Simple Questions, Simple Answers - Page 10
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MountainGoat
United States507 Posts
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lycheejello
United States59 Posts
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Shinshady
Canada1237 Posts
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JumboJohnson
537 Posts
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Shinshady
Canada1237 Posts
Attacks - (F-air , Dsmash , Utilt, Nair etc) - F = Forwards , D = Down , U = Up , N= Neutral. Air means in the air, tilt means on the ground you slightly slant your control stick in that direction but not all the way (or else you'll do a smash). Smash is the attacks you do with your C-stick or when you hit your control stick the furthest it can go and A at the same time. Airgrab : When an item is thrown at you (namely Peach/Links in competitive play) pressing Z will grab the item. It is easier to airdodge and grab while doing it but it's better to learn not to rely on air dodging. Blastline: Areas on the map where when you pass it your character loses a stock. Character Counter (known as hard/soft counters): In all fighting games most characters have an easier time against another character. Picking a character based on them doing better than the character you are currently using is called a counter. Hard counters mean that your character is really good against them, usually like a 70:30 matchup. Soft counters are usually less extreme such as 60:40 matchups or even 55:45 matchups. Chain grabbing - The act of grabbing and regrabbing multiple times in a way that your opponent cannot escape. Counterpick: The act of picking a stage/character after losing normally to have an advantage. Dashdancing: The acting of dashing left and right during the dash animation finishes so that your character has no lag when turning around Ditto's (aka Mirror matches) : A match consisting of two of the same characters Edge-guard: The act of stopping your opponent from coming back to the stage/ledge. Edgehog: Grabbing the edge while your opponent is recovering so that they cannot grab it themselves usually leading to a kill. Fast-fall: Pressing down the control stick while at the peak or when your character is already falling from a jump to make your character fall faster. Free/so free - Meant to denote that a match/player is easy to beat usually meant to insult a player Friendly: A match that is just mainly for practice i.e. not a serious/tournament match Gimp: A kill at a low percent (certain moves are good at gimping like Fox's Shine). Normally happens after a character is sent off of stage early and then is hit with a large or set knock back move. Hitbox: The area of an attack that is able to damage your opponent Johns: An excuse for why you lost/played badly JV- Winning with a new stock and taking no hits (0%) Knockback: This refers to how far a character is pushed back/away from your character by an attack you use. L-canceling: Usage of the L/R/Z button to cancel the landing frames of a aerial attack (that isn't performed with the B button) Lag: Downtime after performing a move. Can also mean clunky play between two players online because of connection/internet issues Meteor Smash: An attack that sends an opponent downwards but can be jump canceled/up B canceled before the hitstun of the attack ends. I.e Mario's Fair Money Match: A match in which money is on the line for both players. Power Shield: The act of shielding right before a projectile hits you resulting in the projectile being sent back at the opponent (power shielding makes the projectile yours so it will hit opponents back) Punish: The act of attacking an opponent is vulnerable very often during lag of attacks. Also very common when someone Up B's back on stage Salty: Being mad/sad about a loss. Sandbagging: The act of playing worse against an opponent on purpose for what ever reason. SD/Self-Destruct: Getting KOed (losing a stock) without your opponent hitting you to make you lose said stock. Sex Kick: An attack that has a hitbox out until the attack animation is fully completed i.e. Shiek's nair Share Stock: Taking a stock from your partner in a doubles game Short Hop: Jumping up at a smaller height than you would if you held the jump button/control stick up. Leads to a smaller jump variant. Spike: An attack that sends an opponent downwards and cannot be canceled before the hitstun ends. I.E Marth's tipper Dair Stage Spike: When an attack hit's an opponent that sends them into a wall. When they hit the wall they'll be sent at a downward angled direction similar to a spike as it cannot be canceled unless the opponent teched the wall hit. Stalling: The act of making a match longer. This can happen by avoiding your opponent, through multiple ledge grabs (as grabbing the ledge grants you invincibility for a short time and this can be refreshed), etc. Star KO: Getting KOed off the top blast zone resulting in your character being sent flying off like a shooting star. Sweet spot: Some attacks have areas where they have different properties. This is very prominent in a character like Marth. Hitting his sweet spot (known as tippers as it is the tip of the sword) leads to more powerful attacks and more knockback. Note: Sweet spotting can also mean Sweet spotting the ledge which means that you perfectly use an Up-B and at the highest point/end of the animation your character grabs the ledge so you have no lag and cannot be punished. Teching: The act of hitting L/R right while your character is in hitstun before they hit the ground or part of the stage. This leads to your character getting back up instantly instead of ending up on the ground in a vulnerable state. Teching is important for surviving as a lot of combos can be done when you fail to tech. Technology: Usually refers to techniques and strategies that is not really known to people or hard to input. Wall jump: The act of pressing the opposite direction of a wall, and your character will do a special animation and jump off of the wall and in an arc direction. Only some character can wall jump. (If you wall tech and hold up while doing so, your character will perform a wall jump even if they normally cannot). Wavedash: The act of jumping and quickly airdashing towards the ground to create a sliding motion. See advanced techniques for more information. Waveland: The act of wavedashing at the end of a jump or to cancel the rest of your jump so you land on a platform faster. Can be used in combos. Wobbling: The act of Ice Climbers grabbing an opponent and attacking them with Nana and Popo in a precise timing that makes it impossible to get out of the grab leading to for sure kills. Can only happen at certain percents above 30% or so. # stocking - Amount of lives left when winning the game Thanks to joshie0808 for some of the terms earlier Edit : http://www.teamliquid.net/forum/smash-bros/447134-general-techniques Has more of the advanced terminology and some that I didn't cover like DI, pivoting, and the other cancels you can do. | ||
JohnChoi
1773 Posts
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teeeckskay
United States58 Posts
it's part of a bigger project that doesn't exist anywhere yet, but the terminology should be solid enough | ||
Shinshady
Canada1237 Posts
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OnceKing
United States939 Posts
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tofucake
Hyrule18780 Posts
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mikeymoo
Canada7170 Posts
On March 27 2014 22:04 tofucake wrote: Marth soft counters spacies because he can 0-death them with chain grab into Ken combo. Try that. My marth matchup knowledge may be outdated but I thought there was a specific DI that would get you out of the chain grab around 20-35%? | ||
YokaY
United States108 Posts
Or is there no preference and i was just imagining that? | ||
tofucake
Hyrule18780 Posts
On March 27 2014 22:53 mikeymoo wrote: My marth matchup knowledge may be outdated but I thought there was a specific DI that would get you out of the chain grab around 20-35%? On platform stages it's true, though for PS it's a bit higher. On FD all you have to do with Marth is a dash or wavedash to continue. But still, 35% for free is pretty good. On March 27 2014 23:11 YokaY wrote: Why is pivot grabbing, or more grabbing from a standing position important in chain grabbing? Why do people prefer it over dash grab or jc grab? Or is there no preference and i was just imagining that? Dash grab is slower than standing grab, which is why you usually see people jc grab from run or pivot grab. | ||
Kyuukyuu
Canada6263 Posts
On March 27 2014 22:53 mikeymoo wrote: My marth matchup knowledge may be outdated but I thought there was a specific DI that would get you out of the chain grab around 20-35%? Yes, in that range (21-25%) you can do slight-behind DI. This doesn't get you out of the chaingrab guaranteed but it does force Marth to do a pivot grab which is difficult to get consistently. On March 27 2014 23:11 YokaY wrote: Why is pivot grabbing, or more grabbing from a standing position important in chain grabbing? Why do people prefer it over dash grab or jc grab? Or is there no preference and i was just imagining that? Not sure what you mean. In the above example you have to pivot grab because no other grab will work. In other situations you do as it requires. Why dash and jc grab if they DI'd slightly in front? Just stand and regrab. | ||
Shinshady
Canada1237 Posts
On March 27 2014 16:44 OnceKing wrote: Advice for getting out of Falco's combos as Marth? I'm pretty good at avoiding lasers and comboing/ledgeguarding Falco myself, but I always dread getting hit by Falco as I feel it almost invariably leads to me taking 60% or dying. Smash DI the pillar more specifically the shine portion it won't always get you out but if it does they can only end their combo with double laser instead of dair to tech chase. It's a spacing heavy match up for marth. Also learning to gimp falco will lead to some free stocks | ||
Kyuukyuu
Canada6263 Posts
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Xeofreestyler
Belgium6733 Posts
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spacer
Netherlands2786 Posts
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GhandiEAGLE
United States20754 Posts
On March 28 2014 06:09 spacer wrote: Just bought a gamecube and melee for a couple of euros, how to get good enough to beat my friends 3 weeks from now? (they've only played brawl a bit) I've been down the "good in 3 weeks" road. It's like trying in 3 weeks to just be good at Starcraft. It doesn't come quickly. | ||
JohnChoi
1773 Posts
On March 28 2014 05:59 Xeofreestyler wrote: I still don't get what smash DI means, can someone elaborate? there's two kinds of DI smash and slide. smash is when you mash the control stick in one direction and slide is when you use two like left and diagonal left-down. | ||
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