Super Smash Bros. Glossary

From Shoryuken Wiki!
(Redirected from Floor attack)
Jump to: navigation, search

General Terms

Tapping (Smashing) – Quickly moving control stick from neutral to toggling in any direction.

Tilting – Toggling the control stick slowly in one direction.

Input/Action – A pressed button which occurs in what the button is mapped for.

Frame – One Frame is 1/60th of a second and is the standard time unit used in Brawl and in any explanation in this list. Brawl’s frame rate is 60 frames per second.

Buffering - Performing an action before the end of a current action within 10 (ten) frames. It causes the next action to happen immediately after the current action.

Damage - A measure of how much a character will be sent flying when struck. Damage can take any value in the range of real numbers, though it is often capped between 0% and 999%. Decimal places are truncated for display (e.g. a damage of 14.67% will be displayed as 14%).

Standard Attacks

Jab [Universal] - The action when a player inputs an attack with the control stick in the neutral position.

Jab1 [Specific Characters] - The first attack of the standard attack when you press the attack button in neutral position.

Jab2 [Specific Characters] - The second attack of the standard attack combo. If you hold the attack button when Jab1 connects, you should automatically go into Jab2.

Jab3 [Specific Characters] - The third (and usually last) attack of a standard attack combo. If you hold the attack button when Jab2 connects, you should automatically go into Jab3 with the exception Fox who goes into rapid jab.

Rapid Jab [Specific Characters] - When the standard attack combo is inputted, it is a multi-hit move that does not end until you release the attack button.

Dash Attack [Universal] - The standard attack that occurs when you input an attack while running or tilting down and inputting attack while dashing.

Tilts

Forward Tilt (F-Tilt, Ftilt) [Universal] - The attack that is input from tilting the analog stick sideways and hitting the attack button.

  • F-Tilt2 [Meta Knight, Snake] - The second hit of Meta Knight’s and Snake’s F-tilt
  • F-Tilt3 [Meta Knight] - The third hit of Meta Knight’s F-tilt​

Up/Down Angled Ftilts [Specific Characters] – Some characters ftilt can be tilted up or down. They sometimes vary in damage and knockback from the neutral ftilt.

Down Tilt (D-tilt, Dtilt) [Universal] - The attack that is input from tilting the analog stick down and hitting the attack button, or done while crouching and hitting the attack button.

Up Tilt (U-Tilt, Utilt) [Universal] - The attack that is input from tilting the analog stick up and hitting the attack button, or done while holding up and hitting the attack button.

Smashes

Forward Smash (F-Smash, Fsmash) [Universal] - The attack that occurs from a tap of the control stick sideways and the attack button. It can also be done using the c-stick (on default settings)

  • F-Smash2 [Link, Toon Link] - The second strike of Link and Toon Link's Fsmash. The A button must be pressed after the first strike for the second one to be initiated.
  • Stutter Step F-smash [Universal] - Cancelling an initial dash during the first few frames into an F-smash to get a small boost forward.
  • Reverse Stutter Step F-smash [Universal] - Cancelling an initial dash during the first few frames into an F-smash behind you to get a small boost backward.​

Up/Down Angled F-Smashes [Specific Characters] – Some characters F-smash can be tilted up or down. They sometimes vary in damage and knockback from the neutral F-smash.

Down Smash (D-Smash, Dsmash) [Universal] - The attack that occurs from a tap of the control stick downwards and the attack button. It can also be done using the c-stick (on default settings).

Up Smash (U-Smash) [Universal] - The attack that occurs from a tap of the control stick upwards and the attack button. It can also be done using the c-stick (on default settings).

  • Dash Attack Canceling Up-Smash (DACUS, Boost Smash) [Universal] - Interrupting a Dash Attack during it’s initial start-up time with an Up-Smash (kara cancel). The frame window varies between characters. Depending on which frame the up-smash is cancelled on the distance changes. In many cases buffering the dash attack so the Up-smash can be done as early as possible to get maximum distance is required.

Smash Charge (Charging) [Universal] – The Action of charging a Smash. A charged Smash becomes more powerful the longer the charge is held. The Max Charge Length of each smash is exactly one second (60 frames) but each smash has an individual time when the charge starts in their smash animation.

Aerials

Forward Aerial (F-Air, Fair) [Universal] - The attack that occurs while you hold or tap the control stick forward (from the direction you are facing) and the attack button while in the air.

Backward Aerial (B-Air, Bair) [Universal] - The attack that occurs while you hold or tap the control stick backward (from the direction you are facing) and the attack button while in the air.

Up Aerial (U-Air, Uair, Up-Air) [Universal] - The attack that occurs while you hold or tap the control stick upward (from the direction you are facing) and the attack button while in the air.

Down Aerial (D-Air, Dair) [Universal] - The attack that occurs while hold or tap the control stick downward (from the direction you are facing) and the attack button while in the air.

Neutral Aerial (N-Air, Nair, Sex Kick) [Universal] - The attack that occurs while your control stick is in a neutral, centered position and the attack button is input while in the air.

Z-air (SC-air, Tether) [Specific Characters] - The attack that occurs by inputting "Grab" or a “shield” + "Attack" while airborne. It is also possible to cancel an airdodge into a Z-air by pressing “Attack” during airdodge. All Z-airs can be used to grab the ledge from a farther distance than usual, though not all do damage.

Aerial Landing Lag (Landing Lag) [Universal] - Landing with an aerial during the specific frames that will cause it to have extra lag specific to the attack.

Autocancel [Universal] - Landing with an aerial during the frames in which an aerial will not receive aerial landing lag. This term is exclusively applied to the standard aerial attacks (N-air, U-air, D-air, F-air, and B-air)

Specials

Neutral Special (Neutral-B, B) [Universal] - The action that occurs from a special input with the control stick in a neutral position. Each Neutral Special has a character-specific name.

Forward Special (Side Special, Side-B) [Universal] - The action that occurs from a special input and a tilt or smash left or right. Each Forward Special has a character-specific name.

Up Special (Up-B) [Universal] - The action that occurs from a special input and a tilt or smash up. Each Up Special has a character-specific name.

Down Special (Down-B) [Universal] - The action that occurs from a special input and a tilt or smash down. Each Down Special has a character-specific name.

Turnaround-B [Universal] - The turnaround of neutral special is done by tapping the opposite direction with the control stick and doing neutral special within 20 frames after the tap. Other special turnarounds are done by pressing in the opposite direction and the special's direction.

B-Reverse (Reversal-B) [Universal] - The turnaround in the air that reverses your momentum. It is performed by pressing in the opposite direction you are facing AFTER you perform the special. Wavebounce (Recoil-Special) [Universal] - The reversal of momentum that occurs when you combine a Turnaround-B and B-Reverse. You will face the same direction that you did before.

Grabs and Throws

Grab [Universal] - The action that is inputted with a grab command or inputting a shield and attack.

Shield Grab [Universal] - Cancelling a shield into a grab by inputting an attack while the shield is still being inputted.

Standing Grab [Universal] - A grab that is inputted while standing.

  • Skid Cancelling Grab [Universal] - Interrupting the skid animation with a shield grab to do a standing grab after running.​

Dash Grab [Universal] - A grab that is inputted while running or in a shield that had been started during a run while the shield is being put up.

  • Boost Grab (Dash Attack Canceling Grab, DACG) [Universal] - Interrupting a Dash Attack during its initial start-up time with an Grab. The frame window varies between characters.​

Pivot Grab [Universal] - A grab that is input during a pivot. Can also be performed by tapping the opposite direction during the initial frames of a dash grab.

  • Boost Pivot Grab (Dash Attack Canceling Pivot Grab, DACPG) [Universal] - Interrupting a Boost Grab during the initial frames of the dash grab by tapping the opposite direction.​

Tether Grab [Specific Characters] - A grab that has more range than the average one, and is some type of extension or accessory.

Grab Armor [Universal*] -The super armor that occurs during the single frame when a grab connects. The grabber receives damage but does not receive knockback. *(Pikmin have grab armour, but Olimar does not)

Pummel (Grab Attack) [Universal] - The attack that is executed by inputting attack while the opponent is held after a successful grab.

Forward Throw (F-Throw) [Universal] - Throwing a grabbed opponent forward by tapping the direction your character is facing while they are in your grasp.

Back Throw (B-Throw) [Universal] - Throwing a grabbed opponent backward by tapping the opposite direction your character is facing while they are in your grasp.

Up Throw (U-Throw) [Universal] - Throwing a grabbed opponent upward by tapping up while they are in your grasp.

Down Throw (D-Throw) [Universal] - Throwing a grabbed opponent downward by tapping down while they are in your grasp.

Grab Release [Universal] - Escaping from being in your opponent's grasp. There are two variations of this: a grounded grab release and an aerial grab release.

  • Ground Release [Universal] – Grab releasing where the character release onto the ground. This occurs when the one being grabbed has his feet on the ground and is not inputting a jump. It can also occur when the one being grabbed is being hit by a pummel.
  • Air Release [Universal] – Grab releasing where the character goes airborne. This occurs when the one being grabbed has their feet above ground and isn’t being hit by a pummel. It can also occur when the one being grabbed inputs a jump and isn’t being hit by a pummel.​

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

Movement

Walk [Universal] – Movement by tilting the control stick while being on the ground. The character walks faster with farther tilting.

Turn Around [Universal] - Turning around in place by tilting the control stick the opposite direction a character is facing while they are walking or standing.

Initial Dash [Universal] – Movement performed by tapping the control stick left/right. The character enters a dash animation which becomes Run if the control stick is held. Can be cancelled into a Dash Attack, Jump, Up-Smash, or Side Special. Additionally in the initial five frames you can cancel the dash into an F-Smash, Turnaround or Roll.

  • Dash Dancing [Universal] - Interrupting an initial dash with an initial dash the other direction.
  • True Pivot [Universal] - Interrupting an initial dash with a turn around.​

Run [Universal] - The state after a dash when the control stick is held. Can be cancelled into a jump, pivot, skid, dash attack, Up-Smash, or special.

Skid [Universal] - The state after a run when the control stick is returned to a neutral position.

Pivot (Dash Pivot, Run Pivot) [Universal] - The state in which one changes directions out of a run. After the successful turnaround the character will run again. Can be cancelled into any control stick movement and jump.

Jump [Universal] - The movement caused by pressing the jump button.

  • Jump Start (Jump Squat) [Universal] - The window between when a jump is input and the character is airborne. During this period the jump can be cancelled into an Up Special or Up Smash.
  • Short Hop [Universal] - The jump height caused by releasing the jump button during Jump Start.
  • Full Hop [Universal] - The jump height caused by holding the jump button throughout the whole Jump Start.
  • Double Jump (applies to all aerial jumps) [Universal] - A jump input while one is already airborne. Most characters only have one double jump; select characters have more.
  • Triple Jump [Universal] - Blanket term referring to special moves, generally Up Specials, which are used for recovery.​

Footstool [Universal] - Jumping on another characters head. If the other character is standing, they go into a grounded footstool animation. If they are airborne and not performing an aerial or special, they will go into a special footstooled animation. They will be unable to act out of it for 40 frames and is an untechable animation. At the completion of the 40 frame window, the footstool transfers to the tumble animation and may be teched.

Glide [Charizard, Meta Knight, Pit] - The state activated by holding the jump button or pressing back and forth right after the Double Jump. Can also be started by Meta Knight‘s shuttle loop (up-special).

  • Glide Attack – Move performed by pressing Attack during glide. Glide Attack autocancels in every frame of the move.​

Wall Jump [Specific Characters] - Tapping away from an adjacent wall in order to jump off of it.ave one double jump; select characters have more.

Wall Cling [Specific Characters] - Holding towards a wall will result in sticking to it for three to five seconds (depending on the character). From this position characters can drop, double jump, or wall jump.

Crouch [Universal] - The state activated by pressing down on the control stick.

  • Crawl [Specific Characters] - Moving forward and backward while crouching.

Falling [Universal] - Moving downward while in the air.

Fast Falling [Universal] - Moving faster downward while in the air by inputting a tap down on the control stick during falling.

Drop-through [Universal] - Falling through a platform by tapping down on the control stick.

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

Drifting [Universal] - Using the control stick to influence horizontal air movement while falling. Is often also referred to, erroneously, as Aerial Directional Influence, or ADI.

Momentum Cancelling [Universal] - Using an aerial attack or special move, possibly combined with an air dodge or fastfall, in order to reduce or even halt momentum after being hit by an attack. Various characters have differing momentum cancelling abilities.

Dodges

Invincibility [Universal] - Unable to take knockback or damage from an attack but attacks will interact with the character and incur hitlag.

Intangibility [Universal] - Unable to take knockback or damage from an attack and attacks will not interact with the character.

Super Armour [Universal] - Able to take damage but not knockback from an attack.

Heavy Armour [Universal] - Able to take damage from an attack, but not knockback as long as the attack is weaker than a specified threshold.

  • Damage-Based Heavy Armour [Universal] - Able to take damage from an attack, but not knockback as long as the damage done by the attack is lower than a specified amount.
  • Knockback-Based Heavy Armour [Universal] - Able to take damage from an attack, but not knockback as long as the knockback that would be applied is lower than a specified amount.​

Air Dodge [Universal] - Pressing shield while in the air to become intangible for a short time.

Spotdodge (Side-step) [Universal] - Inputting shield and tapping down while grounded to become intangible for a short time.

Forward Roll [Universal] - Inputting shield and tapping forward to become intangible for a short time and roll forward.

Backward Roll [Universal] - Inputting shield and tapping backward to become intangible for a short time and roll backward.

Ledge Movement

<100%, >100% Ledge Options [Universal] Every Basic Ledge Option has a 100+% Version and a <100% Version. The <100% version is fast and has less duration while the 100+% version is slow and lasts long.

  • Ledge Roll [Universal] - Pressing shield while on the ledge to roll off the ledge with invincibility.
  • Ledge Jump [Universal] - Pressing jump while on the ledge to jump at a height comparable to a Full Hop.
  • Ledge Get-up [Universal] - Holding towards the stage while on the ledge to perform a get-up action with invincibility frames.
  • Ledge Attack [Universal] - Pressing attack while on the ledge to perform an attack with some invincibility frames.​

Ledge Grab [Universal] - The act of grabbing the ledge from the air.

Ledge Hang [Universal] - Doing nothing while on the ledge.

Ledge Drop [Universal] – pressing back or down to drop from the ledge.

Ledge Hop [Universal] – Using the Double Jump after a Ledge Drop to (usually) jump back On-Stage.

Ledge Hogging [Universal] - Occupying the ledge so another character cannot.

Planking (Ledge Camping) [Universal] - The use of invincibility at the ledge to camp the ledge.

  • Perfect Planking [Universal] - Planking performed to optimize invincibility. ​

Sharking [Universal] - Going beneath the stage and attacking below it. This generally applies to ledges and platformed stages.

Scrooging [Charizard, Pit, Meta Knight] - Gliding beneath the stage in order to get to the opposite ledge.

Item Techniques

Item Toss [Universal] - Throwing a held item. The damage done by a thrown item depends how fast it is moving on impact.

  • Hard Throw [Universal] - Tapping a direction and inputting attack or grab while holding an item to perform a strong throw of an item.
  • Soft Throw [Universal] - Tilting a direction and inputting an attack or grab while holding an item to perform a weak throw of an item, the item will typically do less damage.
  • Dash Attack Throw[Universal] - Throwing an item while running.
    • Dash Attack Cancelling Item Throw (DACIT) [Universal] - Interrupting a running item throw with a standing item throw to get a large slide on a standing item throw with less lag.​
    • Jump Cancelling Item Throw [Universal] - Interrupting a dash or running animation with jump and item throw to get a slide on a standing item throw.​
  • Z-Drop (Item Drop) [Universal] - Dropping an item in the air with a grab input while the control stick is in a neutral position.
  • Glide Toss [Universal*] - Throwing an item during the initial frames of a roll.
    • Forward Glide Toss [Universal*] - Performing a roll and throwing an item the same direction as the roll with a Glide Toss.
    • Retreating Glide Toss [Universal*] - Performing a roll and throwing an item the opposite direction as the roll with a Glide Toss.

*(excluding Yoshi)

Item Pick-Up (Pick-Up) [Universal] - Using an attack input to grab an item on the ground.

Item Catch [Universal] - Catching an item that is moving with a shield input or an attack input.

  • Z-Catch (Instant Catch) [Universal] - Catching an item while in the air with a grab input which produces virtually no lag.​

Air Dodge Cancelling Throw [Universal] - Interrupting the initial frames of an airdodge with an item throw.

Air Dodge Drop [Universal] - Dropping an item during the initial frames of an airdodge with a neutral attack input.

Throw Strength [Universal] - Most characters throw items with the same power. However, Zelda, Ganondorf, Jigglypuff, Charizard, and R.O.B. have slightly weaker throws.

Hitbox and Hurtbox Properties

Hurtbox (Hurtbubble) [Universal] - The the bubbles and rounded boxes that form the damageable area of an object such as a character.

Hitbox (Offensive Collision, Hitbubble) [Universal] - The bubble that carries the properties of an attack and deals damage and/or knockback to a hurtbox.

  • Disjointed Hitbox (Disjoint) [Universal] - A hitbox that is noticably distanced from the attacker’s hurtboxes.​

Knockback [Universal] - The term used to describe the launching force of a hitbox.

  • Base Knockback (BKB) [Universal] - Knockback that stays constant no matter what damage the victim is at.
  • Knockback Growth (KBG) [Universal] - Knockback that increases as a function including the victim’s damage.
  • Weight Based Knockback (WBKB, WKB) [Universal] - Knockback that is dependant on a function which specifically includes the victim’s weight.
  • Type Effectiveness [Pokémon Trainer] - A hitbox with the Flame effect will deal 110% knockback to Ivysaur and 90% knockback to Squirtle. A hitbox with the Water effect will deal 110% knockback to Charizard and 90% knockback to Ivysaur. A hitbox with the Grass effect will deal 110% knockback to Squirtle and 90% knockback to Charizard.​

Knockback Direction (Direction, Trajectory, Angle) [Universal] - The direction of the knockback a character takes when it is hit by a hitbox.

  • Meteor Smash [Specific Attacks] - A knockback angle that sends the target downwards.
    • Meteor Cancel [Universal] - Jumping or using an up special move after being Meteor Smashed cancels the downwards force. Attempting to meteor cancel too early results in having to wait for a more extended period before being able to try again.​
    • Spike [Specific Attacks] - A Meteor Smash which can't be Meteor Cancelled and sends the target straight downwards.
  • Sakurai Angle [Universal] - A special knockback direction for which targets must take a certain amount of knockback in order to leave the ground.
  • Autolink Angle [Specific Attacks] - A special knockback direction for which the target is hit in the same direction the attacker is travelling.​

Hitbox Size [Universal] - Refers to the size of a hitbox (specifically, its radius).

Hitbox Damage (Damage) [Universal] - The damage a hitbox does upon connection. Damage factors into the knockback formula.

  • Staling [Universal] - The effect of having connected a hitbox to a hurtbox previously that lowers the damage another time.
  • Stale Damage Queue (Stale Move Queue) [Universal] - The internal list of moves that have previously connected that determines the staleness of a certain move. The further an attack is on the Stale Damage Queue, the lessened the effect of the stale move. The Stale Damage Queue holds up to 9 places. The effect of the Stale Damage Queue is based on a multiplier and the multiplier stacks when instances of the same attack are on the Stale Damage Queue.
  • Fresh [Universal] - A move that is not in the stale damage queue is considered fresh. Fresh moves deal 105% damage.
  • Aura Multiplier (Aura) [Lucario] - The function that generates a multiplier on Lucario’s aura-based hitboxes' damage based on his own damage and stock count (in relation to others). The multiplier raises as Lucario’s damage rises up to 170 damage and also raises when he has fewer stocks than the other opponents on the field.
  • Shield Damage [Certain Attacks] - A value used by some hitboxes in order to deal more damage to opposing shields than their regular damage.
  • Pikmin Immunity [Olimar] - Certain Pikmin colours take no damage and do not flinch from certain hitbox effects: Red Pikmin are immune to Flame hitboxes, Yellow Pikmin are immune to Electric hitboxes, and Blue Pikmin are immune to Water hitboxes.​

Clang (Clash, Clank, etc.) [Universal] - When two opposing hitboxes collide with each other, the two characters are using ground attacks or special moves, and the difference in damage (taking staleness into account) is 9% or less, then both attacks will be interrupted and neither character is damaged. There are exceptions to this rule; for example air attacks and some special moves cannot clang (there are a few exceptions to this exception).

  • Transcendent Priority [Universal] - A hitbox that has transcendent priority cannot interact with opponents' hitboxes.​

Reflection [Mario, Zelda, Kirby, Fox, Falco, Wolf, Ness, Lucas, Pit, R.O.B.] - Some hitboxes can be reflected by certain moves such as Reflector. When reflected, hitboxes now "belong" to the character who reflected them, and will damage the original user of the attack. A reflected hitbox will not alter its usual pathway unless it is programmed otherwise (i.e. most projectiles). Reflecting a hitbox increases its damage.

Absorption [Ness, Lucas, Mr. Game & Watch] - Certain hitboxes are capable of being absorbed and used by Oil Panic and PSI Magnet.

Hitlag (Freeze Frames) [Universal] - The lag produced that affects both the attacker and victim by “freezing” them when a hitbox connects with a hurtbox. SDI is possible during this lag.

  • Hitlag Multiplier [Universal] - The multiplier the game inserts into the hitlag function to determine the length of hitlag.
  • Electric Hitlag (Electric Hitlag Multiplier) [Universal] - The hitlag used to describe a move with the Electric effect. It has a built in multiplier of 1.5 to the hitlag formula.
  • Shield Hitlag [Universal] - The freeze lag that applies to shields when an attack connects with a shield rather than a hurtbox. The attacker will have regular hitlag, while the person in shield will have hitlag based on a formula that disregards the Hitlag Multiplier and Electric Hitlag.​

Projectile [Specific Attacks] - An object produced by a character or the stage that operates independently of its user. Projectiles that deal damage do not transfer any hitlag to their user.

Buried [Specific Attacks] - Hitboxes with the Bury effect will bury characters for a duration of time. Buried characters cannot act and have knockback-based heavy armour. Mashing reduces the time spent buried.

Frozen [Specific Attacks] - Hitboxes with the Freezing effect will freeze characters for a duration of time based on the knockback delivered. Frozen characters take very minimal knockback and half damage from attacks. Flame hitboxes will end the effect immediately. Mashing reduces the time spent frozen.

Hitstun [Universal] - The stun that a character receives after they had been hit and hitlag has finished.

Tumbling [Universal] - Falling after hitstun without acting.

Reeling [Universal] - The corkscrew motion undergone during the hitstun of a very strong hit. Becomes tumbling once the character slows down.

Directional Influence [Universal] - A blanket term covering the influence of movement on a character.

  • DI (Directional Influence) [Universal] - Influencing the trajectory that a hitbox sends the victim by holding a direction after hitlag has finished.
  • SDI (Smash Directional Influence) [Universal] - Influencing the position of a character after they have been hit while in hitlag. The controls used include both the control stick and c-stick.
    • SDI Multiplier [Specific Attacks] - A multiplier used to determine how much SDI ability a specific hitbox has.​
  • Optimal SDI [Universal] - A combination of HCDI as well as the C-stick
  • QCDI (Quarter Circle Directional Influence) [Universal] - Rotating the control stick while in hitlag in a quarter circle to move two Smash Directional Influence units in a certain direction as it includes two cardinal directions on the control stick.
  • HCDI (Half Circle Directional Influence) [Universal] - Rotating the control stick while in hitlag in a half circle to move three Smash Directional Influence units in a certain direction as it includes three cardinal directions on the control stick.
  • In Shield SDI (ISSDI, Shield DI) [Universal] - Tapping left/right to perform SDI while in shield hitlag.​

Shielding

Shield [Universal] - The bubble that appears around your character when a shield input is inputted. All shields can be kept out longer by holding a shield input.

Shield Health [Universal] - The health of shield that determines the size of the shield (along with the character’s own specific shield size). Shield health also determines when a shield will break. When a shield is attacked it’s shield health decreases, as well as when time passes with the shield up, the shield health decreases.

Shield Poke (Shield Stab) [Universal] - A connection of a hitbox to an unprotected part of the hurtbox while the victim is shielding. The cause is that the shield is smaller than a characters hurtbox at times.

Powershield (PS, Perfect Shield) [Universal] - Shielding a hitbox within the first three frames of inputting a shield. The result is a lack of shield knockback and shield health loss, as well as being able to act out of shield drop immediately. It also disables the minimum amount of time a shield has to be out.

Shield Break [Universal] - When a shield reaches 0 health, the shield disappears and the one shielding is popped into the air and forced into a daze when they land (if they land).

Jump Out of Shield (Jump OoS, Shield Jump) [Universal*] - Cancelling a shield into a jump by inputting a jump. *(excluding Yoshi)

Shield Angling (Shield Tilt) [Universal*] - Angling a shield by tilting a direction on the control stick. *(excluding Yoshi)

Shield Platform Drop-through [Universal] - Cancelling a shield into a drop-through by slightly tilting the control stick down. The sensitivity of movement in the control stick is very important.

Shield Knockback (Shield Push) [Universal] - The knockback a shield receives when it is hit by a hitbox. The distance is determined by the strength of the attack, the direction of the attack and the friction of the character.

Shield Daze [Universal] - The state a character enters after their shield is broken and they hit the ground. The player is unable to control the character until the Shield Daze is finished or interrupted. Struggle inputs are accepted during this state to make the Shield Daze longer. The Shield Daze also lasts for a shorter time as the damage of the victim increases.

Hylian Shield (Link) [Link, Toon Link] - The shield held by Link's incarnations. When standing still and not in an idle animation, the shield will block any projectile that strikes its face, so long as said projectile is reflectable and blockable.

Teching, Missed Techs and Tripping

Tech (Ukemi) [Universal] - The action that occurs when you input a shield as you strike part of the stage when you're tumbling or reeling. The window is variable due to Brawl's coding engine.

  • Floor Tech (Ground Ukemi) [Universal] - Teching on the ground.
  • Wall Tech (Wall Ukemi) [Universal] - Teching against a wall.
    • Wall Tech Jump [Universal] - Holding a jump input while wall teching will result in a wall jump, whether the character can wall jump or not.​
  • Ceiling Tech [Universal] - Teching against a ceiling.​

Tech Roll (Ukemi Roll) [Universal] - The roll that occurs when you input a floor tech and hold the analog stick either to the left or right.

Missed Tech (Missed Ukemi) [Universal] - The action of missing the teching window to late or entirely not inputting a tech. You then land on the ground and entering flopping animation. Flop (Damaged State) [Universal] - The initial animation of missing a tech. It also refers to a damaged state when you are in a missed tech position.

Jab Lock (Ground Lock) [Universal] - Being hit while in the damaged state.

Get-Up Roll (Wakeup Roll) [Universal] - Inputting a tilt or tap forward or backward while having missed a tech and laying idle or after being tripped.

Get-Up (Wakeup Stand) [Universal] - Inputting a tilt or tap up while having missed a tech and laying idle or after being tripped.

Get-Up Attack (Wakeup Attack) [Universal] - Inputting an attack while having missed a tech and laying idle or after being tripped.

Forced Get-Up (Forced Wakeup) [Universal] - The Get-Up that is forced after missing a tech and being hit by certain attacks before you exit the flopping state.

Tripping [Universal] - Being forced into a falling motion while on the ground either by random chance or induced by an attack.

  • Run Trip [Universal] - Tripping after initiating a dash.
  • Pivot Trip [Universal] - Tripping after initiating a running pivot.
  • Forced Trip [Universal] - Being forced to trip from an attack. This is induced by moves that have a low angled trajectory with a tripping multiplier, or by moves with a certain angle with a base trip rate of 11% or from attacks with a slip element (Bananas).​

Trip Lock (Banana Lock) [Universal] - Being tripped while in a tripped state. In some instances it can be done infinitely.