Title: Theory / Unimportant / Art / Œuvre / VG / SSB Ultimate
Tags: computer_to_instruction fromCommandLine FromInstruction MissingMedia

Name: Knockback
Definition: A number associated to a player, stating how easy it is to have it sent flying
Page: 5
Chapter: https://imgur.com/a/gvSJXL1
Context: SSB Ultimate

Instruction: A attack while in the air
Page: 8
Chapter: https://imgur.com/a/gvSJXL1
Name: Air attack

Instruction: A attack while running
Page: 8
Chapter: https://imgur.com/a/gvSJXL1
Name: Dash attack

Instruction: A attack during a normal tilt
Page: 8
Chapter: https://imgur.com/a/gvSJXL1
Name: Tilt attack

Instruction: Press A and do a smash tilt
Page: 8, 10
Chapter: https://imgur.com/a/gvSJXL1
Abbreviation: Use C/right stick
Name: Smash attack

Instruction: Move the stick quickly on any direction
Page: 7
Chapter: https://imgur.com/a/gvSJXL1
Name: Smash tilt

Instruction: Move the stick on any direction, slowly enough to do a normal tilt
Page: 7
Chapter: https://imgur.com/a/gvSJXL1
Name: Normal tilt

Instruction: In a shield, do a smash tilt
Page: 7
Chapter: https://imgur.com/a/gvSJXL1
Name: Dodge

Instruction: An attack down using B
Page: 8
Chapter: https://imgur.com/a/gvSJXL1
Name: Special

Instruction: Pressing the stick downward
Page: 8
Effect: Reduce the character size, allow to avoid some attacks
Chapter: https://imgur.com/a/gvSJXL1
Name: Duck

Instruction: Press shield button quickly while moving.
Page: 8
Effect: Avoiding an attack going on us
Context: SSMB
Chapter: https://imgur.com/a/gvSJXL1
Name: Instant dodge

Instruction: Press lightly the jump button
Page: 8
Effect: Do a small jump
Chapter: https://imgur.com/a/gvSJXL1
Name: Shorthop

Instruction: Jump while on the head of another character
Page: 10
Effect: Jump again, and the other character goes down
Chapter: https://imgur.com/a/gvSJXL1
Name: Footstool

Instruction: Use an extendable object to recover from a fall
Page: 10
Context: SSB
Chapter: https://imgur.com/a/gvSJXL1
Name: Tether recovery

Instruction: Use an extendable object to attack someone while in the air
Page: 10
Chapter: https://imgur.com/a/gvSJXL1
Name: Aerial Tether

Instruction: Release shield exactly when hit
Page: 11
Effect: Takes no dommage on the chield and in percent
Chapter: https://imgur.com/a/gvSJXL1
Name: Perfect shield

Instruction: Holding down the shield
Page: 11
Effect: Recharge inkling
Context: Inkling, SSB
Chapter: https://imgur.com/a/gvSJXL1

Name: Rage
Definition: A character with a high percent get fiercer in fight
Page: 27
Chapter: https://imgur.com/a/gvSJXL1

Name: Staling
Definition: Repeating the same move makes it less efficient
Page: 27
Chapter: https://imgur.com/a/gvSJXL1
Context: SSB

Name: Armor
Definition: A move allowing not to be hit by an attack
Page: 27
Chapter: https://imgur.com/a/gvSJXL1
Context: SSB ultimate

Name: Ramblin' Evil Mushroom
Definition: When hit with it, left and right are reversed
Page: 27
Chapter: https://imgur.com/a/gvSJXL1
Context: SSB Ultimate

Name: Death's Scythe
Definition: Attack with it kills opponent with high enough dommage
Page: 27
Chapter: https://imgur.com/a/gvSJXL1

Name: Killing edge
Definition: Particularly powerfull while glowing
Page: 32
Chapter: https://imgur.com/a/gvSJXL1

Name: Staff
Definition: Gun more powerful if the target is far away
Page: 32
Chapter: https://imgur.com/a/gvSJXL1

Name: FS Meter
Definition: A meter which, when full, allow to use final smash attack
Page: 32
Chapter: https://imgur.com/a/gvSJXL1
Context: SSB

Name: Classes of spirit
Definition: Novice
Page: 46
Chapter: https://imgur.com/a/gvSJXL1
Definition2: Advanced
Definition3: Ace
Definition4: Legend

Name: Type of spirit
Definition: Attack
Page: 46
Chapter: https://imgur.com/a/gvSJXL1
Definition2: Grap
Definition3: Shield
Definition4: Normal

Question: What's the point of inkling an ennemy
Answer: It takes more dammage
Page: https://twinfinite.net/2018/12/smash-bros-ultimate-inkling-how-play/

Name: Falling speed
Definition: the rate at which a character can move downward in mid-air
Page: https://www.ssbwiki.com/Fast-faller

Name: Fast faller character
Definition: Character with a fast falling speed
Page: https://www.ssbwiki.com/Fast-faller

Name: Floaty character
Definition: Character with slow falling speed
Page: https://www.ssbwiki.com/Fast-faller

Instruction: Tapping down on the control stick while falling
Page: https://www.ssbwiki.com/Fast-falling
Effect: act of falling more quickly than usual in mid-air
Name: Fast falling

Name: Gravity
Definition: measure of how fast a falling character reaches their maximum falling speed.
Page: https://www.ssbwiki.com/Gravity
Context: SSB

Instruction: X/Y/up slightly
A/A+direction/C/Z
Down
L, R, or Z
Page: https://www.ssbwiki.com/Gravity
Returns: measure of how fast a falling character reaches their maximum falling speed.
Abbreviation: SHFFL
Name: Short hop fast fall L-cancel

Name: Auto-canceling
Definition: act of landing during the beginning or ending frames of an aerial attack
Page: https://www.ssbwiki.com/Gravity
Intuition: circumventing the landing lag that would have occurred had the character instead landed during the middle of that attack's animation.

Name: Punishment
Definition: act of attacking an opponent while they are vulnerable
Page: https://www.ssbwiki.com/Punishment
Context: SSB

Name: Safe attack
Definition: An attack difficult to punish
Page: https://www.ssbwiki.com/Punishment

Name: Shield grabbing
Definition: act of grabbing while shielding
Page: https://www.ssbwiki.com/Punishment

Name: Lag
Definition: periods of time where a character is busy initiating or finishing a performed move
Page: https://www.ssbwiki.com/Lag

Name: Startup lag
Definition: delay between a move being initiated and the move having an effect
Page: https://www.ssbwiki.com/Lag
Name2: Windup

Name: Ending lag
Definition: the delay between a move's effect finishing and another action being available to begin
Page: https://www.ssbwiki.com/Lag
Name2: Cool down
Name3: Recovery

Name: Landing lag
Definition: lag incurred when an airborne character lands on the ground for any reason
Page: https://www.ssbwiki.com/Lag

Name: Light landing
Definition: Landing of character with small downward speed
Page: https://www.ssbwiki.com/Lag
Definition2: 2 frames of lag
Name2: no-impact land

Name: Heavy landing
Definition: Landing of character with high downward speed
Page: https://www.ssbwiki.com/Lag
Definition2: 4 to 6 frame

Name: Normal landing
Definition: Light or heavy landing.
Page: https://www.ssbwiki.com/Lag

Name: Aerial landing
Definition: Landing during a aerial attack
Page: https://www.ssbwiki.com/Lag

Name: Special landing
Definition: Landing while helpless
Page: https://www.ssbwiki.com/Lag

Name: Out of shield option
Definition: any moves or other actions that can be performed while a character is shielding
Page: https://www.ssbwiki.com/Out_of_shield
Abbreviation: Oos

Name: Tech-chasing
Definition: act of following or predicting an opponent's tech or floor recovery in order to attack them before they can respond
Page: https://www.ssbwiki.com/Tech-chase

Name: Chain throw
Definition: a series of grabs and throws that the victim cannot escape
Page: https://www.ssbwiki.com/Tech-chase
Name2: Chain grab
Abbreviation: CG

Name: Tech
Definition: Pressing the shield for a few frame (8 in Ultimate) before hitting a ground/while to avoid the lag
Page: https://www.ssbwiki.com/Tech
Notation: Breaking your fall (4)
Name2: fall break (Ultimate)
Intuition: an action that can be performed when the player's character hits the ground, a wall, or a ceiling while tumbling (or reeling)
Notation2: Ukemi (Brawl)
Name3: absorbing damage (Melee)
Name4: Breakfall (original)
Notation3: Passive (internal of the game)

Name: Standing tech
Definition: a neutral, ground-based tech performed by simply pressing a shield button before a tumbling character comes in contact with the floor
Page: https://www.ssbwiki.com/Tech
Notation: Breaking your fall (4)
Name2: Standard tech
Name3: Neutral teck

Name: Rolling tech
Definition: ground-based tech performed by tilting the control stick left or right when teching
Page: https://www.ssbwiki.com/Tech
Name2: PassiveStandF/PassiveStandB
Intuition: character will bounce from the ground into a roll-like animation during which the character moves left or right while intangible
Name3: techroll

Name: Wall tech
Definition: While in hitstun, pressing shield button before hitting a wall
Page: https://www.ssbwiki.com/Tech
Name2: PassiveWall
Etymology: Tech against a wall

Name: Interruptibility
Definition: ability to begin a new action before the current action's animation has completely finished
Page: https://www.ssbwiki.com/Interrupt

Name: First actionable frame
Definition: The number of frame after the start of an action in which the action can be executed
Page: https://www.ssbwiki.com/Interrupt
Name2: interrupted as soon as
Abbreviation: faf
Abbreviation2: iasa

Name: Selective interruptibility
Definition: Interuptibility only for certain kind of actions
Page: https://www.ssbwiki.com/Interrupt
Name2: Limited interruptibility

Name: Buffer
Definition: mechanic which allows players to successfully input actions up to 10 frames before they can actually be executed (Brawl and 4)
Page: https://www.ssbwiki.com/Buffering
Definition2: mechanic which allows players to begin to charge an attack while the attack can't yet be performed

Name: Cross-up
Definition: The act of timing an attack (typically a dash attack or aerial) such that the user moves past the opponent and ends up behind them once the hitboxes are gone
Page: https://www.ssbwiki.com/Cross-up

Name: Hurtbox of C
Definition: An area such that, if it intersects a hitbox, its a hit for C
Page: https://www.ssbwiki.com/Hitbox
Variables: C a character
Name2: Collision bubbule
Intuition: main structure for how attacks are executed in most fighting games
Name3: Hitbubble
Name4: damageable area of C

Name: Hitbox
Definition: An area such that, if it intersects a hurtbox of some character C, its a hit for C
Page: https://www.ssbwiki.com/Hitbox
Name2: Collision bubbule
Intuition: main structure for how attacks are executed in most fighting games
Name3: Hitbubble

Name: A hit for C
Definition: When the hitbox of C and a hurtbox intersects
Page: https://www.ssbwiki.com/Hitbox

Name: Capsule
Definition: cylinders with spheres on the ends
Page: https://www.ssbwiki.com/Hitbox

Name: Hitbox stack
Definition: Order in which hitbox are processed
Page: https://www.ssbwiki.com/Hitbox

Name: Disjointed hitbox
Definition: A hitbox separated from the hurtbox of the character emitting it
Page: https://www.ssbwiki.com/Hitbox

Name: Damage
Definition: The base damage dealt by the hitbox. In the first three games, the initial damage is always an integer, but it rarely ends up as one once modified by things like stale-move negation. In SSB4, damage can start at any real number.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Angle
Definition: The direction the target is sent flying. Usually a number from 0 to 360, with numbers such as 361 or 365 indicating the Sakurai angle or autolink angle. Can also be negative numbers such as -90.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Base knockback
Definition: The minimum knockback this hitbox can apply, regardless of the target's weight and damage (but dependent on type effectiveness and launch rate).
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Knockback scaling
Definition: Modifies how much knockback rises as the target's damage increases, with the default being 100. For example, a value of 110 means that knockback will increase at a 1.1x rate compared to other hitboxes that deal the same damage.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Fixed knockback value
Definition: If set, causes the hitbox to deal the same knockback regardless of the target's damage.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Effect
Definition: Determines what happens when the hitbox connects: nothing, slashing, burning, electrocution, etc.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Groundness/Airness
Definition: Determines whether a hitbox can strike grounded opponents, aerial opponents, or both.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Shield damage
Definition: Modifies how much damage the hitbox does to shields.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Clang
Definition: Determines whether a hitbox can cancel out other hitboxes through priority rules.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Sound effect
Definition: On impact, each hitbox produces a sound effect with a given type (punch, kick, slash, shock, burn, etc.) and severity (small, medium, large; in Brawl, huge is introduced for certain types).
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Reflectiveness
Definition: Determines whether the hitbox can be reflected. Usually a projectile.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Absorptiveness
Definition: Determines whether the hitbox can be absorbed. Usually a projectile.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Blockability
Definition: Determines whether the hitbox can be shielded.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Rebound
Definition: Determines whether a move is interrupted with an animation while on the ground when it clangs with another move.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Type
Definition: Determines what kind of stickers can power up the attack: arm, leg, body, weapon, etc.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: SDI Multiplier
Definition: Modifies how much smash directional influence can be applied when struck by this hitbox.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Freeze frames multiplier
Definition: Changes how many freeze frames are applied on impact.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Trip chance
Definition: Gives the hitbox an extra chance of tripping opponents.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Directness
Definition: Determines whether the hitbox is Specials: Indirect.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Angle Flipper
Definition: Sets whether a hitbox is allowed to hit targets the opposite direction if the target is behind the attacker, among other things.
Page: https://www.ssbwiki.com/Hitbox
Context: Hitbox property

Name: Armor
Definition: Protection against middle knockback but not damage nor high knockback
Page: https://www.ssbwiki.com/Armor
Example: Kirby's stone transformation
Name2: launch resistance,
Example2: Metal box
Name3: knockback resistance
Construction: It removes a fix value to the knockback value, potentially reducing to 0

Name: Super armor
Definition: Protection against all knockback (but not damage)
Page: https://www.ssbwiki.com/Armor
Name2: Heavy armor

Name: Light armor
Definition: Protection against low knockback (but not damage)
Page: https://www.ssbwiki.com/Armor

Name: Air dodge
Definition: A technique in that gives temporary intangibility frames
Page: https://www.ssbwiki.com/Air_dodge
Name2: EscapeAir(internal file)
Intuition: spot dodging in midair.

Name: Intangibility
Definition: a state in which characters will not be hit by attacks
Page: https://www.ssbwiki.com/Intangibility

Question: Difference between Intangibility and Invincibility
Answer: During invicibility, attacks will hit. The effect on the attacks still exists, thus the attacking object halts.
During intangibility there is not hit, thus the attack is not stopped
Page: https://www.ssbwiki.com/Intangibility

Name: Rolling dodge
Definition: A maneuver that moves the character left or right and allows them to dodge attacks for a short period of time
Page: https://www.ssbwiki.com/Intangibility
Definition2: At the end of the maneuver, the character faces the direction he cames from
Definition3: In Ultimate, each subsequent role get slower
Name2: EscapeF/EscapeB

Instruction: Jump,
Lor R
Diagonally down on the control stick
Page: https://www.ssbwiki.com/Wavedash
Effect: Characters advance on the stage while being considered immobile by the game engine
Name: Wavedash

Instruction: Rapidly tapping the analog stick left and right while on the ground
Page: https://www.ssbwiki.com/Dash_dance
Effect: cancels out the character's initial dashing animation with another animation in the opposite direction, causing the character to quickly and repeatedly dash to the right and left in a short distance.
Name: Dash dance

Name: Mindgame
Definition: strategies or techniques employed for the purpose of outwitting opponents psychologically
Page: https://www.ssbwiki.com/Mindgame

Name: Weight of C
Definition: measurement of how much the character C can resist knockback
Page: https://www.ssbwiki.com/Weight
Variables: C a character

Name: Air speed
Definition: maximum rate at which a character can move left or right while in midair
Page: https://www.ssbwiki.com/Air_speed
Variables: C a character
Name2: Lateral air movement

Name: Air acceleration
Definition: the rate at which a character can change their horizontal velocity in midair
Page: https://www.ssbwiki.com/Air_acceleration
Variables: C a character

Instruction: Tapping sideways on the control stick
Page: https://www.ssbwiki.com/Dash
Returns: a form of ground movement faster than walking
Name: Dash

Instruction: pressing forward on the control stick or d-pad while on the ground
Page: https://www.ssbwiki.com/Dash
Returns: a form of ground movement slower than dash. It allows to use smash and tilts
Name: Walking

Instruction: X/Y or Pressing the pad up quickly
Page: https://www.ssbwiki.com/Jump
Effect: Characters crunches and then moves from the ground into the air
Name: Walking

Name: Juggling
Definition: Repeatedly hitting someone into the air without letting them recover or hit the ground
Page: https://www.ssbwiki.com/Juggling

Name: Helpless
Definition: state in which characters are unable to take any action, with the exception of grabbing a ledge, maneuvering left/right, fastfalling, or climbing a ladder, until they land on the ground
Page: https://www.ssbwiki.com/Helplessness
Name2: Free fall
Name3: Fallspecial (gama data)

Name: Metagame
Definition: collective decisions that are made outside of a game that affect tournament play
Page: https://www.ssbwiki.com/Metagame

Instruction: Pressing shield/grab button a few frames before hitting the ground
Page: https://www.ssbwiki.com/Metagame
Abbreviation: L cancelling
Name: Lag canceling/Smooth landing
Intuition: allows characters to act faster than usual when landing in the middle of an aerial attack

Name: Down throw
Definition: a throw performed by pressing down on the control stick after having grabbed the enemy
Page: https://www.ssbwiki.com/Metagame
Abbreviation: D-throw

Name: Shield
Definition: bubble of energy encircling the user that blocks all attacks with the exception of grabs and other unblockable attacks
Page: https://www.ssbwiki.com/Metagame
Definition2: Become smaller with time and hit, and may break
Definition3: Apply at frame 1, but appear slightly later
Definition4: Create shieldstun when hit by an attack

Name: Shield break
Definition: When a shield disappear, either because of time or because of a hit
Page: https://www.ssbwiki.com/Shield

Name: Unblockable attack
Definition: An attack that cannot be defended against with a shield or a counterattack
Page: https://www.ssbwiki.com/Unblockable_attack
Example: Grab
Example2: Some smash/rare pokemon

Name: Shield jump
Definition: Character jump and then is stunned
Page: https://www.ssbwiki.com/Shield_jump
Etymology: What occurs when a shield breaks

Name: Neutral game
Definition: a phase during gameplay when no player has a situational advantage over the other.
Page: https://www.ssbwiki.com/Neutral_game
Abbreviation: Neutral

Name: Shieldstun
Definition: inactionable period that occurs when a character's shield is hit
Page: https://www.ssbwiki.com/Shieldstun

Name: Shield break combo
Definition: A combo which keeps opponent in shield using shieldstun until a shieldbreak occurs
Page: https://www.ssbwiki.com/Shieldstun

Name: Aerial attack
Definition: any move that is performed in midair that is not a grounded attack or special move
Page: https://www.ssbwiki.com/Aerial_attack
Name2: (Mid)air attack

Name: Combo
Definition: a sequence of attacks that is guaranteed (or very likely) to occur if the first attack hits the enemy
Page: https://www.ssbwiki.com/Combo
Etymology: Combination

Name: True combo
Definition: a sequence of attacks that is guaranteed to occur if the first attack hits the enemy
Page: https://www.ssbwiki.com/Combo

Name: Throw combo
Definition: a combo initiated from a throw,
Page: https://www.ssbwiki.com/Combo
Example: usually a down throw, followed up with one or more aerials. Sheik's down-throw to forward-air is one example in Melee.

Name: Kill confirm
Definition: a combo where a weaker, often faster and safer move links into a powerful kill move at a certain percent range.
Page: https://www.ssbwiki.com/Combo
Example: Fox's neutral-air to up smash is an example from SSB4.

Name: Zero to death
Definition: a combo which is initiated on a character at 0% damage and ends with a kill move, taking their stock
Page: https://www.ssbwiki.com/Combo

Name: Ladder combo
Definition: a combo consisting of multiple moves, often up-airs, which carry the opponent towards the upper blast line, ending in a potential kill move.
Page: https://www.ssbwiki.com/Combo

Name: Wall of pain
Definition: a combo consisting of multiple moves, often up-airs, which carry the opponent towards a side blast line, ending in a potential kill move.
Page: https://www.ssbwiki.com/Combo
Chapter: Wall o

Name: 50-50
Definition: Almost a combo, if the attacker successfully responds to the opponent's decision to jump/attack or air-dodge, the combo can be extended.
Page: https://www.ssbwiki.com/Combo
Chapter: Wall o

Name: DI dependent
Definition: a combo which will not work if the opponent uses a specific type of DI.
Page: https://www.ssbwiki.com/Combo
Chapter: Wall o

Name: Flinch
Definition: the reflex all characters make when their current action is interrupted by an attack
Page: https://www.ssbwiki.com/Flinch

Name: Reflection
Definition: the process of deflecting incoming projectiles
Page: https://www.ssbwiki.com/Reflection
Definition2: Projectile becomes property of the reflector user
Definition3: Usually increase damage/and speed
Definition4: Have a maximum damage they can reflect

Name: Zero-to-death combo
Definition: a combo, usually particularly long and intricate, that starts on an opponent at 0% damage, and ends with the eventual KO of the character being comboed
Page: https://www.ssbwiki.com/Zero-to-death_combo
Abbreviation: 0-death/Zero-death

Name: Infinite
Definition: any move or technique which can be maintained indefinitely, either through skill or a glitch, usually causing unnaturally large amounts of damage, while preventing an opponent's escape
Page: https://www.ssbwiki.com/Zero-to-death_combo

Name: Space animal
Definition: The set of star fox characters
Page: https://www.ssbwiki.com/Space_animal
Abbreviation: Spacie

Name: Hitstun
Definition: A period of time after being hit by an attack that a character is unable to act outside of directional influence or teching
Page: https://www.ssbwiki.com/Hitstun