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Super smash bros ultimate vocabulary
Super smash bros ultimate vocabulary




super smash bros ultimate vocabulary

Falling speed = The speed a character falls when in the air.DI = DI or Directional Influence is a technique where if one inputs a direction perpendicular to the direction launched, the knockback will be transferred to the direction, making it more easier to survive.This move was also known as "Jab reset" in Melee.

super smash bros ultimate vocabulary

Jab Lock = When an opponent is lying on the ground, using a weak attack (like a jab, or a sourspotted aerial) will "push" the opponent a little bit in front of you doing this forces the opponent to do a regular get-up, and can be punished using a charged smash attack or other powerful move to capitalize on their limited options.Sourspot = Any hitbox in an attack that deals far less damage and knockback.

super smash bros ultimate vocabulary

  • Sweetspot = The hitbox in an attack that deals the most damage and knockback.
  • Hitbox = The area in every attack that deals damage.
  • This is also known as a "quick get up" or a "ukemi".
  • Tech or Teching = Pressing the shield button as soon as you hit a wall or the ground to pop up from it immediately.
  • Also known as the 'Cannonball Effect' in 3DS/Wii U. This will send the other person back with similar knockback, but the attack itself deals far less damage.
  • Dead weight = When you hit someone into somebody else.
  • Some moves that can do this are Samus's bombs, R.O.B.'s Gyro, and Villager's Tree. Edge-pressure often times uses projectiles that can be easily deposited onto an edge though it is not limited to this.
  • Edge Pressure = the act of placing an attack with long-lasting hitboxes on the edge of a stage or creating some other kind of obstruction on the edge so that an opponent hanging on the edge or recovering to the edge will feel pressured to drop back off the edge or roll onto the stage to avoid being hit by the edge-guarder's attack a smart player will often position themselves to punish the opponent when they edge-roll.
  • Two characters can occupy one edge if one of them is hanging off of it via a tether, such as Link, Samus, or Lucas. The trumped opponent can be kept away from the edge by releasing the edge, using a back aerial or down aerial, and then returning to the edge. When a character grabs an edge that is already occupied by another character, the character that previously occupied the edge is tossed off at an upwards angle a short distance, and the character that trumped it will take the ledge from them. This strategy no longer works in 3DS/Wii U.
  • Edge Hogging = Hanging off the side of the stage so when your opponent tries to grab the edge, he/she does not grab the ledge and fall to their death.
  • super smash bros ultimate vocabulary

    Gimping and metero-smashing are both edge-guarding strategies. Edge-guarding = The act of guarding the edge of the stage from recovering opponents by using certain attacks, projectiles, or pushboxes.Camp/Camping = Standing on one side of the stage and spamming projectiles, or waiting there until somebody comes near you.Gimping = Catching somebody on their recovery attempt with a small attack that sends them just out of range of the stage for an easy KO.Pivoting = Running or walking in one direction and then turning around as the pursuing opponent closes in and inputting an attack or grab at the same time in order to catch the opponent off-guard and hit them with an attack.Spamming = Abusing one attack or strategy, often through repeatedly using the move in rapid succession.If two moves with the same priority collide, they cancel each other out. Priority = An attack that will hit first if collided with another attack.Actually a viable strategy as this move lessens knockback, making combos easier to land. This is also known as "Stale move negation". Stale Moves = A penalty to damage and knockback that the game gives you for repeating the same moves over and over again.You can still take damage, but you don't get launched. Super Armor = Frames of animation during an attack that makes you impervious to knockback.Similar to a meteor smash but the opponent is unable to jump out of it. Spike = An attack that sends the opponent straight down.You interrupt it, as soon as you press another button. This means that you can attack again, part way through the original attack. There are attacks that you can interrupt before the full attack animation is over. The only difference is the game doesn't do it for you. IASA = Interruptible As Soon As, is like a cancel.It usually happens with aerial attacks when you land and have no landing animation, which allows you to attack again immediately. Auto Cancel = A move that is stopped prematurely that allows you to attack again.You can discuss this issue on the talk page or edit this page to improve it. The editor who added this tag believes this page should be cleaned up for the following reason: Better layout of page, not just a bulleted list This article or section may require a cleanup.






    Super smash bros ultimate vocabulary