Posted by: Junahu | May 25, 2010

Glossary of Smash terms

This is a public project, and everyone with administrative powers here are encouraged to add new terms whenever they can spare the time (anyone without powers can leave new definitions in a comment). In particular, any MYM specific gameplay terms should be documentated here.

It’s nowhere near complete, and probably inaccurate, so feel free to change and add to these definitions.

General Terms

Weight: A variable characteristic of all characters which determines the knockback a character suffers from any given move. The higher the weight, the less knockback is taken. High weight can either be viewed as an advantage, enabling characters to survive hits with more ease, or a detriment, making them more susceptible to combos and chaingrabs.

Falling Speed: The typical speed at which a character falls in midair. Characters who fall quickly are called “fastfallers”, whereas characters who fall slowly are called “floaty.” Falling speed has an influence on vertical knockback – floaty characters take more knockback from moves which knock vertically. Weight also has an impact on vertical knockback. This is generally not noticable due to the tendency of heaviweights to be fastfallers.

Fast fall: Fast falling is a technique executed by tapping down on the analog stick while in midair, making the character fall more quickly until touching solid ground or taking a hit. This allows characters to touch ground faster if necessary.

Hitbox: The area of an attack or hazard that provides a “hit” when it connects with the foe’s “hurtbox”. All attacks that can hit another character, as a general rule, have a hitbox.

Hurtbox: The area of a character or object that is vulnerable to recieving “hits” from a “hitbox”

Grab-box: A special type of hitbox, which results in the target becoming grabbed, should it connect.

Knockback: A general term to describe the “flying away” caused when an attack hits a character

Base Knockback: AKA “Initial Knockback”. The value which determines how far a healthy character flies away, after recieving a particular attack

Knockback Growth: A multiplier which determines how much stronger an attack’s knockback becomes, when the receiving character accumulates more and more damage.

Set Knockback: An attack with no Knockback Growth. Meaning it will do the same amount of knockback, regardless of the opponent’s current damage

OHKO Knockback: An attack with enough Knockback to KO a healthy opponent in any reasonable situation.

Meteor Smash: An attack with special, strong downwards knockback that the opponent can cancel out of by jumping or using a recovery move.

Spike: Similar to Meteor Smashes, except the recipient of the knockback cannot cancel out of it by jumping or using a recovery.

Attack Damage: The % damage inflicted on a character when a given attack hits them.

Hit Stun: A period of time after recieving an attack, in which the recieving character is frozen in place, and vulnerable to more attacks.

Start Lag: The period of time between an attack’s input being made, and the first hitbox (or effect) appearing. On chargeable attacks, Start Lag assumes no charging was done.

End Lag: The period of time between an attack’s last hitbox (or effect) dissapearing, and the character regaining control of themselves.

Attack Duration: The period of time between an attack’s first hitbox (or effect) appearing, and its last hitbox (or effect) dissapearing.

Impact Stall: AKA “Hitlag”. The length of time an attack “freezes” for, whenever it connects successfully with something (i.e. the lag an attack suffers, at the moment when it hits)

Priority: A property of attacks, calculated from the damage they deal, which determines the outcome if two attacks hit one another. If one attack deals more than 8% more damage than another attack, it is said to have higher priority.

Clanking/Colliding: When two attacks of equal priority connect, they are both cancelled out, and both players are thrown briefly off balance.

Aerial Priority: Aerial attacks have a special type of priority that cannot be cancelled out by anything other than projectiles with a higher priority

Transcendant Priority: An attack with this type of priority cannot be cancelled out, regardless of what attack it hits.

Tentacle Priority: (Coined MYM term) A hitbox with this type of priority will be dissipated by any attack that hits it, but without throwing the player off balance or cancelling the tentacle move itself.

Stale Move Negation: When an attack is used repeatedly, without using other attacks, that attack becomes weaker, lowering both its power to knock the foe away and to deal damage

Lag/Frame Advantage: When one character is free to act, but the other is suffering from hitstun, lag, or is facing the wrong way, that character has a clear “lag/frame advantage”. More generally, the “advantage” belongs to whoever would hit the other player, if they both used their fastest attack as soon as they were able. Since priority also plays into this, Stale Move Negation on a character’s fastest attack can affect the “advantage”

Frame Neutral: When neither player has a “lag/frame advantage” and are in the same situational state (e.g. airborne, prone, standing)

First Actionable Frame: The first moment after an action/animation begins, when the character will act on input from the player

Chain Grab: A sequence of grab and throw, that can be repeated on an opponent without them having a chance to recover from it. Chain Grabs typically rely on various things, such as weight, fallspeed and damage

Tumble: The falling state that occurs after a character is struck by a powerful attack. Can be cancelled out of in a number of ways. If the player hits the floor, or a wall, in this state and fails to “Ukemi“, they will “Flop

Ukemi: AKA “Teching”. When shield is pressed moments before hitting the floor or wall during the tumble state, the character will instantly recover from the impact, regaining control almost instantly.

Flop: The “collapsing on the floor” animation that occurs when a player fails to Ukemi a landing. The player is vulnerable during this time. After the animation, they will be in the Prone state

Prone: A state where the player is lying on the floor. From this position, they can roll left/right, attack while standing up, or stand up without attacking. Similar to this state, is the Tripped state.

Footstool Jump: A special jump that can be performed when one character is directly above another. The first character uses the second as a platform to leap off of. When both players are airborne, a footstool jump acts as a meteor smash.

Shield Stun: A type of hitstun which a shielding character suffers when recieving an attack

Shield Push: The distance a shielding character is “pushed” by an attack

Shield Damage: The effectiveness of a particular attack in damaging and breaking shields

Shield Break: When a character’s shield has been fully depleted from either receiving attack, or from holding the shield for an extended period or time. A shield break causes the character to shoot upwards a set distace, before collapsing on the ground, standing up, and spending a prolonged period of time in a vulnerable daze.

Perfect Shield: A very brief moment when a shield is first activated, in which attacks are blocked  with significantly less stun on the defending character.

Sour Shield: (coined MYM term) A very brief moment when a damaged shield (50% strength or less) is activated, in which attacks are blocked with significantly less stun on the defending character. Only applicable MYM characters can “Sour Shield”

Directional Influence: AKA “DI”. The control a character has over the knockback from an attack they have just been hit with. Directional Influence is acheived by pushing the analogue stick either during, or just after an attack has connected with the player.

Super Armor: A temporary state in which the character is invulnerable to being stunned or knocked flying by attacks. The character may still recieve damage, and can still be grabbed

Grab Armor: The sister of “Super Armor”. This special state renders the character invulnerable to grabs, hitboxes with grab properties, or other moves which can “stick” the character to a place or object

Flinch Resistance: A temporary state not much unlike “Super Armor”, wherein the character is invulnerable to stun and knockback, until they take a certain amount of damage

Glancing Blow: A situation when a hitbox and a hurtbox just barely touch one another at one point. The character recieving a glancing blow, acts as if “Super Armored”

Status Effects

Flower/Poison Damage: An accumulative loss of health over time, triggered by an attack

Metal Body: A status which coats the character in a metallic sheen, which drastically increases their weight and fallspeed.

Cloaked: A status which renders the character invisible

Giant/Mini: Size modifiers, usually caused by Super/Poison Mushrooms. Giant characters are heavier, larger and stronger than usual. The reverse is true for Mini characters.

 

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Responses

  1. Jesus, I never even heard of most of these. D=

  2. I have >.>

    also, you forgot Freezing/Paralyize/Burn (can go with poison) in there

  3. (h) for including Tentacle Priority

  4. agh what the hell is this

  5. Funny, Rool, I’ve heard of nearly all of these.

    Which is very weird, considering things like “Impact Stall” are terms nearly no one uses.

    Anyway, good job Juna for starting this (Y).

  6. “Flinch Resistance”

    A particular form of Super Armor. A character with Flinch Resistance is not immune to all forms of attack, rather, only attacks under a certain damage percentage. For example, 10% flinch resistance would prevent knockback or flinching from any move which deals less than 10%.

    [I think I saw this once or twice in the past, and it’s going to be in a future set of mine]

  7. This list is extremely helpful


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