opponent's chosen character. A stage itself can be referred to as a counterpick stage to differentiate it from a 'starter' stage; counterpick stages are generally going to be less obviously neutral and are only able to be chosen (by the loser of the previous game) once there has been at least one game.

"Strike"- Ruling out a stage that you don't want to play on in that game of the set.

"FLSS"/"Full List Striking System"- Instead of separating legal stages into 'starter' and 'counterpick', tournament sets that follow this system have all of the legal stages available from the first game and the players then work out which stage they will start on by taking turns at banning stages they don't want to play on.

"DSR"/"Dave's Stupid Rule"- While there are a few variations of this, essentially it's about not being able to play on a stage that has been used previously, e.g. because you've already won on it.

"Gentleman's Rule"- Regardless of anything else that says otherwise, if both players agree to it, they can play on any stage they want.


In-game features and tactics:
"SD"- Self Destruct. To kill yourself. Though in context it could be referring to Sonic's Spin Dash (his side-special).

"KO"- Knock Out. Forced beyond the borders of the blast-line. Killed.

"Star KO"- Being killed up the top of the screen only instead of having your stock being immediately taken like what happens when killed off the side or lower blast lines, you will slowly shrink into the distance in the background and then a star-like flash will indicate the KO.

"Screen KO"- Similar to a Star KO, only the character hits the screen, temporarily blocking the view, and then the stock is taken once they fall down.

"Recovery"- Describes the methods and available options that characters have to make it back to the ledge/stage and avoid losing a stock.

"Gimp"- The taking of a stock, usually at a low percent, by interrupting/negating a character's recovery.

"Edgeguarding"- Attempting to stop the opponent from being back on stage with all their options available again once they are hit off. This does not have to 'gimp' them and will often refer to merely keeping the opponent in the disadvantaged position where they are easier to deal with.

"Trump"- A new mechanic in smash 4 where you grab the ledge once someone is already on it, forcing them off.

"2 Frame"/"Two Frame"- When a character grabs the ledge from below the stage without using a tether, the character will be vulnerable and can be hit during the first two frames of their ledge grab animation. If hit during the 2 frame, they will get back any double jumps used up as it will still count as if they grabbed the ledge.

"Ramen Noodles"- Grabbing the ledge from the stage very quickly by whatever means. Typically associated with Melee and Project M, though the term is generally applicable.

"Sharking"- Being beneath the opponent in an advantageous position, typically using long ranged attacks aimed upwards, for example from beneath the stage to hit people who are on the stage.

"Planking"- Abusing tactics that are centred on stalling at the ledge. The effectiveness of planking obviously depends greatly on the character being used to plank and the opposing character's anti-planking options. In past smash games it was fairly common as characters could repeatedly grab the ledge and abuse the 'intangibility' frames it gave; then smash 4 came around and with the introduction of new ledge mechanics it was thought that we'd seen the last of planking as a viable strategy. This has proven to not be so. A good example is customs Villager who gains a significant advantage by stalling at the ledge.

"Scrooging"- Going under the stage and grabbing the ledge on the opposite side.

"Ledge Slip"/"Ledge-slip"/"Edge Slip"/"Edge-slip"/"Prattack"- A ledge slip occurs when a character is forced to slide off the edge of a platform or the stage while they are still grounded. In smash 4 this will occur if you hit a standing opponent with a move that does horizontal knockback while they are still on relatively low enough percents to not be hit off their feet. The character will then slip off the edge backwards which will cause them to be unable to do any action, including tech, for a certain period of time, other than drift forwards or backwards. In previous games, ledge-slips were possible if you hit a character's shield as well, forcing them to slide backwards or forwards off the edge, but this particular variation was intentionally taken out in smash 4.

"Lock"/"Jab Lock"/"Jab Reset"- A Lock is the state you can force upon another character in which they will be unable to do anything but flop on the ground then immediately try to stand up. It can be done only with certain moves and only under certain conditions. The character must get hit with a particular move (1.) soon after they missed a tech on the ground, or (2.) soon after they were forced to land in 'tumble' (i.e. they were unable to tech having been footstooled close to the ground or they were forced to 'edge-slip'), or (3.) soon after the next 'flop' animation once they have already been locked. Note that in smash 4, locks are no longer potentially infinite and the character will automatically break free of the lock after three times. Some people refer to all locks as 'jab locks' or 'jab-resets' regardless of whether jab was actually used to lock or not, but this terminology is unhelpful and no longer applies. Many different moves may have locking properties such as Nairs, F-tilts, D-tilts, or Neutral-specials, so it makes no sense to talk about 'jab locking' or 'jab resetting' with anything but 'jab'. Instead, use 'lock' as the more general term and refer to specific locks as e.g. a 'Nair Lock'. Also note, this sort of 'lock' should not be confused with 'shield-lock'.

"Camp"- To not approach the opponent. This usually involves using a lot of attacks that will hit from a distance while trying to maintain that distance.

"Circle Camping"- Trying to keep a solid portion of the stage in between you and your opponent in an attempt to avoid confrontation, usually with the intent of winning by time-out, such that you end up running around in circles.

"Spam"- To use a lot of a particular move or moves, e.g. projectiles, a particular aerial, etc.

"Poke"- Throwing out a single long-range low-lag attack under such circumstances that there is little to no risk of the user being punished but where there exists a chance of the opponent being hit, e.g. if they drop their shield or approach at just that right moment only to be hit by the tip of the attack. Not to be confused with a 'shield poke'.

"Spacing"- Adjusting your position relative to the opponent allowing you to use your attacks at a range that they are most effective/safe.

"Zoning"- Using your attacks and the threat of your attacks to limit your opponent's available movement options.

"Footsies"- Staying just out of range of your opponent, using your safer attacks to 'poke' at them while being careful not to overcommit, trying to bait the opponent into overcommitting, and at all times looking for an opening or an overcommitment that you can punish.

"Stage Control"- Essentially using the natural formations and limitations of the stage to your advantage by either remaining in a specific area or keeping your opponent in a disadvantageous area of the stage. A typical example would be if you were on an FD stage, staying toward the centre of the stage to make it more difficult to be KO'd, and keeping your opponent toward the edge of the stage where they have less room to maneuver and are more susceptible to being KO'd, gimped or edge-guarded. What is considered good stage control will change depending on the stage and the characters being used though.

"Neutral"- The state of play in which no character has any significant advantage over the other as both have all their options available to them, otherwise there would be a state of 'advantage' and 'disadvantage'. The definition can get tricky when considering how e.g. projectiles can limit options, but this sort of thing is considered to merely be a part of neutral until they hit.

"Shield Poke"- This describes the ability to hit someone with a normal attack even if they are holding up their shield. To do this, you must make sure that your attack hits a part of the character shielding that isn't covered by their shield and at the same time make sure your attack avoids hitting what's left of the shield.

"Tech Chase"- The act of following another character's grounded 'tech' option to punish them as soon as they can be hit.

"Hit Confirm"- This involves throwing out a fast and safe attack such that if it misses you should be fine but if it hits you'll be able to react to this and string the hit into an attack that otherwise would have been unsafe to throw out just by itself due to the lag being easily punishable.

"Option Select"- This is where you input a certain combination of joystick/c-stick/button presses, and depending on what happens to you (you might enter shield stun from being hit or hitlag from actually connecting with an attack for example), that same input will do different things, essentially allowing you to cover multiple scenarios with the same input (for example a roll if your shield isn't hit or a grab if it is hit).

"Empty Hop"- Jumping (usually a SH) doing nothing (except maybe fast falling at the peak of your jump) and landing. Typically used to bait out responses while keeping your own options open.

"Tomahawk"- Making your opponent shield, expecting you to land with an aerial, but instead you fast fall just before you touch the ground and Grab. Alternatively, you can land and do any other grounded attack.

"Cross-up"- Approaching the opponent in such a way that you end up behind them so that if they shield they will be unable to grab you out of shield.

"Shield Dash"- This is where you initiate a run forwards (i.e. a 'dash'), then after the initial frames of the dash, you continue to hold forwards and hold shield so that shield is immediately activated on the first frame that you transition into the 'Run'. Otherwise it may simply be used to refer to shielding directly out of any part of the 'Run' by continuing to hold forwards on the joystick and pressing shield.

"Attack String"/"String"- Two or more attacks connecting with the opponent in a sequence where the character being hit can escape, though usually their options are very limited.

"Frame Trap"- Using a move that puts the opponent into a position where most of their options (and in some cases all of them) are too slow or lack the range required to stop them from being hit by your next move.

"Combo"- Two or more attacks connecting with the opponent in such a way that the character being hit has no options to escape other than 'DI' and 'SDI'.

"True Combo"- Regardless of any other factors (such as DI, SDI, etc), a true combo is two or more attacks that are technically and literally inescapable.

"Juggle"- Continually hitting the opponent upwards and keeping them from landing. This can occur by e.g. using up-tilts to combo at a lower percent, but it will also refer to taking advantage of the limited options characters have available in the air (especially if they've used their double jump/s) to continually hit them back up (effectively stopping them from refreshing their double jump/s and keeping them in that disadvantaged position).

"BnB"/"Bread and Butter"- A basic combo used regularly and relied upon for easy damage.

"Tether Save"- Getting hit horizontally then cancelling out all your knockback by tethering the ledge as you go past.

"Read"- Predicting what an opponent will do before they do it and punishing that option.

"Mixup"- One of two or more options that you can choose to take in any given scenario; typically an option that you don't normally take. Choosing to take that option is meant to make you harder to 'read'. For example you can mixup your 'DI' by choosing to DI (e.g. a D-throw) in a direction that you normally wouldn't with the intention of avoiding your opponent's typical follow up (even if DIing in that direction might put you in a worse position if the opponent doesn't fall for the mixup). Another example would be choosing an offensive option or approach (e.g. empty SH to FF Grab) that wouldn't typically be considered 'optimal' (where the optimal thing to do would have been e.g. SH Aerial); the offensive mixup could be specifically designed to beat the opponent's option (e.g. Shield) which was intended to deal with your 'optimal' option.

"Ladder"/"Luigi Ladder"- A doubles stalling tactic that revolves around team mates renewing each other's Up-specials so that they can either rise up past the blast zone, remain indefinitely beneath the stage, or rise up toward the blast zone and then stay just under it but also just out of reach of their opponents. This was famously seen in Melee with the Luigi Ladder, but there have been plenty of other variants, recently including Pac-Man and Mega Man.


Words relevant to working out how far someone gets launched:
"KB"/"Knockback"- The property of any attack that makes the character being hit actually get hit away.

"BKB"/"Base Knockback"- When working out just how far away a character will be hit, each attack will have its own 'base knockback' which is essentially the portion of the knockback calculation that is not affected by the percentage of the one being hit.

"KBG"/"Knockback Growth"/"Scaling"/"Knockback Scaling"- This is best understood in relation to 'base knockback' above. When calculating how far an attack will send a character, Knockback Growth is the property of an attack that is dependent on the percent of the character, so it will hit them further and further away the higher their percent is.

"WBKB"/"WKB"/"Weight Based Knockback"- Similar to 'base knockback' above. If the attack has a specified weight-based knockback, this is a factor that will alter how far the character will be launched based on their weight.

"Set Knockback"/"Fixed Knockback"- A move with set knockback will have a certain amount of 'base knockback' or 'weight based knockback' but absolutely no 'knockback growth', meaning that the character being hit will always be launched the same distance regardless of their percent assuming there are no other factors involved.

"KBR"/"Knockback Resistance"/"Launch Resistance"- This is where a character gets hit by an attack but because of some factor they will receive less 'knockback'. It can sometimes be used as a general term that encompasses the armors below.

"Super Armor"/"SA"/"Hyper Armor"- This is where a character gets hit by an attack, but because they used a move that put them in the state of having super armor, when they were hit they will always receive no 'knockback' whatsoever. A good example of this is the short period of time just before the hitbox comes out on Mac's smash attacks.

"Heavy Armor"- This is where a character gets hit by an attack but because the attack didn't have enough launching power (knockback) due to being a weak attack or the character with the heavy armor not being on a high enough percent, they receive no knockback. Good examples of this would be Bowser's 'tough guy' armor which can withstand only very insignificant knockback or Yoshi's double jump which can withstand much greater knockback.

"Damage Based Armor"- This is where a character gets hit by an attack, but because the attack didn't do enough damage the character getting hit receives no knockback. For example, if during Charizard's side-special he gets hit by an attack that does 15% or less, he will power through it (with a few unrelated exceptions). Note that if a move does 15% in training mode it will do more when fresh in a real match because of the 1.05 x freshness bonus, so moves that do 15% would in a real match do 15.75% when fresh and would therefore beat out Charizard's side-special damage based armor.

"Rage"- This refers to the fact that in otherwise identical scenarios, the opponent will get launched further if you, the one doing the hitting, are at a higher percent than the other scenario. If the attacker has rage, the formula that works out how much knockback an attack will induce must go through one final step, as rage is a 'total knockback' multiplier. A character will only have rage if they are on 36% or more. The more damage they have, the more the total knockback will be increased; this caps at 150% though, so e.g. the total knockback multiplier will be the same if the attacker is on 150% or 999%.

"Crouch Cancel"- If you hold down while standing you will 'crouch', and if you get hit by an attack while crouching then you will receive less knockback. Note that Crouch Cancelling can sometimes (mistakenly) be used to refer to 'Jab Cancelling'; e.g. someone might mistakenly say 'crouch cancelled Jab'.

"Stale"/"Staling"- If a move/attack is used such that it actually connects with a 'hurtbox', that move will have been 'staled' and will do slightly less damage and knockback on subsequent uses, and this effect will stack until the move is completely staled. In order to unstale a move, other moves must be used nine times before the stale move is refreshed, and this is so regardless of how stale the move was initially. Alternatively, you can lose a stock and upon your return, none of your moves will be stale. (There are some rare exceptions. For example some moves will never stale and some hurtboxes will not stale your moves upon being hit (e.g. pac-man's hydrant). Also note that moves do not stale in training mode.)

"Fresh"- A move/attack that is fresh will do the full amount of damage and knockback because it is not in the least bit 'stale'. In a match (i.e. outside of training mode) there is a 'freshness bonus' that applies to moves that are fresh; this is where the damage dealt by the move will be multiplied by 1.05.


Words used to talk about the inability to move and how to avoid it:
"Lag"/"Laggy"- This is used to describe when your character is momentarily unable to attack or defend and no external source has put you in this position, e.g. after one of your attacks is no longer capable of hitting the opponent and you can't move just yet, or after landing which is made more noticeable if you e.g. airdodge just before landing giving you airdodge 'landing lag'.

"AC"/"Auto Cancel"/"Autocancel"- Using an aerial attack, landing before the aerial's animation has ended, and then without any further input, receiving no lag from landing with the aerial (other than the usual minor lag for simply landing). Some aerials can only do this by using them just before you land, while others can only do this by landing at a certain time after the attack is no longer capable of hitting. Rosalina is special in that if you auto cancel an aerial by using it just before you land, Luma will still do the attack, leaving Rosalina free to do any action, e.g. grab.

"Landing Lag"- If you're in the air then come down to touch the ground, you will be momentarily unable to do anything the moment you land. While you will receive a very small amount of lag whenever you land even if you do nothing, you will receive much more landing lag if you, e.g. land using an aerial in such a way that it does not 'auto cancel' or if you airdodge into the ground.

"RCO Lag"/"Recovery Carryover Lag"/"Landing Lag Glitch"- This is where the landing lag of a special-move is stored and experienced later on when it shouldn't be. In Brawl this was very prevalent and was caused by using a specific special-move to recover to the ledge which made it so that the very next time you land on the ground you will be forced to go through the full landing lag of that special move unless you land while using an aerial, in which case you simply have to endure more lag than normal. This particular version of the problem seems to have been fixed in smash 4, but there are now other ways to experience RCO lag. Take ZSS for example. If you hit her during or after her Up-special, she will be forced to undergo the full landing lag of that Up-special the next time she lands unless you land with an aerial which will make it so you only experience more lag than normal. Another example is if you use Fox's Up-special and fall from the right distance (e.g. use it at the peak of your FH and go horizontally across) you will land laglessly, but you will store the landing lag of the Up-special which can be experienced latter. Unlike the Brawl version however, going to the ledge actually helps and will get rid of the stored RCO lag.

"Hitlag"/"Freeze Frames"- The brief period of time in which both characters stay still when an attack connects (after which the one that got hit will get launched and the one doing the hitting with finish their attack animation). This period of time is more accentuated in some moves.

"Hitstun"- The state in which you are unable to do anything after getting hit by an external force, e.g. an opponent's attack.

"Shield Hitlag"- This happens in the short period of time after your shield gets hit by an attack; it is where you and the opponent are frozen in place similar to 'hitlag'. Obviously if a disembodied attack such as a projectile hits your shield, then the opponent is not frozen in place and so the shield hitlag will work the same way as shield hitstun for all intents and purposes. During the time you are 'frozen' in shield, you can 'shield stun shuffle' (see below).

"Shield Hitstun"/"Shield Stun"/"Shieldstun"- This happens in the a short period of time after the 'shield hitlag' freeze time wears off and it is a further period of time in which you cannot drop shield or do any other options such as grab or jump when an attack hits your shield. The attacker will continue their attack animation and typically you will slide slightly away from the attacker while still in your shield.

"Shield Drop"/"Shield-Drop"- This is the animation that follows if you let go of shield. It will occur regardless of whether your shield was hit. You cannot do anything other than jump during this animation for seven frames unless you 'power-shielded' a move. The seven frame shield-drop lag can be avoided entirely by doing something 'OoS'.

"Power Shield"/"Power-shield"/"Perfect Shield"/"PS"- Raising your shield at precisely the right moment so that the attack hits it at the same time the shield comes out. To be specific, the first three frames of the shield will power-shield. The shield will not suffer damage, you won't slide backwards in your shield during 'shield-stun', shield-stun will be reduced, and you will be able to attack during 'shield-drop' allowing any option to be used to punish the opponent who hit your shield without delay. [Note that you will not be able to walk/dash/crouch/shield during the shield-drop of a power-shield, so in many cases you're actually better off doing an F-smash to reach the opponent instead of a dash grab, just for example.] Some multi-hit moves that lock you in your shield will let you power-shield the first hit that comes close to you and then it will count as a power-shield after the final hit.

"Shield Lock"/"Shield-lock"/"Shieldlock"- Essentially it describes the fact that you cannot drop your shield. This occurs naturally whenever you bring up your shield, as there is a minimal amount of time in which the shield must be held up for even if you let go of shield immediately. It can also happen between two (or more) attacks/hitboxes hitting your shield because the second attack/hitbox hit your shield during the 'shieldstun' caused by the first attack/hitbox.

"Free Fall"/"Freefall"/"Special Fall"- A state in which your character cannot do anything while in the air except move left and right. For example, this occurs after using most character's 'Up specials'.

"Tumbling"- This is where the character falls through the air, e.g. after having been hit hard following the 'Reeling' animation or after being footstooled. They go through a distinct flipping and stunned-looking animation. You can act out of this state (you may use all aerial options other than Zair directly), but if you land while still in this state, you will either have to 'tech' or otherwise flop to the ground and use one of the options available while lying down.

"Reeling"- If you get hit hard, this is the animation your character goes into during which you cannot act, and then this animation transitions into 'tumbling'. You can still 'tech' if you hit a hard surface, but that is all (except of course if this happens https://smashboards.com/threads/untechable-reel-animations.439039/ ).

"Mash"- Using as many inputs as fast as can, on both buttons and joystick, to escape being held by a grab faster or to wake up quicker after your shield breaks.


Words used to talk about influencing your characters movements when being attacked:
"DI"/"Directional Influence"- Slightly altering the direction/trajectory you get hit in by holding the joystick in any direction at any point before or instantly after you get hit with an attack (to be precise, you need to be holding a direction as your character goes from being in 'hitlag' to 'hitstun'; see above). You cannot alter the distance that you get hit by using DI, only the angle you get launched at. The greatest change to your trajectory is achieved by holding the joystick either left or right on the horizontal plain that is relative to the direction you would otherwise be hit (perpendicular to the direction the attack would normally hit you). Note that 'DI' is sometimes used as an umbrella term to talk about influencing where your character ends up once it gets hit, but this would include 'vectoring' as seen below which is a very different thing.

"LSI"/"Launch Speed Influence"/"VI"/"Vector Influence"/"Vectoring"/"KI"/"Knockback Influence"- Holding Up or Down (includes diagonals) to increase or decrease the distance you are hit by an attack. After the patch it no longer affects vertical launch trajectories, i.e. between 65°-115° or 245°-295°.

"SDI"/"Hitstun Shuffling"- By hitting the joystick (and/or the c-stick for gamecube controlers) during 'hitlag', you are able to instantly move slightly in that direction. This can be done multiple times if you're very quick. Note that you cannot SDI downwards at all if you were on the ground when hit.

"ISSDI"/"In Shield SDI"/"Shield DI"/"Shield Stun Shuffling"- If you hit the joystick (or the c-stick for GC controlers) left or right during 'shield hitlag' (see above) you will not roll, rather, you will move slightly in the direction of your input while still in shield.

"Automatic SDI"- Holding the joystick in any direction such that when the 'hitlag' (caused by the particular 'hitbox' that connected with you) has ended, you move slightly in that direction, a little less than a single 'SDI' input.


Words used to describe attacks as well as what they can and can't interact with:
"Sweet Spot"- This can mean one of two things depending on the context. It is either the part of an attack that has the greatest effect ('knockback'), or it refers to when a character recovers so low in relation to the ledge that they barely grab it which maximises their chances of avoiding attacks from someone on-stage. The later is more of an issue for recoveries that don't auto-snap to the edge.

"Sour Spot"- In relation to the first kind of 'sweet spot' above, this is the portion of the attack with the least 'knockback'.

"Hitbox"- The unseen underlying attack area. For example, there will usually be multiple hitboxes attached to the limbs of your character when they move them in an attack animation.

"Hurtbox"- The unseen underlying attack detection area. For example, your character's body is usually made up of hurtboxes. When a hitbox comes into contact with a hurtbox, an attack is successfully landed.

"Projectile"- Anything that is 'shot' (broadly speaking) or thrown.

"Disjointed"/"Disjoint"- Where an attack has a hitbox that extends far away from any hurtboxes and is not a projectile.

"Clash"/"Clank"- This occurs where two characters throw out attacks at each other and the 'hitboxes' of the attacks touch each other. In a typical case, both grounded characters will then 'rebound' and be unable to do anything for a short period of time then be able to act on the same frame, except if one of the hitboxes that clanked does 9% or more than the opponent's, in which case the stronger attack will continue and not rebound, or except if the move used has a special property meaning it cannot rebound. There's much more to it than that, so watch this if you're interested https://www.youtube.com/watch?v=bV2xTqIf_yg

"Rebound"- The animation that a character may go into if their standard hitbox from a grounded attack touches another standard grounded hitbox, making them unable to do anything for a short period of time, with some exceptions. See above and below.

"Does not Rebound"/"Cannot Rebound"/"Trample"- This is a property that applies to only some moves where the move 'clashes' or 'clanks' with another as above, only the move isn't cancelled, it continues, and the character using it is not put into the rebound state where they are unable to do anything for a brief period of time.

"Transcendent Priority"- Used to describe the property given to 'hitboxes' that are special in that they were designed to not interact with other hitboxes in any way. They will not 'clash' and instead will pass right through.

"Phantom Hit"/"Spark"- When the hitbox of a move doesn't quite come into full contact with a hurtbox but there is no space between the two, i.e. you just missed, there will be sparks to indicate this but nothing else will happen. In Melee the one almost being hit would receive half the damage that the attack otherwise would have inflicted but there would still be no hitlag/hitstun/knockback.

"Royzone"- This is where the character using the attack is too close to the opponent such that the attack misses entirely.

"Tipper"- The outermost edge of an attack, such as a sword tip, that is also a 'sweetspot'. Many of Marth's moves have tippers, but the term is not exclusive to Marth. A good example would be the first hit of Link's F-smash. Technically it will refer to the hitbox that also has the lowest priority, meaning you have to miss with the other hitboxes in the attack in order to hit with it.

"Sex Kick"- This is where an aerial attack involving a kick has a 'Sour Spot' that stays out for a long time while the animation of the attack stays still, the classic example being Fox's Nair.

"Invincibility"- A state in which the opponent's character will receive hitlag if they attack you because their attacks can actually touch the part/whole of you that is invincible, but you will not receive any damage or hitstun. This word is also commonly used instead of 'intangibility'.

"Intangibility"- A state in which the part/whole of your character cannot even be touched by any attacks as they will pass right through. This is seen in spotdodges and rolls etc. Often referred to as 'invincibility'.

"Spike"/"Meteor"/"Meteor Smash"- 'Spike' is often used interchangeably with 'meteor', though their differences used to be important in past games that had 'meteor cancelling'. A spike is any attack that hits you at an unfavourable angle, anywhere between directly down and diagonally down.

"Multi-Hit Spike"/"Sling Spike"- In smash 4, there are aerial attacks with multiple hits that will drag the opponent with the attacking character to better ensure that all the hits connect. In order to use this to send the opponent downwards, you must hit the opponent with the multi-hit attack, fast fall during the attack, and find a way to make the last hit of the multi-hit attack miss; e.g. this can be done by landing and cancelling the move.

"Semi-Spike"- Any attack that hits you anywhere between diagonally down and horizontally can be referred to as a semi-spike.


Stage Related Jargon:
"FD"- Final Destination.

"BF"- Battlefield.

"YI"- Yoshi's Island.

"Ledge"/"Edge"- Any part of a stage that characters can tether or hold onto then hang off that grants special ledge options and intangibility. Note that in context 'edge' will also refer to the very end of a stage that can still be stood on, e.g. 'running off the edge' or 'standing on the edge'.

"Stage Spike"- Getting hit into the underside of the stage so that you bounce off it and get sent generally downwards.

"Cave of Life"- Any area in a stage that is enclosed enough, whether it be walls or roof or a combination, such that anyone who gets hit while in that area will have a much greater chance of surviving whether it be by teching the wall or roof or by simply bouncing off them and allowing the bounces to reduce the knockback of the attack.

"Pineappled"- Being blocked from recovering by the underside of the stage, typically referring to the Dreamland Smash 64 stage.

"Battlefielded"- Missing a ledge snap when you appeared to be close enough to get it, typically referring to the Melee Battlefield stage.


Button and Stick Names:
"Z"- The Grab button.

"A"- The normal Attack button.

"B"- The Special move button.

"A+B"- A new feature in smash 4 that allows you to do smash inputs by holding A then hitting B or holding B then hitting A or hitting both at the same time.

"Joystick"/"Analogue Stick"/"Control Stick"/"Circle Pad"/"Slide Pad"- The main stick, able to rotate and point in any direction, that controls many things like basic movement, alterations of attacks, etc.

"C-stick"/"Smash-stick"- The default setting that allows for easy access to smash attacks. Hitting the C-stick Upwards for example will count as having hit upwards on the joystick at the same time as inputting a smash command (think A+B=smash), resulting in an U-smash.

"A-stick"/"T-stick"/"Tilt-stick"- Setting the c-stick to attack instead of smash will give you an A-stick. Hitting the A-stick Upwards will count as having tilted the joystick upwards and hit attack, resulting an an U-tilt.

"B-stick"/"Special-stick"- Setting the c-stick to special instead of smash will give you a B-stick. Hitting the B-stick Upwards will count as having hit the joystick upwards and hit special, resulting in an up-special.


Miscellaneous:
"Frame"- A single frame is the smallest segment of time in which the game recognises inputs and interactions, works out what it all means, and displays the results. In the smash series, there are 60 frames per second.

"FAF"/"First Actionable Frame"- This refers to the point in a move at which you are able to do anything else even though the animation of the move isn't finished yet. To clarify, if you do an action, then do another action out of it as soon as possible, the first actionable frame will be the first frame of that second action.

"IASA"/"Interruptible As Soon As"- Often synonymous with 'FAF' above, but in some instances it is more specific and applies to things that the FAF cannot apply to. Take for example Link's Jab. The FAF for Jab 1 is all the way at the very end of the move's animation; it is only after Jab 1 has finished that you can e.g. shield, and then the first frame of that second action would be the FAF. If however you want to transition into Jab 2 from Jab 1, then this can be done much sooner, and the first frame of Jab 2 if used as soon as possible will be the IASA frame.

"Buffering"- Inputting a command for an action slightly before your character is able to do it (e.g. if your character is currently busy doing another action, you input the command for this new action toward the end of the old action) resulting in that action being performed by the character as soon as as they are able to do it. In smash 4, only one command/action can be buffered, and if multiple inputs are made in the period of time in which an input can be buffered, the chosen action to be performed will be determined based on the priority of the command. That is to say, some commands will overrule others. In order of priority from highest to lowest, in the air the order is Special button > Shield button > Attack button > Jump button, and on the ground the order is Special button > Attack button > Shield button > Jump button.

"JV"- As an example of this term being used, a 'JV 3 stock' indicates that the player won with 2 stocks at 0%. Normally when you beat someone you can indicate how much you beat them by with reference to how many stocks you had left when the game ended; so if when the game ends you were still on 2 stocks and at e.g. 65%, you would say that you '2 stocked' the opponent. Adding the term 'JV' onto the beginning indicates that you were at 0% with one less stock than you said which recognises that you were very close to achieving the win with that extra stock.

"FG"/"For Glory"- The online mode as opposed to 'for fun'.

"CQC"/"Close Quarters Combat"- Refers to a character's ability to fight on the ground and in the face of other characters. Usually involves quick attacks.

"Sakurai Angle"- A property commonly given to moves that means the angle it launches grounded opponents will depend on how much 'knockback' the move did under the circumstances (see the above section titled 'Words relevant to working out how far someone gets launched'). If the move did a small amount of knockback to a grounded opponent, they won't be lifted into the air; if it has a higher amount of knockback, the opponent will be launched at a roughly 45 degree angle diagonally up (the exact angle depends on the game).

"Tripping"/"Prat Falling"- Where a character falls over and sits up, at which point they are limited to doing a get-up attack, standing up, or rolling to either side. While unforced tripping (seen in Brawl) was removed, in smash 4 there is still externally forced tripping from bananas and some attacks.

"Blast Line"/"Blast-line"/"Blast Zone"/"Blast-Zone"- The border or boundary of each stage that marks the point at which a character will be KO'd if they go beyond that point, resulting in a 'blast' of light.

"Magnifying Glass"/"Hoop"- When a character is off screen but not beyond the blast zone, instead of the camera going all the way over to the side, the character is represented on the edge of the screen as being inside a circle to show roughly where they are while signifying that they are beyond that point. While in the magnifying glass, your character will receive hoop damage of 1% every second or so while you stay in the magnifying glass, forcing you to move further away from the blast line. (Note that there is no hoop damage if you're in training mode. Note also that this hoop damage stops when you're at or over 150%.)

"DBZ"/"Dragon Ball Z"- This refers to a moment in a match where both characters hit each other and get launched toward the blast zone at the same time, typically resulting in at least one of them losing a stock.

"ECB"/"Environment Collision Box"- This is the property attached to each character model that tells the game whether the character is currently touching/interacting with any part of the environment of the stage such as the ground, walls, roof, or platforms, as well as other ECB's. However it is not normally the thing responsible for detecting whether a character is airborne or grounded as they come to land; that is usually decided by the root bone of the character which typically extends further down than your ECB will. It is unknown how things like the instant ledge getup work (a phenomenon where you let go of the ledge, dj into the corner of the stage, use an aerial and find yourself standing on-stage). So maybe ECB affects landing in some cases.

"AOE"- Area of Effect.

"Bidou"- A control scheme that takes advantage of the 'B-stick' to allow for easier execution of some advanced techniques such as perfect pivoting. Similar things can be done with the other sticks but the B-stick is considered to be the best suited. The three possible stick choices are the 'C-stick' (default), the 'A-stick' and the 'B-stick'. The C-stick gives a smash input as well as a smash joystick input for one frame then continues to override any joystick inputs for as long as it is held. The A-stick gives an attack input as well as a tilted joystick input for 1 frame then immediately gives control back to the joystick on the following frame regardless of how long it is held. The B-stick gives a special input as well as a smash joystick input for one frame then immediately gives control back to the joystick regardless of how long it is held. The idea behind Bidou is that you can hold the button input corresponding with the stick prior to inputting the stick in a given direction, and the stick input will result in the joystick input only. So for example if you hold both A and B (with A+B=smash turned on) then hit the C-stick, you will get a 1 frame smash joystick input in that direction; if you hold attack then hit the A-stick you will get a 1 frame tilted joystcik input in that direction; and if you hold special then hit the B-stick you will get a 1 frame smash joystick input in that direction. Perfect Pivoting for example requires a 1 frame smash joystick input backwards out of an initial dash, so only the C-stick and B-stick would work to make this easier.



Basic Character Options

Names of basic attacks:
"U-air"/"Uair"- Up Aerial. Jump, Hold up on the joystick/directional pad and use your aerial attack. (If using a GC controller, you can also hit the c-stick up while in the air.)

"D-air"/"Dair"- Down Aerial. The aerial attack that comes out when the joystick is held down.

"F-air"/"Fair"- Forward Aerial. Hold the joystick in the direction that your character is facing and use your aerial attack.

"B-air"/"Bair"- Backward Aerial. Hold the joystick in the opposite direction to which your character is facing and use your aerial attack.

"N-air"/"Nair"/"Nairplane"- Neutral Aerial. The aerial attack that comes out when the joystick is in its neutral state, i.e. not held in any direction.

"Z-air"/"Zair"- Zair is the aerial attack that uses the same tool and button input used to Grab/Tether. Only some characters have a Zair. So named because of the default button to do this on the GC controller, ‘Z’.

"U-tilt"/"Utilt"- Up Tilt. Hold the joystick/directional pad upwards then hit the attack button, or lightly tilt the joystick up and hit attack.

"D-tilt"/"Dtilt"- Down Tilt. Hold the joystick/directional pad downwards then hit the attack button, or lightly tilt the joystick down and hit attack.

"F-tilt"/"Ftilt"- Forward Tilt. Hold the joystick in the direction your character is facing then hit attack, or lightly tilt the joystick forwards and hit attack.

"Jab"/"Jab1"- Make sure the joystick is in its neutral state and hit attack. Generally has very little knockback unless the character has no 'Jab2'.

"Jab2"- The second attack in the jab sequence. Generally has very little knockback unless the character ends the jab sequence with their second jab.

"Jab3"- The third attack in the jab sequence. Generally has very little knockback unless the character ends the jab sequence with their third jab.

"Rapid Jab"/"Multi-Jab"/"Multi Jab"- The flurry of attacks that ends some character's Jab sequence.

"Gentleman"- Finishing a Jab sequence just before the Rapid Jabs are initiated. Previously this was a Captain Falcon exclusive term, but it is now commonly used in reference to all characters with a similarly good Jab sequence finisher just before their Rapid Jabs.

"U-smash"- Up smash. Quickly move the joystick upwards and Hit attack at the same time. (If using a GC controller, just hit the c-stick up.)

"Hyphen Smash"- Using U-smash during an initial 'Dash'; charging the Up-smash will let you slide the distance of your character's dash while charging.

"D-smash"- Down smash. Quickly move the joystick downwards and Hit attack at the same time.

"F-smash"- Forward smash. Quickly move the joystick in the direction your character is facing and Hit attack at the same time.

"U-throw"/"Uthrow"- Up throw. Grab the opponent then hit up.

"D-throw"/"Dthrow"- Down throw. Grab the opponent then hit down.

"F-throw"/"Fthrow"- Forward throw. Grab the opponent then hit forwards, i.e. the direction your character is facing.

"B-throw"/"Bthrow"- Backward throw. Grab the opponent then hit backwards, i.e. in the opposite direction to which your character is facing.

"DA"/"Dash Attack"- The attack that occurs if you Hit attack during either a 'Dash' or a 'Run'.

"Command Grab"- Certain special moves such as Captain Falcon's Up-special and Lucario's Side-special used up close act just like a grab except that you are not then given the same options you would have after getting a normal grab.

"Pummel"- The action of hitting someone you have grabbed while still holding on to them.


Names of other basic commands:
"Tether"- Grabbing the ledge from a distance with e.g. a claw-shot. Only some characters can do this.

"Jump Squat"- From the moment you input a jump using the jump button to the moment your character actually leaves the ground, this period in-between is known as the jump squat due to the animation your character goes into to begin their jump. It is a very small amount of time, but it is in this period that the jump can be cancelled with e.g. an Up-smash or and Up-special performed as if it had started from the ground.

"SH"/"Short Hop"- This is the small jump off the ground so named to distinguish it from the larger version. Which version you get depends on how long the jump button is held.

"FH"/"Full Hop"- The large jump off the ground, as opposed to the shorter version as seen above.

"Ledge Jump"/"Tournament Winner"- The special animation jump you get when you input 'jump' while hanging off the ledge.

"Ledge Hop"- Hitting down or away from the ledge to let go of it then returning on stage with your double jump. This term is sometimes used mistakenly when talking about the 'ledge jump'.

"DJ"/"Double Jump"- Every character has a jump that they can use while already in the air. Some have multiple 'double jumps' and these would not be called 'triple jump' etc.

"Wall Jump"- Some Characters can jump off vertical surfaces such that they don't use up any of their other jumps.

"Wall Cling"- Some Characters can temporarily stick to vertical surfaces.

"Footstool"- Jumping on a character's head.

"Tech"- Can mean one of two things depending on the context. It can either be short for 'Technique' or it can mean the action of hitting the shield button, after being hit, just before you bump into something solid (i.e. the floor, a wall, or the roof) while in hitstun to stop yourself from bouncing off that surface and to regain control of your character.

"Tech Roll"- See above for 'tech'. When you tech on the ground, you can hold left or right before you tech or hit left or right as you tech, and this will result in you rolling in that direction instead of teching in place.

"Tech Jump"- Essentially, it's like a special 'wall jump' performed upon teching a vertical surface. It's special because even characters who can't wall jump will be able to tech jump. If you hold up on the joystick before/while you tech a wall, you will automatically do a tech jump.

"Z-catch"- Using the Grab button to catch items in the air.

"Z-drop"- Using the Grab button to drop items in the air.

"Crouch"- Hit and hold down on the joystick while on the ground so that your character ducks or lies down.


Names of movement options for the ground and air:
"FF"/"Fast Fall"- If you Hit down on the joystick while your character is in the air and not rising, your character will move down faster than normal. In smash 4, FF can be cancelled by using any aerial attack or special, or by simply double jumping like in past smash games. You can fast fall during an aerial from the moment you do it (so long as you're not rising of course), but you cannot fast fall during a special and must wait till it is finished.

"Drift"/"Drifting"- Moving left or right in the air, usually while falling.

"Dash"- The beginning animation when starting a run in any direction. If you just flick the joystick left or right such that it returns to neutral, you will only see the dash without your character going into the run animation.

"Run"- What follows after the Dash if the joystick is held in the same direction.

"Pivot"- Moving the joystick in the opposite direction to which your character is facing and returning the joystick to neutral such that your character merely turns around in place to face the other way.

"Perfect Pivot"/"PP"/"True Pivot"- Interrupting the initial 'Dash' with a 'Pivot'. Hit left or right to initiate a dash, then immediately flick (i.e. hit quickly and let go of so that it immediately returns to neutral) the joystick back in the other direction. This can be used in combination with Foxtrotting to do things like a D-smash (or any option for that matter) immediately after a Dash. Used just by itself it can slightly adjust your position very quickly and immediately give you all your options.

"Dash Turn"- The slow animation your character goes into when changing directions out of a 'Run' or the later frames of a dash.

"Slingshotting"- Refers to using the slide some characters get out of a Dash Turn, usually for the purposes of doing specific moves while sliding to increase their effect or look fancy. Note that in context 'slingshot' could easily be referring to Villager's Fair and Bair.

"Turnaround Cancel"- Running in one direction, then instantly turning to use a move such as a F-tilt or F-smash back in the other direction, in some cases resulting in you using the move while retaining some momentum causing you to slide in the original direction you were running in.

"Foxtrotting"- Moving around using only Dashes in small bursts. Requires the joystick to be put to neutral between each dash.

"Stutter Step"/"Kara Smash"- Cancelling the initial frames of a Dash with a F-smash. This can be used in combination with Foxtrotting to do what seems like an F-smash immediately after a Dash (which some people have come to call an "S Smash"/"S-Smash").

"Skid"- Sliding to a stop; occurs when you return the joystick to neutral out of a 'run'. If you return the joystick to neutral out of an initial 'dash', this is called a 'foxtrot'.

"Dash Dancing"- Moving the joystick left then right then left etc. fast enough so that your character continues to change directions immediately. A more technical way of putting it is that you're cancelling your initial dash with an immediate initial dash back in the opposite direction, and then you can continue to do this if you want. Most techs will require only a single dash dance however, and anything more than that is pretty useless.

"RAR"/"Reverse Aerial Rush"- This is basically where you run, pivot, and then quickly jump so that you jump backwards in the direction of your initial run while still keeping some of the momentum.

"Crawling"/"Crouch Walking"- Moving forwards or backwards while crouching. Only some characters have a crawl.

"Crawl Dashing"- Immediately reversing your grounded sliding momentum (whether it be caused by landing with a special move or just the result of walking and then stopping, etc) by crawling in the opposite direction to which you are sliding. This bounces you back and retains/redirects the sliding momentum you had.

"Haze Walking"/"Pivot Boosting"/"Pivot Walking"/"Doop Walking"- Moving in one direction while constantly spinning. There are a couple of control methods that allow you to do this. One way is that you go to walk in one direction, lightly move the joystick backwards so you just turn around without going back the way you came then immediately lightly hold back in the original direction you were going so that you turn around again and get a slight boost, then you lightly move the joystick backwards again to turn around (and so on). It used to be made easier holding A, holding forwards on the joystick, and hitting the c-stick diagonally up and backwards, but this is no longer the case. It can now only be made easier by holding A, lightly holding the joystick forwards, and tapping the A-stick backwards whenever you want to turn. If you hold the joystick too far forwards you will initiate a dash. There is no benefit over merely walking other than flashiness.

"Pivot Landing"/"Craq Walking"- 'Drifting' backwards then continuing to hold backwards upon landing so that you turn around while retaining some of the momentum gained in the air. Alternatively, drifting forwards then upon landing (lightly) turning around to face where you came from while retaining some of the momentum gained in the air.




Advanced Character Options and Basic Combinations of Options

Advanced item options:
"Dash Throw"- Throwing an item out of a Dash or Run.

"JC-Throw"/"JC Throw"/"Jump Cancel Throw"/"JCIT"/"Jump Cancel Item Throw"- Using an item throw to cancel the initial frames of a jump before you leave the ground. Can be helpful for e.g. throwing items backwards out of a dash or run, it can make some characters slide ever so slightly if used out of a run, and it means you get a standing item throw instead of a dash throw, which can be good if the dash throw is laggier.

"RCIT"- Roll Cancel Item Toss. Cancelling the initial frames of a roll by throwing an item. Note that no-one seems to be able to get a boosted slide by doing this, and so there is no 'glide toss' in smash 4.

"DACIT"/"DTCIT"/"DITCIT"- People called it a DACIT, short for Dash Attack Cancelled Item Toss because it's the same input for a DACUS only you do it while holding an item, even though technically you are cancelling a 'Dash Throw' (not a Dash Attack) into an item toss. Unlike a DACUS, there are many variations of this depending on your input. See the 'Bombslide' in the Link specific jargon for more details.

"Boost Toss"/"Boost Item Toss"- Doing a DACIT and getting a slide out of it. Character dependant. The basic elements of this tech are about inputting a dash throw i.e. throwing an item while running, then in the initial frames of that dash throw you input the command to throw the item a second time (in whatever direction and in whatever way as you see fit) and then either on the same frame as the second throw input or on a frame soon after, moving the joystick generally upwards such that it registers as a fully extended upwards command, and this upwards input is what cancels the dash throw animation, replacing it with the second throw's animation, but keeping the momentum from the dash throw on the frame that the dash throw animation was canceled.

"ZAC"- Z-drop Aerial Catch. Use the Grab button to drop an item in the air, usually at around the peak of your jump or while falling, then use an aerial to catch it again. This is one way to use aerials while holding an item.

"IZAC"- Instant Z-drop Aerial Catch. This allows you to use aerials while holding an item as soon as you jump off the ground, i.e. while rising. The timing is strict. You need to input the jump, then the moment you leave the ground use the grab button to drop the item (too soon and you'll cancel your jump with an item throw), immediately release the grab button, then use an aerial to catch the item while still rising.

"Insta-Throw"/"Instant Item Throw"- Catching an item with airdodge then immediately cancelling the airdodge by throwing the item in any direction.


Advanced grab options:
"Shield Grab"- Not really 'advanced', but it's just grabbing while shielding i.e. out of shield ('OoS'). Can be used to do a standing Grab out of a Run as opposed to doing a Dash Grab which is slower.

"Dash Grab"- Grabbing out of a dash or a run.

"Roll Cancel Grab"- Cancelling the initial frames of a roll with a Grab input. The timing is extremely precise.

"DACG"- Cancelling the initial frames of Dash Attack with a Grab.

"Boost Grab"- Sliding across the stage as a result of doing a 'DACG'. Only applies to certain characters. Results will vary.

"Pivot Grab"- Turning around and Grabbing at the same time. Can be done in two ways, either simply tapping the joystick in the opposite direction to which your character is facing (backwards), or by Dashing forwards, Grabbing, then Instantly hitting the joystick backwards. This results in a different Grab animation that usually reaches further. Usually it's the latter that is being referred to.

"DACPG"- Dash Attack Cancel Pivot Grab. Cancelling the initial frames of a Dash Attack with a Grab then Hitting Backwards on the joystick to turn it into a Pivot Grab.

"Boost Pivot Grab"- Sliding across the stage as a result of doing a 'DACPG'. Only applies to certain characters. Results will vary.

"Chain Grab"/"Chaingrab"/"Pseudo Chain Grab"- Note that there are two ways that this term is currently used and only one of them applies to smash 4. This term used to solely refer to grabbing a character, throwing them, then re-grabbing them in such a way that they cannot escape in between. This was purposefully made impossible in smash 4 as now the character who got grabbed cannot be re-grabbed until a certain period of time has passed, allowing them to escape in between. The term chain grab will still be used to mean this, but the user will specifically be talking about one of the past smash games. In smash 4, some characters have found ways around the new mechanic that stops the person from being immediately re-grabbed. What they can do is grab and throw the opponent, then immediately use their multi-hit aerial to drag the opponent back down towards the ground, then combo this into a re-grab (all done in such a way that it is inescapable). This work-around has been widely referred to as a chain grab or a pseudo chain grab.


Advanced special move options:
"Turn Around Special"/"Turn Around B"- Using a special move so that your character turns around to face the other way with no other effects to their momentum. Can be done in a couple of ways. For the neutral special, either flick the joystick backwards such that it immediately returns to neutral then quickly Hit special, or lightly hold the joystick backwards and Hit special.

"Special Reversal"/"B-reversal"- Using a special move so that your character turns around to use the move and at the same time they 'reverse' any momentum they had, i.e. if you were jumping forwards therefore moving forwards at a certain speed, you will instantly start travelling in the opposite direction with the same speed. For the neutral special, this is done by Hitting special and then instantly moving the joystick backwards, i.e. the opposite way to which you are facing. The same input is done for jumping both forwards and backwards.

"Wavebounce"/"Wave Bounce"/"Recoil Special"- It's a combination of the above two. You use a special move to reverse your character's momentum seemingly without turning around to face the opposite way, but in fact you just turn around twice very quickly. For the neutral special, this will be done by at first either flicking the joystick backwards such that it immediately returns to neutral and then quickly hitting special or lightly tilting backwards and hitting special, i.e. the 'turn around special', then instantly hitting the joystick in the direction that has just now become backwards (i.e. the direction you were originally facing before you started). The same input is done for jumping both forwards and backwards

"C-bounce"/"C Bounce"- A variation on the input method for a wavebounce. It can be done in two ways depending on which special you want to wavebounce. To wavebounce neutral special, set C-stick to attack (i.e. set it to the 'A-stick'), run forwards or jump in either direction, then continue to hold the joystick in the direction you are traveling as you hit the A-stick backwards on the same frame that you hit the special button. If performed correctly, you will do a neutral special wavebounce. To wavebounce side special, keep the C-stick set to smash and do the same thing, only you'll have to let go of the C-stick immediately if you want to wavebounce, otherwise you'll just get a B-reversal. It essentially imitates what the B-stick does.

"Stun Jacket"- (It should really be called Hitlag Jacket to avoid confusion with Hitstun.) The counters of Peach, Marth, Ike, Palutena, Greninja, Lucina and Roy are programmed to put the user and the opponent into a long duration of hitlag upon activation of the counter to indicate that the counter was activated. However some unusual moves that are not projectiles or items do not put the user in hitlag when they hit, e.g. zss’s d-smash, falco’s reflector, bayo’s bullet arts (i.e. holding the attack button). When these unusual moves interact with the aforementioned counters, the opponent with the unusual move will not receive the hitlag from the counter activation while the one using the counter will still undergo it. When this happens, the opponent with the unusual move will receive the counter activation lag the very next time they enter hitlag or shieldhitlag; this may be caused by the counter attack hit itself, otherwise if the counter attack whiffs it can be any attack from the counter user that induces hitlag or shieldhitlag on them, even a throw (if your throws induce hitlag), a projectile, or item, or any move of the opponent that puts them in attacker hitlag/shieldhitlag when they hit the counter user. In this way, it can make comboing and shield pressure easier for the character with the counter or more difficult for the character with the unusual move depending on who hits who first. If the move used does not induce hitlag (e.g. some throws used by either party or obviously projectiles/items used against the counter user) the stun jacket will continue to be stored.
Greninja’s stun jacket induces the most hitlag and is broken.


Cancelling things and other miscellaneous options:
"Jab Cancel"- Cancelling your jab sequence by 'crouching' (e.g. if your character had a jab sequence consisting of two hits, you could do the first hit and then hold down on the joystick), allowing you to do another 'Jab 1' sooner than normal. Note that you do not have to wait till the crouch animation is complete; you can do the other Jab 1 on the very next 'frame' after your crouching animation starts. The frame that you can crouch on is the same frame that all other options become available to you, or in other words, that is where the 'IASA' frame is for that Jab.

"OoS"/"Out of Shield"- Refers to certain moves being able to be done without having to let go of the shield button to drop your shield and wait before being able to attack. Examples of these are Grab, Item Throw, Jump, Roll, Spotdodge and Platform Drop.

"Shield Platform Drop"- Dropping through a platform directly out of shield. If you stand on a platform, hold shield, then move the joystick at the right speed (somewhere between getting a spot-dodge and merely angling your shield down), you will fall through the platform straight out of shield without needing to let go of the shield button and then drop through.

"Airdodge Cancelling"/"DeLux Cancelling"- Airdodging into the ground with less 'lag' than normal. Airdodge starts with a very small period of time in which you are able to be hit; then there is a long period of time in which you are 'intangible'; following this there is yet another very small amount of time in which you will be vulnerable and unable to do anything; but after this you are able to do any action before the animation of the airdodge is over (see 'FAF'), and a moment later the airdodge will autocancel. In smash 4, if you land during any part of the animation of your airdodge, you will receive a decent amount of 'landing lag' upon touching the ground again. But toward the end of the airdodge animation, this landing lag can be traded for the landing lag received when landing with an aerial attack if you use the aerial during the very short period you are able to act in before the animation of the airdodge is finished. So long as that aerial has less landing lag than the airdodge, it's better to land with; some aerials can 'auto cancel' so that you receive no landing lag (other than the very small amount that comes from simply landing). Airdodge cancelling in its most distinctive form consists of timing your airdodge so that the very first moment you can act, you use an aerial attack that auto cancels at the very beginning of the animation just before you touch the ground, allowing you to completely avoid all the landing lag of the airdodge. Note that there is a very small amount of room between when you can act out of the airdodge animation and when it will autocancel anyway, so the use for airdodge cancelling is limited to very specific cases (e.g. Falco doing a SH immediate airdodge; if you use an aerial you will get less lag, otherwise you will get the full lag of the airdodge).

"JC"/"Jump Cancel"- Immediately after you hit the jump button before your character actually leaves the ground, the jump can be cancelled by certain moves such as an Up smash, an Up-special or an item throw.

"Reverse Jump Cancelled U-smash/Up-special"- Run forwards, hit backwards, instantly hit Jump, instantly cancel the jump with an U-smash or Up-special. The latter is more for Up-specials that have a grounded variation.

"Edge Cancelling"/"Ledge Cancelling"- Completely removing any remaining animation or lag on a move by sliding off the edge of a platform or the stage. This can be done in two ways. The first way is by 'drifting' towards the edge of a platform or the stage, landing near the tip of it and sliding off. This works for some moves and all airdodges. The second way is by using the momentum of your run/dash so that when you use a specific grounded move you will slide off the edge.

"Tether Cancel"- At any point after the tether has latched onto the ledge, you can hit down on the joystick to cancel it. You can avoid fast falling when you cancel the tether if you quickly flick the joystick down only part of the way. Alternatively, so long as you are rising, hitting down as hard as you want won't make you FF.

"SHFF"- Short Hop Fast Fall. It's just a combination of a 'SH' and a 'FF'. Each of these is defined separately above.

"Frame Syncing"/"Frame Stacking"/"FS"/"Frame Overlapping"/"FO"/"Frame Cancelling"/"FC"- Using an aerial on your last airborne frame then landing during 'hitlag'. Some frame syncs will allow you to land on the following frame after hitting the opponent, while others will let you land later on during hitlag. This is because the attacking character actually continues to move very slowly during hitlag, and so the closer to the ground you were on your last airborne frame, the less time it will take to fall during hitlag and land. Once you land, you will continue to go through any remaining hitlag while experiencing landing lag. What this means is that effectively, though not technically, you are able to cut out some of your landing lag and in the best case scenario (high amount of hitlag plus a low amount of landing lag), this could allow you to act immediately with a ground option after hitting the opponent with an aerial. Technically, you still experience the full amount of landing lag for the move you used, it's just that some of the landing lag was spent still in hitlag during which time you couldn't have moved anyway. This is a difficult AT to pull off and while it works for all aerials that aren't projectiles, only some will get a noticeable benefit from it. Note that this will never work if you hit a shield.
 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
The Smash Dictionary Continued.

Character Specific Jargon

While I will make an effort to visit each character board every now and then to see what they're up to, it would be immensely helpful if people could take an active part in keeping this section up to date by letting me know about any jargon that is commonly used in your respective character board and obviously letting me know the names of any new AT's as they arise. With any suggestions of this type, try to make sure that the word/acronym is in common usage, i.e. it has been accepted by that character board. (There's no point in telling me about a word/abbreviation that someone tried to set as the standard or popularise if it didn't actually get picked up and isn't actually used by everyone else.) Just tell me about the ones you actually use. Obviously there should be no need to list the names of your respective character's special moves as the game provides for them; however, if your character board uses a name that is different to what the game itself provides, or if they commonly use an acronym to shorten the name of a special or a custom special, then this information will be gratefully accepted.


:4bowser:Bowser

"Bowsercide"- Using side-special to take an opponent off-stage and kill them, though this does not work very well in smash 4 any more; Bowser always dies first and the opponent can recover from it if they have a good recovery.

"Klaw"- It's just another word for his side-special.

"Shellguard"/"Autoguard"- The special property on the shell of Bowser's Up-smash (extending beyond it in fact) that negates all attacks that hit it while he is rising. If an attack hits both the shellguard and a vulnerable part of Bowser at the same time, that move will nonetheless be negated.

"Tough Guy"- This refers to the passive 'Heavy Armor' property that makes it so Bowser will not flinch or enter hitstun if he is hit by very low knockback. The knockback will depend on a number of factors, most notably the move being used and Bowser's percent. Bowser can actually withstand slightly higher knockback if he is hit while crouching.

"Dropkick"- Just another word for his F-smash.

"Waveslash"- Using either of Bowser's side-special custom moves just before you land (so that you slide upon landing) and then immediately crawling backwards. This results in Bowser sliding backwards due to the crawl retaining the previous momentum but reversing it. The timing is tricky so drastically different slide lengths can be achieved by seemingly similar attempts to perform this. You can attack while sliding without cancelling the slide if you use D-tilt or, to some degree, U-tilt.


:4bowserjr:Bowser Jr.

"MK"- Mecha Koopa. Not to be confused with Meta Knight; context is everything.

"CB"- Canon Ball.

"AS"- Abandon Ship.

"CK"- Clown Kart.


:4falcon:Captain Falcon

"Axe Kick"- U-tilt.

"Knee"/"Knee of Justice"- Fair

"Stomp"- Dair


:4charizard:Charizard


:4cloud:Cloud

"LC"/"Limit Charge"- Down-special without Limit fully charged. The bar indicates how close you are to being fully charged, and it will also charge slightly if you are hit by an attack or if you hit an opponent with your attack (must be an opponent, not other hurtboxes).

"LB"/"Limit Break"/"Limit"- This refers to the state of having Cloud's Limit fully charged. If used in conjunction with a special, e.g. 'LB side-special' it refers to the stronger version of that special when the LB is fully charged.

"ILBC"/"Instant Limit Break Cancel"- Cancelling the Limit Charge instantly into attacks (yes, it probably should have been called 'Limit Charge Cancel' but oh well). Input the attack on frame 7 of the limit charge or later, then input shield on any frame after within 10 frames, preferably 1 frame after. The shield input will activate the attack on the same frame.

"FT"/"Finishing Touch"- Down-special with Limit fully charged.

"BB"/"Blade Beam"- Neutral-special without Limit fully charged. If it is fully charged it'd be called 'LB BB'.

"CS"/"Cross Slash"- Side-special without Limit fully charged.

"LCS"/"Limit Cross Slash"- Side-special with Limit fully charged.


:4darkpit:Dark Pit ("Pittoo")

"SB"/"Silver Bow"/"Darkness Arrows"/"Darkness Bow"- Neutral-special. 'SB' is not to be confused with 'smashboards' or 'smashbros'.

"Arm"- Side-special.


:4diddy:Diddy Kong

"Flipdash"- Using a side-special for the purposes of landing with a slide due to the momentum carrying over, and then immediately crawling backwards. This results in Diddy sliding backwards due to the crawl retaining the previous momentum but reversing it. You can attack while sliding without cancelling the slide if you use moves such as D-tilt.

"Popgun Cancel"- Charging the peanut popgun in the air or on the ground and then cancelling this charge with the shield button. The charge will automatically cancel if the shield button was already being held prior to the charge. Note that the grab button will work to cancel the charge as well, as it is essentially shield plus attack. Note also that you need to hold the special button to actually charge the popgun in order to cancel it, so if you are already holding the shield button in the air and you want to do a B-reverse popgun cancel, you will need to hit and hold the special button and immediately hit the joystick backwards, then you will do the B-reversal which will reverse your momentum and a moment later the popgun will be cancelled without an airdodge (see R.O.B's Gyro Cancel).

"Instant Popgun Cancel"/"IPC"- Cancelling the Popgun charge into immediate attacks. First of all, make sure you have 'A+B = smash' turned OFF. Now, charge the popgun by holding special, input any attack from frame 4 onward, then within 10 frames hit shield (note that you must be holding shield on or after frame 14). Diddy will do the attack on frame 14 at the earliest, or otherwise on the same frame that the shield button is pressed. This can be used to do attacks e.g. out of a run sooner than normal.

"Hoo Hah"- Refers to Diddy's D-throw to U-air combo, but can also refer to any similar two hit combo by other characters.


:4dk:Donkey Kong

"10 Wind"- DK's neutral-special cancelled with the shield button on the tenth time he swings his arm around, i.e. just before it is fully charged. In smash 4, DK requires 11 arm swings (wind's) to fully charge. If you cancel the neutral-special on his 8th, 9th, or 10th wind, the move will have more 'knockback' and therefore kill earlier than if you let it fully charge (10 winds being the most powerful). A fully charged punch is quicker however, and most importantly, it has 'super armor'.

"Cargo"- DK's F-throw which doesn't actually throw the opponent; instead it puts the opponent on his back allowing you to carry them around, jump, and use different throws.


:4drmario:Dr. Mario

"SJP"- Super Jump Punch. Up-B.

"Cape"- Side special.


:4duckhunt:Duck Hunt ("DH"/"DHD")


:4falco:Falco

"Shine"- It's just another word for his down-special (Reflector).


:4fox:Fox

"Shine"- It's just another word for his down-special (Reflector).

"Shine Stalling"- Using Fox's Reflector in mid-air (either once or multiple times) to slow down your descent.

"Foxcopter"- Using Fox's Fair instantly after jumping to increase the height of that jump.

"Drill"- Just another word for Fox's Dair.

"Flame Dash"- An in-joke from Brawl. It's a useless AT that involves angling your Up-special to hit a slanted surface so that you slide when you land.


:4ganondorf:Ganondorf

"Tipman"- Named after the Melee Ganondorf main Thomas Tipman, it refers to using the later part of U-air to semi-spike the opponent.

"Palm"/"Thunder Palm"- Jab.

"Sparta Kick"- F-tilt.

"Volcano Kick"- U-tilt.

"Stomp"- Dair.

"WP"- Warlock Punch.

"Gerudo"- Side-special.

"Wizkick"- Down-special.

"Ganoncide"- Using Ganon's side-special in such a way that you drag the opponent down with you toward the blast zone killing both of you. Ganon is the only character now who is able to suicide and not die first.


:4greninja:Greninja

"SS"- Shadow Sneak.

"Hydro Push"- The push effect of Greninja's Up-special.


:4myfriends:Ike


:4jigglypuff:Jigglypuff

"Rising Pound"- Using a side-special immediately following a jump (typically a double jump). In previous games this would give Jiggs a better recovery, but this is not the case in smash 4.


:4dedede:King Dedede ("DDD"/"D3")

"Dededecide"/"Regicide"- Using DDD's neutral-special to take an opponent off stage and then falling to your death, taking them with you. This doesn't work as well in smash 4 any more as DDD will always die first.


:4kirby:Kirby

"Kirbycide"- Using Kirby's neutral-special to take an opponent off stage and then falling to your death, taking them with you. This doesn't work as well in smash 4 any more as Kirby will always die first.

"HUP"/"Hup Cancelling"- Using Dair just before you land, high enough up so that Kirby says 'hup' (it's difficult to do it too low tbh) but low enough down to ensure that you land before the Dair hitbox comes out. If done correctly you won't receive any landing lag from the Dair. If you fast fall the Dair, you can start it higher up and still land laglessly. The noise is meant to trick the opponent.


:4link:Link

"Hylian Shield"- The passive shield that automatically blocks 'projectiles' when standing still or slowly walking forwards.

"C4"- Z-dropping a bomb on the ground or a platform so that it doesn't explode.

"Soft Bombs"/"Soft Throw Bombs"- This is an 'AT' that allows Link to throw a Bomb from the ground and have it land on the same horizontal plain without it exploding. Essentially, it revolves around the fact that when Link throws Bombs backwards, the Bomb travels in a much flatter arch, and when he does a tilt throw backwards, it results in the Bomb landing without exploding. This is most easily achieved by setting the c-stick to attack.

"Quick Drop"- 'Z-dropping' the bomb immediately after leaving the ground from a jump so that the Bomb drops without Zair coming out.

"Bomb Bouncing"- If you throw the Bomb at a more vertical solid surface such as just below the ledge of most stages, the Bomb will not explode upon impact, instead it will bounce off it allowing you to re-catch the Bomb if you wish with e.g. an aerial.

"Bombstool"- Bomb to Footstool low enough to the ground so that the opponent cannot tech.

"Bombslide"/"Bomb Slide"- This is what the Link mains have always called Link's 'Boost Toss' when talking about it generally. Currently there are 11 unique Bombslides each with their own effects, animations, uses and different ways to perform. There is way too much to list here, but for a full explanation on all things bombsliding, feel free to check out my Link AT thread http://smashboards.com/threads/the-comprehensive-guide-to-links-ats.400585/.

"Active"/"Inactive"- These are terms used to describe the current state of a Bomb. If the Bomb is 'active', this means that it will detect enemy 'hurtboxes' and explode on the following frame. If the Bomb is 'inactive', the Bomb will not detect enemy hurtboxes.

"SA"- Spin Attack.

"ASA"- Aerial Spin Attack.

"SHUFF"- Short Hop Uair Fast Fall. Used out of D-throw at medium percents to cause a situation where the opponent either gets hit by the Uair or airdodges it and then can be punished harder.


:4littlemac:Little Mac


:4lucario:Lucario

"Aura"- A unique trait that makes Lucario's attacks do more damage and knockback the higher his percent (up to 190%). The extra knockback gained from aura is added onto any extra knockback gained from the 'rage mechanic'. Can also just refer to the blue flame visuals.

"AS"- Aura Sphere.

"ASC"- Aura Sphere Charge. Essentially the 'hitbox' that is out while charging an aura sphere.

"BAS"- Baby Aura Sphere. A completely uncharged Aura Sphere.

"FP"- Force Palm.

"FPF"- Force Palm Flame. The part of Lucario's side-special that extends well out in front of him as a streak of blue flame. It has the property of being a projectile that can be both absorbed and reflected.

"FPG"- Force Palm Grab. The part of Lucario's side-special that 'command grabs' characters up close.

"ES"- Extreme Speed.

"DT"- Double Team.

"RDT"- Reverse Double Team. Normally when you use Double Team, when an opponent tries to hit you, Lucario will vanish and then reappear a short distance in front of where he was originally and attack back in the direction that he started. A Reverse Double Team is different. Instead, Lucario will vanish and then reappear behind where he was originally and attack back in the direction that he started, resulting in a longer slide and larger attack. To do a Reverse Double Team, simply hold the joystick in the opposite direction to which your Lucario is facing immediately after the opposing character's attack connects.


:4lucas:Lucas

"PKT"- PK Thunder, Up-special.

"PKT1"- The orb projectile you can control.

"PKT2"- This happens when you hit yourself with PKT1.

"Wall Bounce"- Aiming PKT2 into a solid wall which allows you to use another PKT immediately after bouncing off.

"Snake Skipping"- This is what Lucas mains call the variation of the 'tether cancel' where you DJ, tether the ledge while rising during your DJ and then immediately hit the joystick down as soon as the tether latches on to maintain some of the momentum from your DJ.


:4lucina:Lucina

"DS"- Dolphin Slash.

"SB"- Shield Breaker.

"DB"- Dancing Blade.


:4luigi:Luigi

"Nado"/"Tornado"- Just another name for his down-special 'Cyclone'.

"SJP"- Super Jump Punch. Up-special that isn't 'sweetspotted'.

"Shoryuken"/"FJP"/"Fire Jump Punch"- 'Sweetspotted' Up-special. [The 'Shoryuken' is not to be confused with Ryu's Up-special or Mega Man's U-tilt in context.]


:4mario:Mario

"HP FLUDD"/"HPFLUDD"- High Pressure FLUDD.

"SJP"- Super Jump Punch. Up-special.


:4marth:Marth

"DS"- Dolphin Slash.

"SB"- Shield Breaker.

"DB"- Dancing Blade.


:4megaman:Mega Man ("MM")

"Lemons"/"Pellets"/"Buster shots"- The small shots that are the result of Jab, F-tilt and Nair.

"MB"- Metal Blade.

"Shoryuken"- His U-tilt. [The 'Shoryuken' is not to be confused with Ryu's or Luigi's Up-special in context.]


:4metaknight:Meta Knight ("MK")

"GSL"- Grounded Shuttle Loop.

"ASL"- Aerial Shuttle Loop.


:mewtwomelee:Mewtwo

"Teleport Cancel"/"TC"- Teleporting towards the edge of a platform of the edge of the stage such that you reappear near it and then slide off, which cancels all the lag from the teleport and allows you to do anything immediately.


:4miibrawl:Mii Brawler


:4miigun:Mii Gunner


:4miisword:Mii Swordfighter


:4gaw:Mr. Game & Watch ("GnW"/"G&W")

"Bucket Jumping"- Using the Bucket in the air then double jumping and immediately using the bucket again to boost your double jump.


:4ness:Ness

"PKT"- PK Thunder, Up-special.

"PKT1"- The orb projectile you can control.

"PKT2"- This happens when you hit yourself with PKT1.

"Wall Bounce"- Aiming PKT2 into a solid wall which allows you to use another PKT immediately after bouncing off.

"PK Jump"- using PK Fire instantly after doing a double jump (almost at the same time) resulting in a lunge forwards while using PK Fire.

"PK Pivot"- Flick the joystick in any direction (preferably away from the opponent) such that it returns to neutral immediately, then instantly (within the initial part of the dash) use PK Fire back in the direction that you came from.


:4olimar:Olimar



:4pacman:Pac-Man

"Fruit Cancel"- Hitting shield while using Pac-Man's neutral special to store the projectile for latter use. If used on the ground you can let go of the shield button immediately after pressing it so that your shield doesn't come up. If you use an airdodge to cancel the charge of neutral special you then have an 8 frame window to use any special move to avoid using airdodge.

"Fruit Gushing"- Using the hydrant's water to alter the trajectory of Bonus Fruit throws.

"Pellet Heal"- Purposefully directing Pac-Man's initial side-special 'power pellet' into a projectile/hitbox so that you can eat the pellet and recover health.

"Trampoline"- Pac-Man's Up-special.

"Inky"- Pac-Man's Up-smash.

"Blinky"- Pac-Man's F-smash.

"Clyde"/"Pinky"- Pac-Man's D-smash.


:4palutena:Palutena (/"Pale Tuna")

"AR"- Autoreticle. Neutral-special.

"EF"- Explosive Flame. Custom Neutral-special 1.

"HL"- Heavenly Light. Custom Neutral-special 2.

"AM"- Angelic Missile. Custom Side-special 1.

"SS"- Super Speed. Custom Side-special 2.

"JG"- Jump Glide. Custom Up-special 1.

"RJ"- Rocket Jump. Custom Up-special 2.

"LW"- Lightweight. Custom Down-special 1.

"CF"- Celestial Fireworks. Custom Down-special 2.

"Shield"- Obviously not to be confused with the standard character shield, but it can sometimes refer to the invincibility granting shield in Palutena's Dash Attack or Bair.

"Glide Bounce"- Using Palutena's Jump Glide in such a way that she glides backwards and then instantly reverses her momentum once she reaches full speed, i.e. the bounce effect. This is done by initiating a jump glide then turning around (alternatively you can just do a special-reversed Jump Glide) and then immediately holding the joystick back in the way you were initially facing. Holding the joystick in said direction won't make Palutena turn around again to face that way, instead, it will make her glide in that direction while facing the other way. Then to get the bounce effect, you simply continue holding in that direction until you reach full speed.

"Warp Cancel"- Using the standard Up-special to 'ledge cancel'.


:4peach:Peach

"Booty"/"Booty Bump"- Her side-special.


:4pikachu:Pikachu

"QA"- Quick Attack. Pika's Up-special. Not to be confused with Q/A i.e. question/answer.

"QA1"- The first movement of Pika's Up-special.

"QA2"- The second and optional movement of Pika's Up-special.

"QAC"- Quick Attack Cancel. Aiming QA into the ground/platform either where the ground/platform is moving in relation to the stage boundaries, or where the ground/platform is at an angle that is not perfectly horizontal, and then cancelling the lag from landing with QA by jumping or doing another QA.

"QAEC"/"QALC"- Quick Attack edge/ledge Cancel. Angling QA into a horizontal platform/stage such that you land and then slide off, allowing you to jump or do another QA immediately.


:4pit:Pit

"PoF"- Power of Flight. Up-special.

"GO"- Guardian Orbitars. Down-special.

"Arm"- Side-special.


:4rob:R.O.B.

"Gyro Cancelling"- Immediately cancelling the Gyro charge in mid-air such that you immediately regain full control of R.O.B. There are two ways to do this, either hit the airdodge button immediately after hitting down-special such that you do not airdodge, or hit and hold the airdodge button at any point (can be done during an aerial animation for example so that you don't actually airdodge) and then simply hit down-special in mid-air. This is extremely useful when combined with 'B-reversing' and 'Wavebouncing' as you can alter your momentum and/or the direction you are facing in mid air with very little lag.

"Instant Gyro Cancel"/"IGC"- Cancelling a grounded Gyro charge directly into attacks. Charge the Gyro, input any attack, then within 10 frames hit shield to cancel the charge and immediately activate the move. The earliest Rob can cancel is frame 7, but you can hold shield before that and it will still work. This can be used to do jab/tilts/smashes directly out of a run with a 7 frame extra start-up, which is significantly faster than trying to do these moves at the end of a skid. Consider also the benefits of B-reversing the Gyro Charge first.

"Beep Bop"- D-throw to U-air combo.

"Gyrospike"- Regardless of what the name implies, this has nothing to do with making the Gyro spike someone. Instead it is the name given to the combo consisting of first hitting the opponent with the Gyro (usually by throwing it down or z-dropping it) and then comboing this into a Dair spike, specifically off-stage.

"ROBicide"- Using R.O.B.'s U-throw to suicide. If used on a moving platform which is off-stage, e.g. on SV or Town and City, R.O.B.'s U-throw can force the loss of a stock to himself and his opponent. Can be used for tactical purposes if it is not R.O.B.'s final stock and he has more damage than his opponent.


:4robinf:Robin

"Bronze Sword"- The weaker sword that has no electricity.

"Levin Sword"- The electric sword, stronger than the bronze sword, that has eight uses before it breaks and becomes temporarily unusable. The Levin sword can be 'equipped' by using a smash attack or a smash aerial, and it can be 'unequipped' by using an attack that can only be done with the bronze sword such as Nair, any tilt attack, or Jab, or alternatively it will automatically be unequipped after a short period of time. Whether or not the Levin Sword is equipped will affect whether or not a tilted aerial (other than Nair) will use the Levin Sword or not.

"Checkmate"- D-throw to U-air.


:rosalina:Rosalina & Luma

"Lunar Landing"- Using an aerial (other than U-air) at the very last moment before you land so that Rosalina doesn't do the aerial and simply lands with no extra landing lag while Luma does the aerial anyway, allowing Rosalina to follow up with a combo or grab a shield etc. If you don't time it perfectly, Rosalina will still do part of the aerial and will have to go through landing lag, but in most cases this will still be faster than Luma, so you'll still get some benefit out of it.


:4feroy:Roy

"Our Boy"- Roy.

"DED"/"Double-Edge Dance"- Side special.


:4ryu:Ryu

"H"/"Hold"/"Heavy"/"Strong"/"2"- Many of Ryu's attacks are completely different if you hold the button down that made the input, so the 'H' signifies that they are talking about holding the button to get the stronger version.

"T"/"Tap"/"Light"/"Weak"/"1"- Signifies that you are talking about the quicker and weaker variations of Ryu's attacks where instead of holding the input you hit it and then let go of it immediately.

"True"/"Real"- Refers to doing the stronger versions of Ryu's special moves with the inputs from the Street Fighter series.

"Hado"/"Hadoken"- Neutral-special.

"Shakunetsu"/"Fire Hado"/"Fireball"- The red multi-hit projectile that requires a true input.

"DP"/"Dragon Punch"/"SRK"/"Shoryuken"- Up-special. [The 'Shoryuken' is not to be confused with Luigi's Up-special or Mega Man's U-tilt in context.]

"TSRK"/"True Shoryuken"- The true input Up-special

"FA"/"Focus Attack"- Down-special.

"Focus 1"/"Stage 1 FA"- The first stage of the 'focus attack' executed by hitting down-special and quickly letting go of the special button. On the ground it has a small amount of knockback.

"Focus 2"/"Stage 2 FA"- By holding the special button out of the down-special you can charge the focus attack to keep it out for longer and gain power, the second stage is reached by releasing the special button after you see the first yellow flash. Has shield breaking properties and no knocback.

"Focus 3"/"Stage 3 FA"- The third and final stage is reached by simply holding the special button out of the down-special until Ryu attacks. This hit also has no knockback but it completely ignores shields.

"FADC"/"Focus Attack Dash Cancel"- Cancelling the charge of the the down-special by hitting either backwards or forwards twice. If you want cancel it you will have to hold the special button to cancel during the charge unless of course you actually hit the opponent with the move, in which case you can cancel the lag of the move at any point without needing to hold special.

"AFADC"/"Aerial Focus Attack Dash Cancel"- Essentially it's the 'FADC' used in the air, only note that most of the time 'FADC' will be used to refer to cancelling on either the ground or in the air depending on the context.

"Tatsu"/"Tatsumaki Senpukyaku"/"Whirling Kick"/"Hurricane Kick"- Side-special.

"Negative Edge"- Releasing a button as an actual input that activates an attack. This applies to Ryu's true specials; it's where you are already holding down e.g. the 'A' button, you then do the joystick input and then at the end of the joystick inputs you release the 'A' button and this activates the true special.

"Collarbone Breaker"- H F-tilt, it has shield breaking properties.


:4samus:Samus

"Homing Missile"- Tilted Side-special.

"Super Missile"- Smash Side-special.

"CS"- Charge Shot. Typically a fully charged neutral special, but in general it just stands for the neutral special.

"Dirty Bomb"- Against a character who is right on the edge of the stage (preferably when their shield is broken) setting a bomb next to them on the side closer to the middle of the stage such that the explosion knocks them slightly off-stage, and then comboing this into a Dair spike.

"ShineSpark"- Killing at very low percents with a rage Up-B.


:4sheik:Sheik

"Needle Cancel"- Charging the needles in the air or on the ground and then cancelling this charge with the shield button to store that amount of needles for latter use. If you're charging on the ground, you can let go of the shield button immediately after pressing it so that your shield doesn't come out.

"Wave Needle"- This refers to a simple movement tech that is a combination of a running 'special-reversal' and the 'needle cancel'. You Run in one direction, quickly return the joystick to neutral, hit the special button then instantly hit Backwards, then cancel the needle charge by quickly tapping shield. Note that if you don't hit Backwards quick enough you will roll backwards.

"Needle Fidget"- If you do a 'needle cancel' in the air, you will airdodge, but this airdodge input can be immediately cancelled into any special move (you have an 8 frame window to do so). While this is perhaps classically associated with cancelling the needle charge into another needle charge, hence the name, it is far more useful to cancel the needle charge into other specials. For example, you can jump and hit special to charge needles in mid air, then hit airdodge and then immediately hit down-special and it will appear as though you've done a bouncing fish out of a needle charge.

"Instant Needle Cancel"/"INC"- This is where you charge needles (which must be a grounded charge at least when you cancel it), input any attack, then cancel the needle charge with shield on frame 8. By doing this you will bypass 7 frames of lag that you would normally have to wait through in a regular needle cancel. To be clear, if you hit shield on frame 7, you won't cancel at all, and if you hit shield on frame 9 you will get a regular needle cancel. INC can be used to do certain attacks (like jab or tilts) much quicker than usual out of e.g. a run.

"Sponge Nade"- If you use Sheik's side-special and the small grenade comes into contact with a hitbox before Sheik pulls the cord and before Sheik herself is hit by anything, it will bounce away from Sheik and soon after explode. The nade will also nullify/absorb most projectiles that it comes into contact with.

"Vanish Glide"- Running towards the edge of a platform or the edge of a stage, using Up-special directly out of the dash/run near the edge and sliding/gliding off.


:4shulk:Shulk

"Blade"- The red physical part of the sword; it has the highest priority hitboxes, and so if you manage to hit the opponent with it you will always deal maximum damage.

"Beam"/"Ether"- The light portion of the sword which extends beyond the 'Blade' itself towards the tip of your attacks, giving you more range. If you hit with only the Beam this will result in you dealing slightly less damage.

"FV"- Forward Vision. If you use Down-special while on the ground and you counter an attack, Hitting forward at that point will result in a different counter attack that is faster and stronger but with less range.

"MA"/"MArts"- Monado Arts.

"Vanilla"- Refers to Shulk in his neutral state with no Monado Art equipped.

"BS"- Back Slash.

"AS"- Air Slash.

"AS2"- The second hit of AS.

"MALLC"/"Monado Arts Landing Lag Cancel"- Selecting a Monado Art in midair such that it activates upon landing, cancelling any landing lag you would have experienced due to landing with an aerial or an airdodge.

"MADC"/"Monado Arts Dash Cancel"/"MARC"/"Monado Arts Run Cancel"- Selecting a Monado Art, Dashing, then letting the activation of the Monado cancel your dash/run (depending on whether or not the dash transitioned into the run), allowing you to do anything you want out of a dash/run.

"MABD"/"Monado Arts Buffer Deactivation"- Cancelling the currently equipped Monado Art by tapping neutral special three times quickly during another animation (e.g. toward the end of longer animations), which will allow you to immediately carry over the effects of the deactivated Monado after it has been cancelled for a one-time use/animation, e.g. cancelling Monado Jump during an aerial to give you a boosted DJ afterwards. To do this, you must hit neutral special three times at any point the end of the aerial's animation itself (which has nothing to do with the FAF), but the third neutral special input cannot be made before the frame before the FAF (i.e. Fair has a FAF of 42, so you may input neutral special on frame 41 but no sooner, and any time afterwards) and each neutral special input cannot be more than 30 frames apart from each other; once the three neutral special inputs are made correctly, doing a DJ at any point before the aerial's animation itself ends will deactivate the Monado Jump and make you do a DJ with boosted DJ height as if you still had the Monado Jump activated if you quickly use an airdodge or aerial.

"MAIL"/"Monado Art Intangible Landing"- Timing a Monado Art activation so that it occurs as you're landing so you can land laglessly with 14 frames of intangibility.

"MALS"/"Monado Art Ledge Snap"- Dropping from the ledge, DJing towards stage and using the Monado Art activation animation to move your 'ECB' down and into the stage, making Shulk land on stage much sooner than he would otherwise be able to.

"Purge"/"Monado Purge"- U-throw to Uair while in Jump Monado.

"Shadow Eye"- Landing on the 8th frame of Down-special, giving you intangibility throughout the whole duration of the move. Easiest example being a buffered FH Uair to buffered down-special while you're Vanilla Shulk.

"Vision Sliding"- Sliding further out of vision than normal. It's done by using down-special on the frame you land (e.g. a buffered FH Dair to buffered down-special as Vanilla Shulk) or during a turn around animation without inputting a crouch, and then holding a direction you want to slide in.


:4sonic:Sonic

"HA"- Homing Attack. His neutral special.

"SD"- Spin Dash. This is Sonic's Side-special. Though in context it could also mean 'self destruct' which is to basically kill yourself.

"SDH"- Spin Dash Hop. When you release Side-special, Sonic hops forward initially.

"SC" Spin Charge. This is Sonic's Down-special. Though in context it could also mean 'shield cancel' (for example, you can Shield Cancel the charge of a side-special, otherwise known as a 'SDSC').

"ASC"/"Aerial Spin Charge"/"ASD"/"Aerial Spin Dash"- Using Sonic's down-special and side-special (respectively) in the air.

"VSDJ"- Vertical Spin Dash Jump. Pressing the attack button while charging either side-special or down-special on the ground, or pressing the jump button while charging down-special on the ground, resulting in a slow ball attack that jumps directly upwards and can be cancelled with any aerial option.

"VSDJ2"- Vertical Spin Dash Jump 2. Hitting the jump button while charging side-special on the ground, resulting in Sonic jumping up in a charging ball. You have a decent amount of control over this jump and you will hold the current charge while you're in the air, but it has no hitbox and cannot be cancelled (in fact you are stuck in it until you land, at which point you have all the options available to you that you had before you jumped). Because jumping delays the charge, you can put off shield cancelling the side-special for longer.

"SDSC"- Spin Dash Shield Cancel. While charging Side-special but before it is fully charged, you can cancel the rest of the move by shielding. This can be done out of a Dash or Run to give you a small burst of speed.

"SDR"/"Spin Dash Roll"/"SCR"/"Spin Charge Roll"- When Sonic touches down on the ground after doing that Hop out of his Side special, or when his Down-special is travelling along the ground, this state of rolling forward is called a spin dash roll or spin charge roll respectively.

"SDJ"/"Spin Dash Jump"/"SCJ"/"Spin Charge Jump"- Jumping out of the roll while rolling along the ground after doing Side-special or Down-special.

"SDSH"- Spin Dash Short Hop. If you tap Jump as soon as you hit the ground after landing from the initial hop that occurs when you release side-special (SDH), you will do a smaller version of the SDJ. This can be from a grounded or an aerial side-special. The timing for this is usually very difficult (frame 29 only out of an uncharged side-special used on the ground; frame 30 will give you the regular SDJ, and frame 28 will have Sonic DJ out of the SDH), but if you do a side-special in the air after already having used up your double jump, you can actually hit and hold the jump button anywhere within a 10 frame window before you touch the ground and it will work easily every time.

"ISDJ"- Instant Spin Dash Jump. This is a technique that bypasses much of the animation of side-special to take you straight to doing a spin dash jump (SDJ). Normally if you want to use side special from the ground to do a SDJ, you need to hit side-special, wait for Sonic to curl up into a ball and charge for a moment, then wait for him to hop into the air (SDH) and wait for him to land and finally start rolling along the ground (SDR) before you can press either the attack or the jump button to do a SDJ and launch yourself through the air with a hitbox. The ISDJ skips all of this except for the first 7 frames of Sonic curling up just before he turns into a ball. What you need to do is run (not just dash) hit side-special (you may hold special if you like), then on frame 8 hit the attack button (not the jump button). If you press the attack button 1 frame too early, the input won't register and you'll just do a normal side-special. If you press it 1 frame too late, you'll do a vertical spin dash jump (i.e. you'll jump directly upwards with a hitbox while in a ball). Note that if you hit Backwards on the joystick on frames 1, 2, 3, 5, 6, or 7 then hit attack on frame 8, Sonic will do an ISDJ in the direction of the run as usual except he'll be facing backwards. If instead you hit Backwards on frame 4, you'll turn around mid-roll, start rolling back the other way, and if you hit attack on frame 8 you'll do an ISDJ in the opposite direction of your initial run.

"Spinshot"- This refers to using Sonic's side-special to propel Sonic's double jump forward at a speed and distance not normally possible (so yes, it requires that you still have your DJ). To do this, either hold side-special for a short period of time such that releasing the special button will result in an immediate action then at any point release the special button, only, the very moment (i.e. the same frame) that you release the special button, hit either the attack or jump button. If you hit attack/jump a frame before you release the special button, you'll double jump in place when performed in the air, or you'll do a vertical spin dash jump (VSDJ) when performed on the ground. If you hit either attack or jump a frame after you release the special button, you'll do what looks like a regular double jump forwards.

"BSBS"/"Brawl Spring Bug Stance"/"Bull **** Bull ****"- This is the term used to describe the mechanic/'state' that makes you unable to use your double jump in different ways and for different reasons after having used side-special or down-special. You cannot use a double jump out of a 'SDJ'/'SCJ' if you started the 'SD' or 'SC' in the air, regardless of whether you released it in the air or on the ground. If however you roll off the edge of a platform or the stage and don't do the 'SDJ'/'SCJ', you will be able to double jump. If however, instead of just doing the 'SD'/'SC' in the air you do it in the air and after you've used up your double jump, rolling off the edge will not give you your double jump back. If you use SC in the air then cancel it with shield upon landing, you will retain the 'state' (BSBS) of having used an aerial SC the next time you use a SDR or SCR unless you jump then land at any point before doing the SDR/SCR as the jump will cancel out the 'state'. Similarly, if you start a SD/SC on the ground, go into a SDR/SCR then do a SDJ/SCJ, if you then fast fall without doing anything else, upon landing you will enter the same 'state' in which the game treats you as if you have just done an aerial SD/SC, so the next time you do a SDJ/SCJ, you will be unable to use your double jump unless you break out of the 'state' by jumping and landing. If you do an ASD/ASC then go into a SDR/SCR and let it roll until you stop, you will have entered into the BSBS 'state'. The effect can be sort of stacked as well. For example, if you enter the 'state' of BSBS by any means then do a SDJ/SCJ and fast fall it without doing anything else, if you then do a SDR/SCR and roll of the edge of the stage or a platform, you will not get to do a double jump, just as if you had used a SD/SC in the air after having used your double jump.

"DDP"/"Dash Dance Pivot"- This is what the Sonic's have coined the combination of using foxtrots and dash dances. Essentially, you can foxtrot in one direction, initiate another dash in the same direction then immediately hit backwards (a single dash dance) and then you can use that backward input as a foxtrot, then rinse and repeat. The effect can be much like Dash dancing was in Melee. Naturally, every character can do this, but the term 'DDP' seems to be used almost solely by Sonic mains.

"Steak"- This term, originally accidentally introduced by KirbyandSonicRock14 (KASR) can mean a variety of things. It is often used in the phrase 'winning steak' in which it means 'streak'. 'Steaked' can be used to mean something like 'pwned'. There is even a usage where 'steak' simply refers to Sonic, as in 'the blue steak'. Of course, it's entirely possible that in context 'steak' simply means 'a slice of high quality meat, typically the hindquarters of a cow'.

":093:"- A famous Sonic main spammer (Boxob) used to use the haunter smiley at the end of all his posts. When he was permabanned his fellow Sonic mains started doing the same as a form of protest. He was eventually allowed to come back, but many Sonic mains still carry on the tradition to this day.


:4tlink:Toon Link ("TL"/"Tink")

"Hylian Shield"- The passive shield that automatically blocks 'projectiles' when standing still or slowly walking forwards.

"BFO"- Bomb Fake Out. There are multiple ways to perform this, but essentially it's all about throwing the bomb and then re-catching it. This can be done by jumping backwards, throwing the bomb backwards then instantly catching it; JC throwing the bomb forwards then dashing forward on the 'First Actionable Frame' and either jumping up to catch it or using a dash attack to catch it; throwing the bomb just before you land in the direction you are 'drifting' (regardless of which way you are facing) then dashing forwards upon landing to catch the bomb as seen above.

"C4"- Z-dropping a bomb on the ground or a platform so that it doesn't explode.

"Active"/"Inactive"- These are terms used to describe the current state of a Bomb. If the Bomb is 'active', this means that it will detect enemy 'hurtboxes' and explode on the following frame. If the Bomb is 'inactive', the Bomb will not detect enemy hurtboxes.

"3:10"- Refers to the moment in Santi's old Brawl combo video 'Toon Titan' where he blew everyone's minds at the time by throwing two bombs up and then U-smashing the opponent into them and out the top of the blast zone. The video had been set to private until just recently, but it's back by popular demand. Also here's the original thread. '3:10' became a thing and (almost) all subsequent Toon combo videos made sure to do something similar or better at exactly 3:10 as a reference.


:4villager:Villager

"Slingshot"- Refers to Villager's Fair or Bair. Note that in context it could refer to the slide characters get out of a 'Dash Turn'.

"Smash Potato"- A fun game played between two Villagers. In essence, it involves taking turns pocketing a tree and trying not to mess up and get hit. Further rules may include: a set amount of stocks to decide a winner; taking turns to spawn and chop the tree; requiring the person attempting to pocket the tree to stand still and only use neutral special; allowing the person with the pocketed tree to do anything they want to trick the other person so long as they only cause damage with the tree; requiring the person with the pocketed tree to say 'smash potato' when they actually use it, but allowing them to say it only partially when they want to trick the opponent.


:4wario2:Wario


:4wiifit:Wii Fit Trainer ("WFT")

"DB"- Deep Breathing.

"SS"- Sun Salutation.


:4yoshi:Yoshi

"ETS"/"Egg Toss Slide"- Cancelling a jump out of a dash or run with Up-special resulting in a grounded egg toss that slides slightly, giving you greater mobility.

"ECE"/"Edge Cancelled Eggs"- Letting go of the edge and using Up-special immediately once or twice then re-grabbing the edge. This was more useful in past smash games as now you will be vulnerable upon re-grabbing the edge.


:4zelda:Zelda

"FW"- Farore's Wind.

"Elevator"- The elevator is where you combo the initial vanishing hitbox of Farore's Wind into the re-appearing hitbox by teleporting upwards.


:4zss:Zero Suit Samus ("ZSS"/"0SS"/"Zamus")
 
Last edited:

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
The Smash Dictionary Continued.

Common Jargon from Past Smash Games

"L Cancel"/"L-cancel"/"Z Cancel"/"Z-cancel"- Using the L button (in Melee, or the Z button in 64) just before you land to cancel landing lag from aerials. In 64 the aerial landing lag is completely replaced by normal landing lag, whereas in Melee the landing lag is halved.

"Meteor Cancel"- After a certain period of time, the game will allow you to jump or use your up special to stop yourself from falling after being hit by a 'meteor' earlier than you are able to use any other option.

"Wavedash"- Jumping them immediately using airdodge angled diagonally down and forwards or diagonally down and backwards to stay facing the same way and slide in the given direction while able to do any action.

"Waveland"- Using airdodge angled diagonally down and forwards or diagonally down and backwards just before landing on the stage or a platform resulting in a slide in that direction. Often used to quickly land on and slide off platforms.

"Waveshine"- Immediately jumping out of Melee Fox's/Falco's down-special then immediately airdodging diagonally downwards to do a 'wavedash'.

"Moonwalking"- Moving backwards during a forward dashing animation. Done by holding backwards immediately after initiating a dash, but the trick is to keep the joystick in between the neutral and downwards inputs on your way towards the backward input.

"Grab Armor"- If someone grabbed an opponent at the same time as getting hit by an attack, they used to suffer no knockback, only damage.

"Randall"- The small moving cloud platform on the stage 'Yoshi's Story' in Melee.

"Ken Combo"- Hitting a character with Fair and making it combo into a Dair spike, typically by using a Fair while rising from a SH or FH, fastfalling slightly, then double jumping into the Dair. Traditionally speaking, this only refers to Marth from Melee (or Project M), but since then in Brawl and in Smash 4, it has been used to describe the pseudo-combo that Marth and Lucina can perform in the same way but to a lesser effect.

"Wombo Combo"- If somehow you don't know what this is, I won't spoil it. https://www.youtube.com/watch?v=pD_imYhNoQ4

"Sopo"- Solo Popo. When playing the Ice Climbers, if Nana dies and you're left with just Popo.

"LGL"/"Ledge Grab Limit"- A rule enforced in competitive Brawl play that provides a limit to how many times you can grab the ledge if you want to win by time-out. The purpose of the rule is to limit the degenerative effect of 'planking'.

"Duelist Pro"- A mini-game between two or more Snake's on a custom made stage shaped like a large upside-down 'U' in which players must immediately run off the side and enter the battle area underneath and then try to survive the longest. To survive, players must continually damage themselves, commonly with his Down-special, to refresh their Up-specials and then when on higher percents, they must tech the roof. It is encouraged and expected that you will use any means necessary to kill your opponents whenever you get the chance. With Snake gone from the roster, will we see a re-emergence of this game with another character? A contender would be Toon Link with his custom short-fuse bombs.

"Edgehog"- Occupying the ledge so that the opponent cannot use it, typically taking advantage of the invulnerability frames the ledge grants. This is not in smash 4 due to the new 'trump' mechanic.

"DACUS"- Dash Attack Cancelled Up Smash. Cancelling the initial frames of Dash attack with an Up-smash.

"Boost Smash"- Sliding across the stage as a result of doing a 'DACUS'. Only applies to certain characters. Results will vary.

"Glide Toss"- Sliding across the stage as a result of doing a 'RCIT'. Only applied to certain characters in Brawl. Some people use this term to refer to a 'JC throw' or some variation of a 'Boost Toss', but those people are mistaken.

"Gatling Combo"- Cancelling Dash Attack, just after the hitbox of Dash Attack is out, with an Up-smash. Similar to the DACUS only you input the Up-smash later. Only works for some characters. At lower percents the Dash Attack will combo into the Up-smash.

"Instant Turnip Pull"/"Turnip Cancel"/"Edge/Ledge Cancelled Turnip Pull"- Peach could do this in previous games. Running towards the edge of the stage or a platform and using Down-special just before you run off the edge (then holding forward to make it easier) so that you slide off while in the pulling animation. This successfully plucks a turnip and cancels the rest of the move allowing you to do whatever you want immediately.

"F-smash While Holding an Item"/"Bombsmashing"- This used to be possible in smash 4 too, but was patched out. First, find a way to hold the attack button while holding an item without throwing it (e.g. hold attack when you pick it up or catch it, or hit and hold attack when you spawn it, or hit and hold attack during any move or action in which you would not be able to throw the item such as specials or dodging) then simply hit the c-stick either Forwards or Backwards. Immediately release the attack button if you don't want to charge F-smash.


Jargon that was Patched Out and is No Longer In Any Game

"BLC"- Bomb Lag Cancel. Link and Toon Link used to be able to do this. Hitting down-special while you’re already holding a bomb to cancel 'hitstun' and 'landing lag' by throwing the bomb forward.

"MDBLC"- Multi-Directional Bomb Lag Cancel. Link and Toon Link used to be able to do this. This allows you to cancel hitstun and landing lag by throwing the bomb in any direction. Choose the direction you want to throw the bomb in with the joystick and Hit attack/grab then Instantly Hit Down-special. Presumably easier with a c-stick.

"TLC"/"Turnip Lag Cancel"/"Toss Lag Cancel"- Peach used to be able to do this. Hitting Down-special while already holding a turnip to cancel 'hitstun' or 'landing lag' by throwing the turnip.

"Bowsercide Cancel"- Doing a Bowserside and jumping the moment that the opponent is killed; doing so can allow you to make it back to the stage. To do this, it helps if the lower 'blastline' of the stage isn't too far down and Bowser has the 'flying fortress' custom move.

"Wectoring"- This refered to the Wario glitch that allowed him to completely change the direction of his momentum to any direction that you so chose as soon as Wario was out of hitstun. While Wario was in hitstun, you simply held up on the joystick, and as soon as the hitstun wore off you'd hold the joystick in whatever direction you wanted to go and you'd shoot off in that direction.

"ETT"/"Egg Toss Teleport"- Yoshi used to be able to do the following teleport glitches. Doing a 'ledge jump' and then 'buffering'/'spamming' Up-specials until you land, resulting in Yoshi disappearing as soon as he lands and immediately re-appearing back at the ledge where you started. [Note however that it is not necessary they they all be Up-specials. See 'PETT' below.]

"RETT"/"Repeated Egg Toss Teleport"- After doing an Egg Toss Teleport, don't grab the ledge (by doing one more Up-special), then DJ back towards stage and use more Up-specials till you land, at which point you will be teleported to the place on stage that you landed last time.

"PETT"/"Postponed Egg Toss Teleport"- In truth, so long as you link together 'buffered' Up-specials, side-specials or neutral-specials, the resulting teleport (to either the ledge or the place you previously landed depending on whether you did an RETT or not) will still occur so long as you end the chain of buffered specials with Up-special. Using side-specials or neutral specials while on the ground before finally using an up-special that sends you back to the ledge is the PETT. Note that the link will be broken if you swallow someone with a neutral-special.

"Popgun Hitstun Cancel"- Diddy used to be able to do this. His Popgun would cancel hitstun, and then you could cancel the popgun by pressing shield, effectively enabling him to get out of hitstun much sooner and break combos or even punish a laggy move that hit them.

"Rush Cancel"- Mega Man used to be able to do this. Using his Rush Coil Up-special while in hitstun to escape combos and multi-hit attacks. If people refer to Rush Cancelling now as if it is still a thing, they are referring to the fact that, as a move, it is still good at escaping combos in general due to it being very quick with 'intangibility' frames at the start. There is no 'cancelling' involved here however like there used to be.

"SSS"/"Super Speed Storage"/"Momentum Saving"- Paultena used to be able to do the following but cannot any more. Palutena's Super Speed side-special can be cancelled and a speed boost can be stored for later use. Currently there are three known ways to do this. 1. Cancel Super Speed with a JC-Upsmash. 2. Jump out of Super Speed (or use an aerial Super Speed) then land while the Counter animation is still happening. 3. Cancel Super Speed with a JC Item Throw. Once you have successfully stored the speed boost, you can abuse it by jumping out of initial dash or a run, giving you a significant speed and momentum boost while doing so, or by doing a Dash attack which will greatly increase the distance covered. The stored boost will be lost by going into the 'skid' animation, doing a dash attack, landing with anything other than counter, using a special other than counter, and rolling forward.

"F-tilt While Holding an Item"- You used to be able to hold an item then either crouch and hit the c-stick forwards or hold the joystick diagonally down and forwards then hit the attack button. If you're not on a platform, a much quicker and easier way to perform this is to hit the joystick down then immediately hit the c-stick forwards. This method is instant from a standing position and doesn't require you to be visibly crouching.

"Tether Slide"- This occurred when you tethered a ledge, retracted the tether so that it pulled you in towards the ledge, but then landed on a surface while in the middle of the retraction which cancelled the tether and made Link slide a decent way backwards. In order to do this however you need a very specific stage layout, such as Jungle Japes.

"One Inch Punch"- Mii-Brawler used to be able to do this. An AT that involves taking advantage of the very high 'base knockback' on the first hit of Brawler's Piston Punch custom Up-special. You must space it so you hit with the first hit of Piston Punch and then miss everything else. This can be set up with a down or up-throw. Even if it is used from the ground, it will kill lighter characters in one hit on any percent on stages with lower ceilings.

"PK Fire Cancel"- Ness used to be able to run towards the edge of the stage or a platform and use PK Fire right on the edge such that he'd slide off, completely cancel the move.

"Infinite Lightweight"- Palutena used to be able to do the following: Normally when Palutena uses Lightweight she will have the mobility boost for a certain period of time after which she will go through a small period in which she has less mobility, and only after that are you able to use Lightweight again. Well this tech completely ignores this last rule. If you stand on a platform, hit (and hold) down as if you were going to drop through the platform then almost immediately hit special (cancelling the drop through the platform if done correctly) you will activate Lightweight regardless of whether you only just activated it or if you are in your slowed down state, essentially allowing you to keep the mobility boost indefinitely so long as you quickly top it up whenever you get the chance.

"P3A"/"Persistent Pikmin Power Amplification"- This AT takes advantage of Olimar's custom down-special 'Order Tackles'. If the Pikmin are reflected while returning to Olimar, they will retain their multiplied stats and can then be used by Olimar to deal much more damage and knockback.




This thread is an on-going project. Any help to fill in the character specific jargon and then keep it up to date is most welcome; there's only one of me after all. (Just note what I wrote at the top of the character specific section, that any word/acronym submission has to have been accepted and commonly used by that character board.)
 
Last edited:

Mota

"The snake, knowing itself, strikes swiftly"
Joined
Jul 19, 2008
Messages
4,063
Location
Australia | Melb
This is great, was looking for something like this for some friends getting into the new Smash.

It's detailed but to the point. Perfect.

Smash terminology is practically like learning another language.
 

Ryuji

Smash Apprentice
Joined
Aug 9, 2014
Messages
137
Location
Calgary, Alberta
NNID
Ryuji777x
3DS FC
0044-3176-2969
Useful. Thanks for this, I was hoping there would be a thread like this.
 

PyroTakun

Smash Journeyman
Joined
Jan 1, 2013
Messages
306
Location
Seattle, WA
NNID
Ta-kun
Although I was aware of most of these, I still learned quite a bit. Thanks for this thread.

And Lol @ the Sonic-specific terms. I remember skimming through their threads like O.o
 

Pnppl Pnch

Smash Rookie
Joined
Oct 22, 2014
Messages
13
Very useful, thanks for putting this together.And hey, I guess I knew more about this game than I thought! Though theres plenty things I I didn't know.
 
Last edited:

-_skinny_-

Smash Apprentice
Joined
Nov 29, 2009
Messages
120
Location
Final Des
3DS FC
3668-9841-7290
How can you DACUS on the 3Ds? Just wondering, and thank you for this, it will be helpful for 97% of the other threads lol
 

Pachyy

Smash Rookie
Joined
Oct 23, 2014
Messages
13
Location
Paris
3DS FC
5257-9987-5185
Thanks for the post, thought I've played all the Smash Bros. series, I've never been to any forum to share about the game; Thanks again.
 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
Thanks for that Aerodrome. I've added them as well as a whole bunch of other things I forgot.

The character specific section is still lacking. I've been lurking each character board but in the end, the knowledge of people who are regularly in their respective character board will be essential to flesh this out. There are just so many characters.
 
Last edited:

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
Location
/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
So...

We've been graced by our lord and saviour, Sakurai, or at least his translation team, for a few things.
Pivot grab got renamed technically to... turn grab.... Doubt we'll adopt that.

But Shuffling seems like a very fun and plausible rename for our SmashDI.
We've also had our definition of hit stun taken away from us in a sense, but I think we can actually go forward with this as well.
The game coins "Hit Lag", "[Shield] Hit Stun", literally the lag from a move hitting someone, makes a lot of logical sense if we ignore it's current disposition from other fighting games.

What we could name "hit stun" otherwise could be anything really... knockback stun? Considering that hit stun scales directly with knockback unless it's a modifier (e.g. electricity) it correlates well.

Some other names like DACUS and RARing seem a bit archaic and always prone to confusion from newer players. Using descriptive words rather than abbreviations helps probably everyone but those who go for the whole "I like the way it rolls off the tongue".
Why not Pivot Jump over RARing?
Why do we use the term DACUS for specifically up smash, but boost grab for the same mechanic except used with grabs?

Food for thought/rambling/actually worth a good discussion.
 

Lenus Altair

Smash Ace
Joined
Mar 7, 2008
Messages
518
I think it's great you went through the effort to put this together, Fox Is Openly Deceptive. It really is necessary as we add a new generation of jargon into the mix. Just one thought: How are you organizing the terms within each subcategory? If it's a dictionary, maybe thing should be more alphabetized or maybe into more sub categories. Just might make things easier to find if you're trying to remember certain terms but don't know enough of the name to control F it.
 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
@ Shaya Shaya : I am all for changing the names of hitlag and hitstun to fit in with what the game has coined 'hitstun shuffling'. The way it stands now, having these three terms doesn't make sense. Either we ignore what the game has itself suggested and just call 'hitsun shuffling' 'hitlag shuffling' instead, or we change the name of 'hitlag' to 'hitstun' (with a brief mention of this change at the start), change 'hitstun' to something else appropriate such as 'knockback stun' suggested by Shaya, and then put 'hitlag' into the section labelled 'common jargon from past smash games' pointing anyone who searches for it to go and see 'hitstun'.
I think that as far as possible it would be better to stick with what the game itself says. So as I originally said, I support the later option.

@ Lenus Altair Lenus Altair : I personally am against alphabetising the list, even though it is meant to be a 'dictionary'. This is simply because I have tried to order everything in a way that reads well, i.e. the most simple things generally come first and the later things are then able to somewhat build upon that knowledge; also, related things are found in the same group. (And besides, if one can't remember the exact name of something, they probably won't find it any easier looking it up in alphabetical order.) What this means is that if someone searches for a word, they will have in front of them similar words for the sake of comparison and words that are building blocks, all of which go towards helping them to understand completely.
Having said this, your further point that there should be subcategories, I completely agree with. I hadn't given much weight to the possibility of people wanting to look up words that they can't quite remember for the sake of using the right word as I was so focused on the kind of user who would have a word in-front of them and want to search for it. It won't be an overly difficult task either as the words are already somewhat grouped together. It will just be a matter of making some sub headings for them. It will also force me to really think about how they should be grouped. Thanks for the suggestion. I'll get onto that maybe tomorrow.
 
Last edited:

Zephil

Smash Ace
Joined
Jun 12, 2008
Messages
945
Location
Panama, Panama
hahahaha the legendary Flame Dash of Brawl!!

Man that brings memories.

Great thread Fox, deserves a sticky in my opin
 

Masonomace

Yeah Shulk, get stuck in!
Joined
Apr 10, 2010
Messages
4,622
Location
Independence, MO
NNID
Masonomace
@ Fox Is Openly Deceptive Fox Is Openly Deceptive
Under Shulk, It feels lacking to say Shulk's Forward Vision is a Shulk-specific Jargon, but it is. Not every character can input a forward direction to influence a difference to their parry attack animation & hit-box so, I guess for now:
  • "FV" - Forward Vision
  • "BS" - Back Slash (this probably looks bad because people would suspect BS as censor dodging for bull****. . .I can find an alternative abbreviation for it if it comes to this)
 
Last edited:

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,302
Why not Pivot Jump over RARing?
I think the only characters that pivot jump are the multijumpers like kirby, DDD, etc. that can turn around via DJ. RAR is more of a pivot animation cancelled by jump.

Why do we use the term DACUS for specifically up smash, but boost grab for the same mechanic except used with grabs?
Every character can DACUS. Not every character can Boost Smash.
Every character can DACG. Not every character can Boost Grab.
Every character can DACPG. Not every character can Boost Pivot Grab.
Every character can RCIT. Not every character can Glide Toss.

Food for thought/rambling/actually worth a good discussion.
I am a fan of DeLux Smash, DeLux Grab, DeLux Pivot Grab, and DeLux Toss.
I also like Wave Smashing, Wave Grab, Wave Pivot Grab, and Wave Toss.
[/satire tag]


Also, there is still landing lag for doing nothing and landing on the ground, thereby sort of making the definition from FIOD slightly off.

Nomenclature on buttons -
Also B reversal should be "Special Reversal"
Can we now name Zair the Gair? There is no Z button and there are no Glides.
Saying "hit A" for attack should be "hit attack".
 
Last edited:

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
@ DeLux DeLux : You champion. Thank you so much for the info. I've updated the OP with all your corrections and then some.

So you mean Gair as in Grab Air? In any case, you raise a good point. There are currently a lot of things such as 'Z-drop' and 'ZAC' that have this reference to a Z-button that is now becoming a bit of a problem. Just like how any reference to 'B' should be 'special' so as to be universal to all controllers and control schemes, I support Lux's motion that we change any and all references of 'Z' to something else. (People will still be able to find the old way of saying things to the right of the preferred way, so this will not affect anyone's ability to look up or understand things.)


@ Masonomace Masonomace : Thank you too for the info you provided. I've updated accordingly.
I wanted to get your opinion on what I should do with the rest of the jargon though. The OP of your thread has a lot. How much do people use it all? I originally added the ones that I saw other people using in my brief skim through the later pages, but you will have a much better idea than I do.
 
Last edited:

Masonomace

Yeah Shulk, get stuck in!
Joined
Apr 10, 2010
Messages
4,622
Location
Independence, MO
NNID
Masonomace
@ Masonomace Masonomace : Thank you too for the info you provided. I've updated accordingly.
I wanted to get your opinion on what I should do with the rest of the jargon though. The OP of your thread has a lot. How much do people use it all? I originally added the ones that I saw other people using in my brief skim through the later pages, but you will have a much better idea than I do.
Every Jargon there I just kinda made up, & they aren't used quite as much. I rarely see "FV" & "AS" mentioned, but I've seen them mentioned a few times including "BS" too. For the "AS2" I have for Air Slash 2nd hit, it seems decent enough for another Jargons suggestion, but it's in the same boat as the other Shulk-specific jargons; it's not used that much.

EDIT: I got rid of most of the unneeded abbreviations like all the BR's & WB's cleaning up the lists. How's it look?

Also for the sake of Lucario's loneliness, go ahead & slap this jargon list on for him:
  • "Aura" - Lucario's signature mechanic that makes him much stronger the more damage he takes. The higher his % health reaches, the more powerful his Aura attacks becomes. Visual-wise in the game, Aura is the blue fire in the shape of pillars in Lucario's attacks. The Aura cap maxes out at 190%
  • "AS" / Aura Sphere
  • "BAS" / Baby Aura Sphere - Mashing the B button to shoot tiny aura spheres
  • "FAS" / Fire Aura Sphere - Pressing B at any time during your aura sphere charging, or when it's fully charged
  • "ASC" / Aura Sphere Charge - Has an active hit-box during the charging animation that can be shield canceled too
  • "FP" / Force Palm
  • "FPF" / Force Palm Flame - The flame portion is a pillar-like projectile that can be absorbed and reflected
  • "FPG" / Force Palm Grab - When at a close enough range, FP uses a command grab dealing damage & knockback
  • "ES" / Extremespeed
  • "ESC" / Extremespeed Cling - Guide & direct your Extremespeed toward the stage's lip or against a wall to automatically cling to that surface. Wall Jump is guaranteed including our Double Jump if it was never used, which is a good thing

  • "DT" / Double Team - Lucario's parry move. Wherever Lucario is facing, he'll vanish & then reappear at a set distance in front of him, performing a sliding kick attack along the round or airborne in the opposite direction he was facing. So per-say you're facing to the left & DT, you'll slide to the right

  • "RDT" / Reverse Double Team - By holding the circle pad / control stick in the opposite direction Lucario is facing during your vanishing animation, Lucario will vanish then reappear from behind himself performing a very long distance sliding kick attack along the ground or airborne in front of him. This version of DT is a lot safer & has a hit-box from behind Lucario. So per-say you're facing to the left & DT, but right after your parry is activated, holding the circle pad or the control stick towards the right will have Lucario slide towards the left
    (P.S., this version of DT imho is a lot better than a regular DT)

  • "DTC & RDTC" / Double Team Cling & Reverse Double Team Cling - When you're nearby either ledge on the stage, using the parry of DT or RDT depending on which direction you're facing will have you reappear off-stage, sliding towards the stage's surface underneath the ledge whether it's the lip, or the wall to snap-cling towards it. Wall Jump is guaranteed, Double Jump is usable unless you already used it, & Extremespeed too
Oh & for the general Smash Jargon list, what about "Platform Canceling"?
 
Last edited:

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
I have made an attempt to put some of the words/acronyms into subsections. It isn't done yet, it's just that I wanted to know if what has been done so far is ok. Nothing is set in stone. Suggestions are welcome.


@ Masonomace Masonomace : Thank you so much for all the effort you went to. I'll take your word for it and add AS2 as well. It's not a very strict rule that other people actually use the term, but I'm sure you can see the reasoning behind such a rule; it's to deter the more extreme cases.
It looks cleaner XD.
That Lucario jargon is perfect. I'll get round to adding everything at some point.
Um, possibly a silly question, but is platform cancelling in smash 4? I don't have the game yet and haven't read anything about platform cancelling being back. By 'platform cancelling' I mean the tech in brawl typically used on the smashville platform. Are you maybe referring to that thread entitled 'ZSS Down B Platform Cancel AT'? Because from what I can make out, that's more of a 'ledge cancel', like Pikachu's 'QALC'. In any case, yes, I could definitely add 'ledge cancel' in a broad sense.
 
Last edited:

Masonomace

Yeah Shulk, get stuck in!
Joined
Apr 10, 2010
Messages
4,622
Location
Independence, MO
NNID
Masonomace
@ Masonomace Masonomace : Thank you so much for all the effort you went to. I'll take your word for it and add AS2 as well. It's not a very strict rule that other people actually use the term, but I'm sure you can see the reasoning behind such a rule; it's to deter the more extreme cases.
It looks cleaner XD.
That Lucario jargon is perfect. I'll get round to adding everything at some point.
Um, possibly a silly question, but is platform cancelling in smash 4? I don't have the game yet and haven't read anything about platform cancelling being back. By 'platform cancelling' I mean the tech in brawl typically used on the smashville platform. Are you maybe referring to that thread entitled 'ZSS Down B Platform Cancel AT'? Because from what I can make out, that's more of a 'ledge cancel', like Pikachu's 'QALC'. In any case, yes, I could definitely add 'ledge cancel' in a broad sense.
Thanks to the max. And about "Platform Canceling", Lucario is able to do a sort of Pseudo-Platform Cancel in mid-jump, & pressing D-air at the right time on that stage's platform such as BF, but it's strict timing & I can't really do it consistently on the 3DS. So perhaps it's decent to just wait & hold it off 'till the WiiU is on it's way to make sure. He had it in brawl, along with doing a FH > DT during mid-jump, canceling the remainder of the Full Hop, but again I'm okay holding it off until Lucario's "D-air Platform Canceling" gets more attention.
 

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,302
Just to make sure we're on the same page, a lot of the info I was posting was addressing Shaya on Brawl nomenclature.

I think everything still holds true, minus the part about glide tossing. I don't think characters can glide toss in this game, but can roll cancel item toss, unless there are character specific exceptions out there.

Somewhat serendipitously, I mentioned "there are no glides" to indicate that you can't hold jump and metaknight/pit/charizard it through the air, but as far as I can tell that also applies to RCITs on nearly universal levels. Although I wonder if the slide from JCIT is going to replace RCIT as "glide toss" for the vernacular.

Funnily, the movement to rename every button specific technique was a sticking point between Yikarur and myself when the Lab was making the Standard Terms List. It's just funny to me that due to the new system, the button based nomenclature is even more out dated than before, as it's been outdated since BRAWL.
 
Last edited:

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
I could have sworn I saw a video of a MK doing a 'glide toss'. That could have just been the guy using the word incorrectly I guess. Yeah here it is. https://www.youtube.com/watch?v=cCWy4LeVXOY

I'm definitely all for getting rid of the button based names. I gladly made the suggested changes for 'a' and 'b', and even before that I had been trying to say 'grab' wherever it would have otherwise said 'z'. At this point I'd jump at the chance to rename things like Z-drop if someone so much as makes a suggestion that enough people agree with, and again, I'd be keeping the old names alongside it.

Edit: Actually, this reminds me. Could someone confirm for me whether 'DACIT' and/or 'Boost Tossing' is in this game? It's what Link and others did in Brawl.
 
Last edited:

T0MMY

Smash Master
Joined
Sep 20, 2005
Messages
3,342
Location
Oregon
I'll like the thread when you include "Clash" when collision areas hit, because "clank" somehow irritates me - that is the noise when metal strikes metal (in Melee).
There is no clanking noise when two punches clash :^p

Other than that, very good writeup.
 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
Big update. Things are looking pretty good.

@tommy: Hahaha, yeah no worries. If there's anything else like that, don't hesitate to let me know.

@ Masonomace Masonomace : In the end I didn't include 'FAS'/'Fire Aura Sphere', 'ESC'/'Extremespeed Cling' or 'DTC'/'RDTC'/'Double Team Cling'/'Reverse Double Team Cling'. I searched the Lucario boards for them and other people just weren't using any of these variations. I hope you understand. Of course, if these ever do catch on, let me know.
 
Last edited:

JingleJangleJamil

Banned via Warnings
Joined
Oct 7, 2014
Messages
536
In the character specific Jargon's Marth doesn't have Ken Combos listed, unless in sm4sh he can't do that anymore,but if Lucina can I doubt Marth can't.
 

Signia

Smash Lord
Joined
Feb 5, 2009
Messages
1,157
So...

We've been graced by our lord and saviour, Sakurai, or at least his translation team, for a few things.
Pivot grab got renamed technically to... turn grab.... Doubt we'll adopt that.
It should have never been called a Pivot grab. In Melee, a pivot grab was when you did a pivot (intial dash turnaround) and then did a grab. Only in Brawl was there a special properties/animation for grabbing during the turnaround animation, and yet it was called a pivot grab even though no pivot necessarily occurs, by the previous definition of pivot.

I suggest we use "pivot" to refer to turning around during the dash animation, and "turn" to refer to turning around during the run animation. This way we can differentiate between them easily, and give a better sense what's going on in each state.

I also suggest proper differentiation between the stopping animations. Returning to neutral during the initial dash results in a "Foxtrot," and returning to neutral during a run results in a "skid." The animations can be cancelled into different sets of things. Skidding should be added to this dictionary.

Example:

Pivot Fsmash and Turn Fsmash - One refers to the "perfect pivot" and doing an Fsmash and the other refers to the "turnaround cancel" to Fsmash.
 
Last edited:

Masonomace

Yeah Shulk, get stuck in!
Joined
Apr 10, 2010
Messages
4,622
Location
Independence, MO
NNID
Masonomace
@ Masonomace Masonomace : In the end I didn't include 'FAS'/'Fire Aura Sphere', 'ESC'/'Extremespeed Cling' or 'DTC'/'RDTC'/'Double Team Cling'/'Reverse Double Team Cling'. I searched the Lucario boards for them and other people just weren't using any of these variations. I hope you understand. Of course, if these ever do catch on, let me know.
Nice update. The ones not included are totally fine with me, I was stretching out new jargon terms so it's understandable.

For Shulk, I'm actually seeing AS2 used slightly more in some discussions, so that can be arranged as you see fit. There's one last term specifically for Shulk: http://smashboards.com/threads/new-shulk-advanced-technique-aerial-landing-lag-cancel.371699/

Though Idk what to call it. A few terms have been said, like "MArt Landing Cancel".

Lastly, are you open to the idea of putting Custom Special jargon terms into the characters as well?
 
Last edited:

MrEh

Smash Hero
Joined
Aug 24, 2008
Messages
6,652
Location
Honolulu, HI
Some Bowser terminology for you.


Klaw
Refers to Bowser's SideB, which was called the Koopa Klaw in Melee. The move is still referred to as Klaw, even though the name was changed to Flying Slam in Brawl. No one calls it Flying Slam ever.

Shellguard/Autoguard
The term Shellguard is commonly used to refer to the autoguard during Bowser's Usmash. The regular term autoguard is also used.

Tough Guy
Until 55%, grounded Bowser doesn't flinch from very weak attacks. Tough Guy is the official name that Nintendo came up with, and is the widely used term for Bower's grounded hyper armor.

Bowsercide Cancel
Bowser canceling a Bowsercide into a jump. Can allow Bowser to survive on certain stages and under certain conditions.

Dropkick
Bowser's Fsmash. Very commonly referred to as dropkick.
 
Last edited:

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
@ JingleJangleJamil JingleJangleJamil : The impression I got from reading through the following threads was that Lucina was able to do it to a satisfactory degree while Marth could not.
http://smashboards.com/threads/lucina-can-ken-combo-chars-she-can-do-it-to-percents-etc.372617/
http://smashboards.com/threads/ken-combo.368239/
Having said this, in light of your comment and more recent posts in the Lucina thread, I have decided to move the 'ken combo' to the lower section, 'common jargon from past smash games', and give it extra information relating to each character, because truth be told, neither character can do it strictly speaking. If anyone thinks otherwise, please say so; I can always change it.

@ Signia Signia : I have added 'skid'.
As for your idea to differentiate between 'pivot' and 'turn', I agree. As with all words that are changed or made up in this thread, I need to wait for more posts that also agree so as to show further support for the change before I make any changes.

@ Masonomace Masonomace : I added AS2.
I still think that I shouldn't add the names of specials and custom specials simply because the game gives them. But I think that what you are getting at is that I added the acronyms of Shulk's specials, so why not also add the acronyms of the custom specials? Well it's a fair point tbh. I have changed the last sentence in the paragraph appearing at the top of the 'character specific jargon' section. It now says this:
"Obviously there should be no need to list the names of your respective character's special moves as the game provides for them; however, if your character board uses a name that is different to what the game itself provides, or if they commonly use an acronym to shorten the name of a special or a custom special, then this information will be gratefully accepted."
If I ever do need to add custom special jargon, I'll probably fit it in with e.g. all the Up-specials and then list the names in order, ending with 'respectively' rather than have them separate.
Lastly, I can't add a tech if the name is currently undecided. Just give it a bit of time I guess. There's an interesting distinction to be made when dealing with this thread (or so I have come to believe). While at times it will look like a place where all the techs are listed, that's not what it's meant to be doing, and any appearance to be doing so is purely coincidental to the main task. So while a tech thread would go ahead and list that tech of Shulk's regardless of the name or whether a name has even been given to it, this thread can't do that. This isn't to put you off or anything, so by all means, the moment you believe that there is some definite name for the tech that is commonly used by your character board, then please let me know and I will gladly add it.

@ MrEh MrEh : Thanks for the post! I've added everything. Let me know if there's anything lacking.
 

Pazzo.

「Livin' On A Prayer」
Joined
Oct 3, 2012
Messages
9,187
Great idea for a thread. I imagine this will be incredibly useful for new players, or veteran players wanting to refresh their Smash-cabulary.
 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
Wow. It looks like Rush Cancelling has been removed. http://smashboards.com/threads/rush...nerfs-ive-found-as-well.375268/#post-17862491
Umm, I guess I'll need to make a new section for stuff that is removed. Otherwise I can just see people coming along and seeing old threads with all this talk of e.g. 'rush cancelling' and then wondering what is being talked about.

Edit: oh wait. Now they're saying it's still in?
 
Last edited:

JingleJangleJamil

Banned via Warnings
Joined
Oct 7, 2014
Messages
536
@ JingleJangleJamil JingleJangleJamil : The impression I got from reading through the following threads was that Lucina was able to do it to a satisfactory degree while Marth could not.
http://smashboards.com/threads/lucina-can-ken-combo-chars-she-can-do-it-to-percents-etc.372617/
http://smashboards.com/threads/ken-combo.368239/
Having said this, in light of your comment and more recent posts in the Lucina thread, I have decided to move the 'ken combo' to the lower section, 'common jargon from past smash games', and give it extra information relating to each character, because truth be told, neither character can do it strictly speaking. If anyone thinks otherwise, please say so; I can always change it.

.
Well in this thread the creator of the post said that Lucina can Ken combo and kill at lower %,but I doubt they hit with the tip of the sword when they tested it.
 

Captain Norris

Smash Lord
Joined
Aug 28, 2014
Messages
1,445
Location
Final Destination
NNID
ZeldaFan3280
Bowsercides are annoying this game due to the fact that he will get the final stock and win the match since it registers the ko first. From my experience in this game anyway.
Great thread!
 

Beard Hawk

Smash Apprentice
Joined
Oct 12, 2014
Messages
81
@ DeLux DeLux : You champion. Thank you so much for the info. I've updated the OP with all your corrections and then some.

So you mean Gair as in Grab Air? In any case, you raise a good point. There are currently a lot of things such as 'Z-drop' and 'ZAC' that have this reference to a Z-button that is now becoming a bit of a problem. Just like how any reference to 'B' should be 'special' so as to be universal to all controllers and control schemes, I support Lux's motion that we change any and all references of 'Z' to something else. (People will still be able to find the old way of saying things to the right of the preferred way, so this will not affect anyone's ability to look up or understand things.)

I brought this up in the Samus discussion as well. Here's what I said over there:
I'm always a bit lost for words when talking about Samus' air grapple move, 'Z-air'. The default grab button on 3DS is L, but calling it L-air seems confusing because it's not L on any of the past games. Should we carry on calling the move Z-air, as confusing as that may be for newcomers, or could we come up with a new name for the 3DS version? Is it worth renaming just for the 3DS? Off the top of my head, how about G-air (grapple air/grab air)? Do Link users still call it Zair as well?

EDIT: ooooo, I just thought of another option: Taser. I'm not sure if grab-air makes that much sense because you can't actually grab people with it, although you can grab the ledge. What do you think?
Of course, this is only referring to Sm4sh 3DS, as I have no problem with calling it z-air on Melee, Brawl or PM. "G" could work as a letter instead of "Z" as you have already been using the letter "G" to refer to grabbing before, for example:

Fox Is Openly Deceptive said:
"DACG"- Cancelling the initial frames of Dash Attack with a Grab
 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
Again, I can only agree that references to 'Z' should be left behind in smash 4.
Using 'G' as a replacement for 'Z' certainly makes sense in some ways.

I think that we should first take seriously why some people don't feel that G would be an appropriate replacement.

The word 'Grab' doesn't work the same way as 'special', 'aerial', 'tilt' or 'smash'. We can tack things onto these words to differentiate it and it makes sense, e.g. Up-special. The reason why this is the case is because the word 'special' is general. The word Grab and the Grab action is unfortunately too specific to be used in this way and so we felt we had to differentiate between Grabbing and the use of that same button input used in different circumstances such as in the air or while holding an item. What we came up with at the time was to use 'Z' to serve the purpose of talking about the grab button when used in such a way that there is no grab action, leaving 'G' to speak only of actually Grabbing. Therefore, G just can't work because it doesn't make this distinction that we, at least at the time, felt had to be made.

We have three options.
-We either say to hell with the distinction and use 'G' to represent 'the grab button' and not just 'grab'.
-We think of some other letter to replace Z that speaks to the universal actions other than grab that use the grab button. Where Z speaks to the button input itself, the new word (and corresponding letter) must speak to the universal actions in the same way that 'special' and 'smash' do. We may even have to use different words (and letters) for the different universal actions.
-We don't bother to change anything and laugh about it when a smash comes out that doesn't even allow GC controllers and Z makes about as much sense as any old letter.
 
Top Bottom