User:JazzerThighs/sandbox

From SuperCombo Wiki

$Example Code Name (version) [Author 1, Author 2, etc.] Numero Uno - No Formatting

  • Description of the code's purpose.
  • Description may also contain complimentary information such as Code Options, etc.

01234567 89ABCDEF #Developer Comments 01234567 89abxxyy #Developer Comments may also contain pointers to XX, YY, etc.

$Example Code Name (version) [Author 1, Author 2, etc.] Numero Dos - Old newline->space format
*Description of the code's purpose.
*Description may also contain complimentary information such as Code Options, etc.
01234567 89ABCDEF #Developer Comments
01234567 89abxxyy #Developer Comments may also contain pointers to XX, YY, etc.
$Example Code Name (version) [Author 1, Author 2, etc.] Numero Tres - "pre" div tags
*Description of the code's purpose.
*Description may also contain complimentary information such as Code Options, etc.
01234567 89ABCDEF #Developer Comments
01234567 89abxxyy #Developer Comments may also contain pointers to XX, YY, etc.

Not using this right now

<div class="mw-collapsible mw-collapsed" data-expandtext="Click to expand" data-collapsetext="Click to collapse"> ZdShPkPcMtUpBRegions.png

Yoshis

Template:Icon-GCN


Super Smash Bros. Melee SuperComboGG Term Index

This SSBM SuperCombo Wiki is to be heavily reliant on Labeled Section Transclusion to provide simple avenues for contributors to organize information, and to ensure that all pages contain information that can be updated en masse.

Super Smash Bros. Melee has attached to it a large number of techniques, mechanics, and other variables that all require multi-faceted connections to understand in their entirety. The structure of this Wiki is to provide a full-scope view for any desired topic. Each term is to have its own SSBM/(Subpage), and contain section that can be individually transcluded to pages of overarching topics.

When writing a subpage, copy everything in the Pastebin Below to the Wikitext Source Page. Then, fill in any fields that can be filled in, and leave the rest empty.


== Glossary Information ==

Term= <section begin="term" />(Primary Name of Term, followed by alternate names)<section end="term" />

Part of Speech= <section begin="partofspeech" />(noun, verb, adverb. Seperate by commas if multiple.)<section end="partofspeech" />

Definition= <section begin="definition" />(Standard definition that could appear in a dictionary.)<section end="definition" />

Technical Jargon= <section begin="technicaljargon" />(Technical mumbo-jumbo information that gets to the inner workings of the mechanic.)<section end="technicaljargon" />

Usage Guide= <section begin="usageguide" />(Strategies and guides on how to use the technique in a competitive environment.)<section end="usageguide" />

=== Contextual Criteria ===

Digital Controls Used= <section begin="digitalcontrolsused" />({{Icon-GCN|A}}, {{Icon-GCN|B}}, {{Icon-GCN|X}}, {{Icon-GCN|Y}}, {{Icon-GCN|Z}}, {{Icon-GCN|D}}, {{Icon-GCN|L}}, and/or {{Icon-GCN|R}})<section end="digitalcontrolsused" />

Analog Controls Used= <section begin="analogcontrolsused" />({{Icon-GCN|ALR}}, {{Icon-GCN|LS}}, and/or {{Icon-GCN|CS}})<section end="analogcontrolsused" />

StickMaps= <section begin="stickmaps" />(Any files containing StickMap visualizations of the technique if either the {{Icon-GCN|LS}} or {{Icon-GCN|CS}} is used.)<section end="stickmaps" />

RectangleControllerNotes= <section begin="rectanglecontrollernotes" />(Any and all information pertaining to Rectangle/Stickless controllers including but not limited to nerfs, advantages, execution tutorials, etc.)<section end="rectanglecontrollernotes" />

Frame Timeline= <section begin="frametimeline" />(String of color-coded squares that show the frames in a line of the mechanic (From Template).)<section end="frametimeline" />

Community Patch= <section begin="communitypatch" />(Any and all Community Patches that exist to alter this mechanic.)<section end="communitypatch" />

=== Extra Content ===

Gecko Codes= <section begin="geckocodes" />(Any Gecko Codes written that touch this mechanic)<section end="geckocodes" />

External Links= <section begin="externallinks" />(External Links to reference material.)<section end="externallinks" />

=== Character Specific Context ===

{{Character Label|SSBM|Dr. Mario}}= <section begin="drmario" />(Content)<section end="drmario" />
{{Character Label|SSBM|Mario}}= <section begin="mario" />(Content)<section end="mario" />
{{Character Label|SSBM|Luigi}}= <section begin="luigi" />(Content)<section end="luigi" />
{{Character Label|SSBM|Bowser}}= <section begin="bowser" />(Content)<section end="bowser" />
{{Character Label|SSBM|Peach}}= <section begin="peach" />(Content)<section end="peach" />
{{Character Label|SSBM|Yoshi}}= <section begin="yoshi" />(Content)<section end="yoshi" />
{{Character Label|SSBM|Donkey Kong}}= <section begin="donkeykong" />(Content)<section end="donkeykong" />
{{Character Label|SSBM|Captain Falcon}}= <section begin="captainfalcon" />(Content)<section end="captainfalcon" />
{{Character Label|SSBM|Ganondorf}}= <section begin="ganondorf" />(Content)<section end="ganondorf" />
{{Character Label|SSBM|Falco}}= <section begin="falco" />(Content)<section end="falco" />
{{Character Label|SSBM|Fox}}= <section begin="fox" />(Content)<section end="fox" />
{{Character Label|SSBM|Ness}}= <section begin="ness" />(Content)<section end="ness" />
{{Character Label|SSBM|Ice Climbers}}= <section begin="iceclimbers" />(Content)<section end="iceclimbers" />
{{Character Label|SSBM|Kirby}}= <section begin="kirby" />(Content)<section end="kirby" />
{{Character Label|SSBM|Samus}}= <section begin="samus" />(Content)<section end="samus" />
{{Character Label|SSBM|Zelda}}= <section begin="zelda" />(Content)<section end="zelda" />
{{Character Label|SSBM|Sheik}}= <section begin="sheik" />(Content)<section end="sheik" />
{{Character Label|SSBM|Link}}= <section begin="link" />(Content)<section end="link" />
{{Character Label|SSBM|Young Link}}= <section begin="younglink" />(Content)<section end="younglink" />
{{Character Label|SSBM|Pichu}}= <section begin="pichu" />(Content)<section end="pichu" />
{{Character Label|SSBM|Pikachu}}= <section begin="pikachu" />(Content)<section end="pikachu" />
{{Character Label|SSBM|Jigglypuff}}= <section begin="jigglypuff" />(Content)<section end="jigglypuff" />
{{Character Label|SSBM|Mewtwo}}= <section begin="mewtwo" />(Content)<section end="mewtwo" />
{{Character Label|SSBM|Mr. Game and Watch}}= <section begin="mrgameandwatch" />(Content)<section end="mrgameandwatch" />
{{Character Label|SSBM|Marth}}= <section begin="marth" />(Content)<section end="marth" />
{{Character Label|SSBM|Roy}}= <section begin="roy" />(Content)<section end="roy" />
{{Character Label|SSBM|Male Wireframe}}= <section begin="malewireframe" />(Content)<section end="malewireframe" />
{{Character Label|SSBM|Female Wireframe}}= <section begin="femalewireframe" />(Content)<section end="femalewireframe" />
{{Character Label|SSBM|Master Hand}}= <section begin="masterhand" />(Content)<section end="masterhand" />
{{Character Label|SSBM|Crazy Hand}}= <section begin="crazyhand" />(Content)<section end="crazyhand" />
{{Character Label|SSBM|Giga Bowser}}= <section begin="gigabowser" />(Content)<section end="gigabowser" />
{{Character Label|SSBM|Sandbag}}= <section begin="sandbag" />(Content)<section end="sandbag" />

=== Stage-Specific Context ===

{{Icon-SSBM Stages|akaneiastage}}= <section begin="akaneiastage" />(Content)<section end="akaneiastage" />
{{Icon-SSBM Stages|allstarrestarea}}= <section begin="allstarrestarea" />(Content)<section end="allstarrestarea" />
{{Icon-SSBM Stages|battlefield}}= <section begin="battlefield" />(Content)<section end="battlefield" />
{{Icon-SSBM Stages|bigblue}}= <section begin="bigblue" />(Content)<section end="bigblue" />
{{Icon-SSBM Stages|brinstar}}= <section begin="brinstar" />(Content)<section end="brinstar" />
{{Icon-SSBM Stages|brinstardepths}}= <section begin="brinstardepths" />(Content)<section end="brinstardepths" />
{{Icon-SSBM Stages|brinstarescapeshaft}}= <section begin="brinstarescapeshaft" />(Content)<section end="brinstarescapeshaft" />
{{Icon-SSBM Stages|corneria}}= <section begin="corneria" />(Content)<section end="corneria" />
{{Icon-SSBM Stages|dreamlandn64}}= <section begin="dreamlandn64" />(Content)<section end="dreamlandn64" />
{{Icon-SSBM Stages|dummystage}}= <section begin="dummystage" />(Content)<section end="dummystage" />
{{Icon-SSBM Stages|enteistage}}= <section begin="enteistage" />(Content)<section end="enteistage" />
{{Icon-SSBM Stages|fzerograndprix}}= <section begin="fzerograndprix" />(Content)<section end="fzerograndprix" />
{{Icon-SSBM Stages|finaldestination}}= <section begin="finaldestination" />(Content)<section end="finaldestination" />
{{Icon-SSBM Stages|flatzone}}= <section begin="flatzone" />(Content)<section end="flatzone" />
{{Icon-SSBM Stages|fountainofdreams}}= <section begin="fountainofdreams" />(Content)<section end="fountainofdreams" />
{{Icon-SSBM Stages|fourside}}= <section begin="fourside" />(Content)<section end="fourside" />
{{Icon-SSBM Stages|goombastage}}= <section begin="goombastage" />(Content)<section end="goombastage" />
{{Icon-SSBM Stages|greatbay}}= <section begin="greatbay" />(Content)<section end="greatbay" />
{{Icon-SSBM Stages|greengreens}}= <section begin="greengreens" />(Content)<section end="greengreens" />
{{Icon-SSBM Stages|homerunstadium}}= <section begin="homerunstadium" />(Content)<section end="homerunstadium" />
{{Icon-SSBM Stages|icetopstage}}= <section begin="icetopstage" />(Content)<section end="icetopstage" />
{{Icon-SSBM Stages|iciclemountain}}= <section begin="iciclemountain" />(Content)<section end="iciclemountain" />
{{Icon-SSBM Stages|junglejapes}}= <section begin="junglejapes" />(Content)<section end="junglejapes" />
{{Icon-SSBM Stages|kongojunglen64}}= <section begin="kongojunglen64" />(Content)<section end="kongojunglen64" />
{{Icon-SSBM Stages|kongojungle}}= <section begin="kongojungle" />(Content)<section end="kongojungle" />
{{Icon-SSBM Stages|majorasmaskstage}}= <section begin="majorasmaskstage" />(Content)<section end="majorasmaskstage" />
{{Icon-SSBM Stages|mushroomkingdomadventurestage}}= <section begin="mushroomkingdomadventurestage" />(Content)<section end="mushroomkingdomadventurestage" />
{{Icon-SSBM Stages|mushroomkingdomi}}= <section begin="mushroomkingdomi" />(Content)<section end="mushroomkingdomi" />
{{Icon-SSBM Stages|mushroomkingdomii}}= <section begin="mushroomkingdomii" />(Content)<section end="mushroomkingdomii" />
{{Icon-SSBM Stages|mutecity}}= <section begin="mutecity" />(Content)<section end="mutecity" />
{{Icon-SSBM Stages|onett}}= <section begin="onett" />(Content)<section end="onett" />
{{Icon-SSBM Stages|pokefloats}}= <section begin="pokefloats" />(Content)<section end="pokefloats" />
{{Icon-SSBM Stages|pokemonstadium}}= <section begin="pokemonstadium" />(Content)<section end="pokemonstadium" />
{{Icon-SSBM Stages|princesspeachscastle}}= <section begin="princesspeachscastle" />(Content)<section end="princesspeachscastle" />
{{Icon-SSBM Stages|racetothefinishstage}}= <section begin="racetothefinishstage" />(Content)<section end="racetothefinishstage" />
{{Icon-SSBM Stages|rainbowcruise}}= <section begin="rainbowcruise" />(Content)<section end="rainbowcruise" />
{{Icon-SSBM Stages|temple}}= <section begin="temple" />(Content)<section end="temple" />
{{Icon-SSBM Stages|teststage}}= <section begin="teststage" />(Content)<section end="teststage" />
{{Icon-SSBM Stages|trophycollectorstage}}= <section begin="trophycollectorstage" />(Content)<section end="trophycollectorstage" />
{{Icon-SSBM Stages|undergroundmaze}}= <section begin="undergroundmaze" />(Content)<section end="undergroundmaze" />
{{Icon-SSBM Stages|venom}}= <section begin="venom" />(Content)<section end="venom" />
{{Icon-SSBM Stages|yoshisislandn64}}= <section begin="yoshisislandn64" />(Content)<section end="yoshisislandn64" />
{{Icon-SSBM Stages|yoshisisland}}= <section begin="yoshisisland" />(Content)<section end="yoshisisland" />
{{Icon-SSBM Stages|yoshisstory}}= <section begin="yoshisstory" />(Content)<section end="yoshisstory" />

{{Smash Melee}}
[[Category:SSBMGlossary]]
[[Category:Super Smash Bros. Melee]]

Other Categories

If the term fits under SSBM/Grounded Movement, than include [[Category:SSBM Grounded Movement]] at the very bottom of the Wikitext.

If the term fits under SSBM/Aerial Movement, than include [[Category:SSBM Aerial Movement]] at the very bottom of the Wikitext.

If the term fits under SSBM/Ledge Movement, than include [[Category:SSBM Ledge Movement]] at the very bottom of the Wikitext.

If the term can be considered a Fundamental Part of a basic gameplan in competitive SSBM, than include [[Category:Super Smash Bros. Melee/Universal Strategy]] at the very bottom of the Wikitext.

If the term is Unused Content found on some version of the SSBM Disc, than include [[Category:Super Smash Bros. Melee/Unused Content]] at the very bottom of the Wikitext.

Glossary Information

Term= (Primary Name of Term, followed by alternate names)

Part of Speech= (noun, verb, adverb. Seperate by commas if multiple.)

Definition= (Standard definition that could appear in a dictionary.)

Technical Jargon= (Technical mumbo-jumbo information that gets to the inner workings of the mechanic.)

Usage Guide= (Strategies and guides on how to use the technique in a competitive environment.)

Contextual Criteria

Digital Controls Used= (ButtonIcon-GCN-A.pngA-Button, ButtonIcon-GCN-B.pngB-Button, ButtonIcon-GCN-X.pngX-Button, ButtonIcon-GCN-Y.pngY-Button, ButtonIcon-GCN-Z.pngZ-Button, ButtonIcon-GCN-D-Pad.pngD-Pad, ButtonIcon-GCN-L.pngL-Shoulder-Button, and/or ButtonIcon-GCN-R.pngR-Shoulder-Button)

Analog Controls Used= (ButtonIcon-GCN-L-P.png/ButtonIcon-GCN-R-P.pngAnalog-L/R-Value, ButtonIcon-GCN-Control Stick.pngLeft-Stick, and/or ButtonIcon-GCN-C-Stick.pngC-Stick)

StickMaps= (Any files containing StickMap visualizations of the technique if either the ButtonIcon-GCN-Control Stick.pngLeft-Stick or ButtonIcon-GCN-C-Stick.pngC-Stick is used.)

RectangleControllerNotes= (Any and all information pertaining to Rectangle/Stickless controllers including but not limited to nerfs, advantages, execution tutorials, etc.)

Frame Timeline= (String of color-coded squares that show the frames in a line of the mechanic (From Template).)

Community Patch= (Any and all Community Patches that exist to alter this mechanic.)

Extra Content

Gecko Codes= (Any Gecko Codes written that touch this mechanic)

External Links= (External Links to reference material.)

Character Specific Context

SSBM Dr. Mario Icon.png Dr. Mario= (Content) SSBM Mario Icon.png Mario= (Content) SSBM Luigi Icon.png Luigi= (Content) SSBM Bowser Icon.png Bowser= (Content) SSBM Peach Icon.png Peach= (Content) SSBM Yoshi Icon.png Yoshi= (Content) SSBM Donkey Kong Icon.png Donkey Kong= (Content) SSBM Captain Falcon Icon.png Captain Falcon= (Content) SSBM Ganondorf Icon.png Ganondorf= (Content) SSBM Falco Icon.png Falco= (Content) SSBM Fox Icon.png Fox= (Content) SSBM Ness Icon.png Ness= (Content) SSBM Ice Climbers Icon.png Ice Climbers= (Content) SSBM Kirby Icon.png Kirby= (Content) SSBM Samus Icon.png Samus= (Content) SSBM Zelda Icon.png Zelda= (Content) SSBM Sheik Icon.png Sheik= (Content) SSBM Link Icon.png Link= (Content) SSBM Young Link Icon.png Young Link= (Content) SSBM Pichu Icon.png Pichu= (Content) SSBM Pikachu Icon.png Pikachu= (Content) SSBM Jigglypuff Icon.png Jigglypuff= (Content) SSBM Mewtwo Icon.png Mewtwo= (Content) SSBM Mr. Game and Watch Icon.png Mr. Game and Watch= (Content) SSBM Marth Icon.png Marth= (Content) SSBM Roy Icon.png Roy= (Content) SSBM Male Wireframe Icon.png Male Wireframe= (Content) SSBM Female Wireframe Icon.png Female Wireframe= (Content) SSBM Master Hand Icon.png Master Hand= (Content) SSBM Crazy Hand Icon.png Crazy Hand= (Content) SSBM Giga Bowser Icon.png Giga Bowser= (Content) SSBM Sandbag Icon.png Sandbag= (Content)

Stage-Specific Context

SSBM AKANEIA Stage Debug Menu.pngAKANEIA Stage= (Content) SSBM All Star Rest Area.pngAll Star Rest Area= (Content) SSBM Battlefield.pngBattlefield= (Content) SSBM Big Blue.pngBig Blue= (Content) SSBM Brinstar.pngBrinstar= (Content) SSBM Brinstar Depths.pngBrinstar Depths= (Content) File:SSBM Brinstar Escape Shaft.pngBrinstar Escape Shaft= (Content) SSBM Corneria.pngCorneria= (Content) SSBM Dream Land N64.pngDream Land N64= (Content) SSBM DUMMY Stage.pngDUMMY Stage= (Content) File:SSBM Entei Stage.pngEntei Stage= (Content) SSBM F-Zero Grand Prix.pngF-Zero Grand Prix= (Content) SSBM Final Destination.pngFinal Destination= (Content) SSBM Flat Zone.pngFlat Zone= (Content) SSBM Fountain of Dreams.pngFountain of Dreams= (Content) SSBM Fourside.pngFourside= (Content) SSBM Goomba Stage.pngGoomba Stage= (Content) SSBM Great Bay.pngGreat Bay= (Content) SSBM Green Greens.pngGreen Greens= (Content) File:SSBM Home-Run Stadium.pngHome-Run Stadium= (Content) SSBM ICETOP Stage.pngICETOP Stage= (Content) SSBM Icicle Mountain.pngIcicle Mountain= (Content) SSBM Jungle Japes.pngJungle Japes= (Content) SSBM Kongo Jungle N64.pngKongo Jungle N64= (Content) SSBM Kongo Jungle.pngKongo Jungle= (Content) File:SSBM Majoras Mask Stage.pngMajora's Mask Stage= (Content) SSBM Mushroom Kingdom Adventure Stage.pngMushroom Kingdom Adventure Stage= (Content) SSBM Mushroom Kingdom I.pngMushroom Kingdom I= (Content) SSBM Mushroom Kingdom II.pngMushroom Kingdom II= (Content) SSBM Mute City.pngMute City= (Content) SSBM Onett.pngOnett= (Content) SSBM Poke Floats.pngPoké Floats= (Content) SSBM Pokemon Stadium.pngPokémon Stadium= (Content) SSBM Princess Peachs Castle.pngPrincess Peach's Castle= (Content) File:SSBM Race to the Finish Stage.pngRace to the Finish Stage= (Content) SSBM Rainbow Cruise.pngRainbow Cruise= (Content) SSBM Temple.pngTemple= (Content) SSBM TEST Stage.pngTEST Stage= (Content) File:SSBM Trophy Collector Stage.pngTrophy Collector Stage= (Content) File:SSBM Underground Maze.pngUnderground Maze= (Content) SSBM Venom.pngVenom= (Content) SSBM Yoshis Island N64.pngYoshi's Island N64= (Content) SSBM Yoshis Island.pngYoshi's Island= (Content) SSBM Yoshis Story.pngYoshi's Story= (Content)


Melee Lexicon (Updated from AlekSimulator's List, Link to Google Sheet in Next Section)

  • 1.0 Cardinals (Mod) (n.)
    A software modification to the game which increases the size of the valid input range for certain techniques involving the extremes of the cardinal directions on the control-stick. Since the coordinates (±1.0000, 0) and (0, ±1.0000) are seldom calibrated to their respective notches on the stick gate, increasing the range of coordinates is supposed to circumvent some of the criteria of a controller being desirable in competitive settings.



  • 20XX
    A copypasta which is derived from the text of the beginning of the Mega Man games, brought to popularity by Hax$:
    The year is 20XX. Everyone plays Fox at TAS levels of perfection. Because of this, the winner of a match depends solely on port priority. The rock-paper-scissors metagame has evolved to ridiculous levels due to it being the only remaining factor to decide matches.
    There are also variations of the labelling of the year, based on tropes from every character:
    Dr. Mario - 20RX
    Mario -
    Luigi - 2013, 20YahYah, 20BangBang, 2$Slices
    Bowser - 20Koopa
    Peach - 20HyaCha, 20(.)(.), 20FC
    Yoshi - 20EggsEggs
    Donkey Kong - 20XPAND, 20DK, 20DingDong
    Captain Falcon - 20GX
    Ganondorf - 20$$
    Falco - 20YY
    Fox - 20XX, 19XX (Smash64)
    Ness - 199X
    Ice Climbers - 20SoPo, 2020
    Kirby - 20XXX NSFW
    Samus - 20SA-X, 2388
    Zelda - 20DB
    Sheik - 22XX, 2022
    Link - 20XX+7
    Young Link - 20XX-7, 20LonLon
    Pichu -
    Pikachu - 20AxeAxe, 20chu, 20PP
    Jigglypuff - 666XX, 20ZZ
    Mewtwo - 20WoopWoop
    Mr. Game and Watch - 202D, 20IX, 2DXX
    Marth - 20BC
    Roy - 20OurBoy
    Male Wireframe -
    Female Wireframe -
    Master Hand -
    Crazy Hand -
    Giga Bowser -
    Sandbag -



  • 20XX Training Hack Pack
    A comprehensive training resource designed to enhance skill development and practice efficiency. This hack pack encompasses a wide range of tools, features, and modifications that assist players in honing their abilities in Super Smash Bros. Melee. It offers specialized options for stage control, hitbox visualization, ledge and recovery practice, and customizable scenario creation. By utilizing the 20XX Training Hack Pack, players can optimize their training sessions, explore advanced techniques, and improve their overall gameplay performance. This resource has become an invaluable asset for Melee enthusiasts seeking to refine their skills and reach higher levels of competitive play.



  • 50/50
    A scenario where only two main and relatively equal options are available, initiating a guessing game or coin-flip situation between the two players.



  • 69%
    A percent with alleged mystical properties, said to grant the holder increased ability and longevity. Particularly revered in Arizona.

    • Arizona %

    • Super Saiyan %



  • A-Button




  • Actionable (adv.)
    Simply, this is the collection of states in which a character is able to act, having access to attacks, defensive maneuvers and movement techniques. This is to be distinguished from states which are “inactionable” such as hit stun, shield stun, hitlag, special fall, etc.



  • Aerial Drift (v.)
    The ability to influence a character's horizontal trajectory while airborne through use of the analog stick. The amount of influence is based on each character's unique air speed value, Jigglypuff being the most agile in the air and Luigi the least. Melee Air Speed Ranking - SSBWiki



  • Aerial Interrupt (AI) (v.)
    A technique which employs a specifically timed aerial in order to “trick” the game into considering the user as grounded, causing them to land prematurely.



  • Air Dodge (v.)
    Pressing Digital L/R while actionable in the air causes the player to freeze in place with a window of intangibility, followed by special fall. If the Control Stick is pushed outside of the deadzone, the airdodge will grant the character momentum in that direction, until they slow to a halt whilst still airbourne. This momentum is used close to the floor to convert the airbourne momentum into a horizontal slide called a Wavedash (when used immediately after a jump on the ground) or a Waveland (when used from the air).

    • Ah-tah
      This onomatopoeia, derived from the sound Fox produces when he airdodges or spotdodges, is used to denote sloppy movement generally, as you will hear this characteristic sound when a Fox’s wavedashes are imprecise.




  • Air Wobble (into rest) (n.)
    A sequence of multiple up airs from Captain Falcon.

    • Wheel of Fortune

    • Windmill (Combo)



  • Airtime Limit




  • Akaneia Build




  • Ambiguous DI
    DI'ing in a way so as to make ambiguous one's trajectory, rendering it difficult for an opponent to pinpoint. This technique is invaluable for escaping chaingrabs as it may Westballz employs slight DI to elude Trif's chaingrab



  • Amsah Tech
    A defensive technique popularized by Dutch Sheik main Amsah (not to be confused with Japanese Yoshi main aMSa) which makes use of the analog and C sticks to perform a ground tech by simultaneously employing both DI and ASDI. In truth, it should be named the 'Magus Tech' as he is credited with discovering the technique as early as 2006.

    • Double Stick Tech



  • Analog Trigger Input




  • Animelee




  • Anti Slide-off Frames




  • Anti-air
    A grounded attack which is suitable for combating aerials.



  • Arcadian
    A tournament which allows exclusively unranked players to enter. The name is derived from the movie 300. Blur and Tafo Discuss the Origins of Arcadians



  • Arcadian Ledgedash
    Spacie side-special from ledge.



  • Armada Shine
    A Fox ditto exclusive tech which involves shine spiking the opponent while they are in the Firefox (up special) animation; a precise and often risky setup that was widely considered impractical until Armada began pulling it off consistently in early 2015. How to Armada Shine - Super Smash Lab



  • ASDI Down




  • Attack Priority
    The property of hitboxes which determines how they interact with one another. Priority dictates whether an attack will clank with or overcome another hitbox based on percent, type of move (aerial or grounded), and certain special cases (see Transcendent Priority). Priority - SSBWiki



  • Autocancel (AC)




  • Autolink Angle


    • Angle 362°

    • Flipper Angle



  • Axe Shield Drop Method
    Named after two pioneers of the technique, this method relies on shield angling in order to perform consistent shield drops. It involves positioning the control stick, while shielding, in one of the two horizontal notches (West or East) , then moving it to the adjacent downwards notch (WSW or ESE) to drop through a platform. The advent of the Universal Controller Fix has since made shield dropping significantly easier and thus this technique is more or less taken for granted these days. Axe Explains Shield Dropping

    • Sung Shield Drop Method



  • Azen Dash
    Refers to a missed ledgedash after Azen infamously committed this blunder while leading Captain Jack in the last game of a set, going on to lose by two stocks and being eliminated. Smasher



  • B-Button




  • B0XX




  • Babysit
    A term which describes occupying space near enough to an opponent to influence their decision making, cutting off certain avenues and forcing them to choose from a limited amount of predictable options. Typically applied in the context of edgeguarding. Syrox Babysits Ginger Mang0 Babysits Armada Scar Explains the Babysit



  • Back Aerial


    • Back-Air

    • Bair



  • Backup Climber
    The member of the Ice Climbers duo which is sometimes controlled by the game rather than the player. Typically the backup will mirror the primary climber’s inputs with a brief delay, however a technique known as desyncing allows for skilled players to control them both independently. “Nana” has fallen out of favour to describe the computer-controlled character as players can opt to control the female climber (by selecting the burgundy/white or orange/cyan alternate costumes) meaning Popo instead would become the backup. Ice Climbers - SSBWiki

    • Nana



  • Bacon Burst




  • Battlefielded, Getting
    In The case of Battlefield being deceived by the extent (or lack thereof) of the ledge and narrowly missing it.



  • Beam Sword




  • Belay Stall




  • Bermuda Triangle DI
    Directional influence so calamitous that the victimized character effectively disappears into the abyss off screen, perhaps never to be seen again. An iconic instance of such a tragedy befell Peach player Twist in a Brawl match long ago, hence their unfortunate affiliation. Historically, this kind of unfavourable DI was attributed especially to the West Coast, as a more mix-up heavy combo game was favoured there, providing plenty of footage of inappropriately DIed attacks for the East Coast to mock. Top 10 Worst DI - GRSmash Original Twist DI

    • West Coast DI

    • Twist DI



  • Beyond Melee




  • Blast Zone
    The boundaries outside the visible portion of a stage which, once travelled beyond, will result in the loss of a stock. Note: The upper blast zone will only trigger a stock loss if passed while taking knockback, hence the possibility for techniques such as the Luigi Ladder and Super Boomerang Jump. Blast Zone Size Comparison



  • Blizzoble




  • Bob-omb




  • Bomb Jump




  • Bomb Launch
    A technique belonging to Link and (to a lesser extent) Young Link whereby the player detonates a bomb so as to hit themselves, using the incurred knockback in combination with ASDI down and an edge cancel in order to propel themselves horizontally with considerable speed and gain quick access to aerial options.



  • Bombchu




  • Bombsoldier, The
    Two different Falco maneuvers bare this moniker: 1. Killing with suicide down air or 2. Shine into up special. They are the namesake of the old school Falco pioneer from Japan. The Original - Ken vs Bombsoldier



  • Bonkdash




  • BoostRun


    • Charliewalk

    • Boost Walk



  • Bread and Butter
    Rudimentary and essential. A basic combo.





  • Button Check
    A pre-game check to make sure that all players' controls are working as desired.

    • Handwarmer



  • C-Stick


    • Yellow Stick

    • Right Stick



  • Cactuar Dash
    A technique which utilizes the properties of crouching in order to augment a character’s dash dance. Employing crouch enables the user to initiate another dash thereafter, which would otherwise not be possible while running, allowing for more control and access to options. Named after legendary Melee theorist and Fox/Marth player Cactuar.



  • Camp
    A strategy where approaching is abandoned Camping - SmashWiki



  • Cancel
    To end a specified animation early, before the full length of the animation plays out.



  • Candy Drop
    DJC Turnip Throw Ledge Regrab



  • Cardinal Directions




  • Cargo Throw
    When DK performs a Forward Throw on an opponent, he puts the opponent's body on his back, and can walk and jump with the victim in tow. From this carrying state, DK can perform Up, Forward, and Back throws, both on the ground and while airbourne.



  • Chain Grab
    A combo consisting of throwing the opponent and grabbing them again before they exit hitsun or hit the ground.



  • Chaindance




  • Champ Combo
    Old-school Fox player and T.O. Champ’s signature combo; dash attack > up tilt > up air. Spawned a tournament of the same name and sequel in 2007’s Super Champ Combo. Champ - SmashWiki



  • Character Stats




  • Cheese
    Characterized by a disparity between effort and reward, a cheesy tactic is simple and/or exploitable and nets a disproportionately large advantage. Techniques like wobbling, gimping, shine spiking and rest are the usual suspects in the discussion of cheese as they can all secure early KOs with what is, at least ostensibly, minimal effort and/or skill. S2J Cheeses Wizzrobe Westballz Gets Cheesed By Nana



  • Chillin Shine
    Old Fox Tech - Chillin Dashing (Shine Glide) - r/smashbros

    • Chillin Dash

    • Shine Glide



  • Chillin, The
    Simply, a falling up air with Fox, a technique popularized by Melee pioneer Chillindude829.



  • Circle Camp




  • Clank
    The distinctive sound, an onomatopoeia, produced when two attacks meet and cancel each other out.

    • Clink



  • Claw Grip
    An unconventional method of gripping the GameCube controller where the right index finger is designated to the X/Y buttons, alleviating the workload of the right thumb by assigning it only to the A, B and C buttons. Named after the distinct shape made with the right had, this grip is considered ergonomically optimal.



  • Clone
    Characters who, usually attributed to time constraints, feature a number of borrowed animations. Ganondorf is a clone of Captain Falcon, Falco of Fox, Dr. Mario of Mario, Young Link of Link, Pichu of Pikachu, and Roy of Marth.



  • Clutchbox
    A nickname for Jigglypuff master Hungrybox. Used as a verb to denote clutch play eg. “I almost took a game but I got clutboxed in the end”



  • Coin Spike
    The result of getting hit by the unusual sourspot of Luigi's up special. This strange hitbox has no hitstun or knockback so coming into contact with it while edgeguarding Luigi can often cause an unprepared opponent to fall to their death because of a missed input (ie. getting hit while trying to buffer a walltech which will instead produce a fatal airdodge).



  • Combo




  • Combo DI
    DIing outward and slightly down to escape combos.



  • Command Grab
    A special move which functions as a grab, which can be performed aerially unlike standard grabs. Six of these exist in Melee - Falcon Dive (Captain Falcon), Dark Dive (Ganondorf), Egg Lay (Yoshi), Koopa Klaw (Bowser), Confusion (Mewtwo), Inhale (Kirby).

    • Air Grab



  • Condition
    Using an option repeatedly with the intention of making your opponent expect it, allowing for more effective mixups.



  • Control-Stick
    The stick on the left side of a standard Gamecube controller, used to control analog directional inputs.

    • Grey-Stick

    • Left-Stick

    • Main-Stick

    • Analog-Stick



  • Controller
    A controller.

    • Conch



  • Controller Modification




  • Counter
    A move which redirects damage and knockback to an attacker when the user is hit. Counter - SSBWiki



  • Counter Hit
    An FGC loanword, a counter hit is an attack which lands during an opponent’s startup frames.



  • Counter-Pick
    Selecting a certain character and/or stage in an effort to gain as much of an advantage as possible after a game ends. The current tournament ruleset grants the loser of each game the opportunity to counter-pick the opponent's character and choose the next stage, pending any stage bans from the winner.



  • Crouch Cancel
    A defensive technique which employs crouching to reduce, by one third, the amount of hitstun incurred from an attack by one third. What Is Crouch Canceling?



  • Crouch Grab




  • CRT
    A cathode-ray tube television or monitor. Though the technology is outmoded, it remains the preferred display option for Melee due to its low latency which remains largely unrivaled. Cathode-ray tube - Wikipedia



  • Cruel Shine
    A Fox combo which incorporates waveshines and jump cancel shines to perform an infinite on high traction characters such as Peach and Link, comboing them across the stage and back. Druggedfox cruel shines, breaks a shield, and cruel shines some more.



  • Custom Combo
    A combo that is unique, personalized and usually freestyled . . . like a custom teddy bear plush. Westballz Hits S2J with a Custom Combo

    • Build-A-Bear



  • D-Pad


    • Directional Pad



  • Darkrain Escort, The
    A punish for a shield break or missed rest, this involves walking the incapacitated victim towards the edge and hitting them with Falcon Punch. Darkrain escorts a sleeping Puff towards the blastzone



  • Dash




  • Dashback




  • Dashdance
    In essence this technique is nothing more than dashing back and forth, however it embodies ‘easy to learn, hard to master’, making up the foundation for competitive Melee’s neutral game along with things like wavedashing and aerials, and defining many characters’ playstyles. Simply put, the objective is to deceive, condition and intimidate the opponent through constant movement and modulation thereof. Dash Dancing - SSBM Tutorials



  • Daughter Dash




  • Dave’s Stupid Rule (DSR)
    A widely-observed rule which states, in its simplest variation, that a player may not counter-pick a stage which they have previously won on. Dave's Stupid Rule - SmashWiki



  • Decagrab




  • Desync




  • Detectionbox




  • DI Dependant
    A combo being DI Dependant is one that is only true if the DI of the opponent is desirable.

    • DI Mixup



  • Digital Trigger Input




  • Dimensional Arrow




  • Directional Influence (DI)




  • Disjoint
    The disparity in size of a move’s hitbox and the attacker’s hurtbox while using that move. An attack which extends noticeably further than the hurtbox is said to be disjointed.



  • Doc Kid
    A player that started playing Melee after the release of the 2013 documentary “The Smash Brothers”



  • Dodge
    An evasive maneuver which grants the user a brief period of intangibility, of which there are three types



  • Dolphin




  • Doraki Wall Jump
    Similar to a Scar jump in that this tech entails performing a wall jump while maintaining a double jump, beginning from the position of holding the ledge. Named after of the old school French Fox player Doraki. Unlike a scar jump, this technique is only applicable on Final Destination (among the legal stages) as it requires a concavely curved wall to setup.



  • Double Dip
    Sending an opponent skywards with a spike or meteor smash then plunging them into the depths with the same move, or just simply connecting with two spikes in rapid succession. Mang0 Double Dips Leffen Colbol Gets Double Dipped by Westballz



  • Double Jump Cancel (DJC)
    Exclusive to Yoshi, Peach, Ness and Mewtwo, this technique is a side effect of the unique properties of these characters’ double jumps. Because they undergo a slight dip in the initial frames of their double jump, executing an aerial early in this animation will effectively cancel their ascent allowing for a great amount of aerial control and variation.



  • Double Poof
    A recovery technique with Sheik which causes her up special to trigger twice, resulting in two separate explosions as opposed to just one.



  • Double Super Jump Punch




  • Down Aerial


    • Down-Air

    • Dair



  • Down Hold
    An umbrella term which covers the knockback mitigation techniques of crouch cancelling and ASDI down. Though these are discrete techniques, they are easily conflate as they are similar in appearance and execution.



  • Down Special


    • D-Special

    • Down-B



  • Downward Angled Forward Tilt (DAFT)
    A downward angled forward tilt, specifically a leg based one (eg. Fox, Falco, Captain Falcon, Samus, Mario, Luigi, Dr. Mario, Yoshi, Kirby, Jigglypuff, Ganondorf, Ness), which resembles the famous stanky leg dance move.

    • Stanky Leg



  • Dragon Ball Z
    A trade situation in which both combatants are knocked back a substantial distance, mimicking the dramatic aerial combat of the DBZ cartoon. Top 10 DBZ Moments



  • Drill
    An aerial that combines a downwards twisting motion with multiple hits. This applies to Fox, Dr. Mario, Jigglypuff and Mario’s down aerials and to a lesser extent Bowser and Yoshi’s dairs as well. Fox Drill



  • Drop Zone
    Running off an edge or platform and performing an aerial without jumping beforehand. YO! DROP ZONE!!



  • Dumpster
    Sending an opponent to the bottom blast zone via a spike or meteor smash.

    • Dunk



  • Dynasty, The
    The potent sweetspot of Sheik’s up smash, known as such due to it resembling the cover art of a Jay Z album of the same name. Combos featuring up smash are often associated with Canadian Sheik pioneer KirbyKaze hence frequent shoutouts from commentators when someone connects with it.

    • The Roc

    • Diamond Cutter

    • The KirbyKaze



  • Edge Cancel
    Avoiding the landing lag incurred from aerials and certain specials by sliding off an edge during the landing animation. This concept can also apply to hitstun as sliding off an edge after be struck by an attack can cancel that period of vulnerability as well.



  • Edge Guarding
    The process of preventing an opponent from returning to the stage in order to secure a KO.



  • Edgehog
    Occupying the ledge in order to prevent an opponent from grabbing it.

    • Ledgehog



  • Eggstall




  • Electric Slide




  • Emdash




  • Empty Hop
    Jumping to feign an aerial attack only to land and use a grounded move, especially grab.

    • Tomahawk



  • Empty Land
    Completing a jump or fall without performing an aerial or other move. Usually performed as a mixup.



  • Environmental Collision Box (ECB)
    Abbreviated as ECB, this is the mechanism which dictates how a character interacts with its environment, determining whether they are grounded, airborne, against a wall, etc.



  • European Ken Combo
    As Marth’s down aerial changed from a spike to a meteor in the PAL version, the traditional Ken Combo was no longer a reliable way to finish stocks. European players instead used forward aerial > up special, and this came to be known the PAL Ken Combo. Top 10 PAL Ken Combos - GRSmash

    • PAL Ken Combo



  • Execution Test
    A strategy used to scout an opponent's technical competence; not the optimal strategy per se, but one that can be repeated if the opponent fails to demonstrate the capacity to overcome it

    • Chump Check



  • Extendurr
    An easter egg involving Samus’ grapple which enables her grab to become much longer and home in on opponents. It was removed in PAL. The input is Z, D-Up, D-Down, D-Up, Z, to be executed on the outward-extending part of Samus' Grapple animation.

    • Extender



  • Extra Credit
    Percent added to an opponent after they have respawned. Essentially getting extra value from one stock.

    • Gravy



  • Faceroll Recovery
    Recovering high with Sheik’s up special in order to circumvent the lag incurred by landing right away. Popularized by Captain Faceroll.



  • Falcomaster
    Commentator Bobby Scar theorizes the existence of an “effervescent” being which resides in the ether that periodically manifests itself in Falco players, granting them perfect laser accuracy, demoralizing and seemingly inescapable combos, infallible shine pressure, and devastating mind games. In bracket one always runs the risk of encountering a random Falco main imbued with the essence of Falcomaster, and those but the most composed players will likely succumb to his mastery of the bird. The soul of Falcomaster isn't flashy - up tilt, back air, forward smash and laser being his modus operandi - but his reliance on his character’s strengths and a basic game plan can be frustratingly successful at a local level. Players bewitched by this essence have been known to conceal their identity at times, typically with a balaclava and sunglasses, and abandon verbal communication for the duration of a tournament. Scar Explains Falcomaster Falcomaster Anime Intro Falcomaster Sighting in Alberta, Canada



  • Falling Speed




  • Fastfaller
    Fox, Falco and Captain Falcon, three characters with a distinctly high falling speed.



  • Fat Marth Edgeguard
    Employing Marth’s ledge attack to “push” a recovering opponent away from stage, a technique popularized by M2K. Other ledge attacks can be used to similar effect but Marth’s appears to be the most effective.

    • Mew2King Edgeguard



  • Fat Puff Edgeguard




  • Fighting Game Community (FGC)
    Is Melee a part of it? Who’s to say?



  • Flame Cancel




  • Float
    A technique unique and essential to Peach which allows her to hover in the air for up to three seconds as well as granting a uniform 4 frames of landing lag to any aerials performed thereafter, known as float cancelling. Floating - SSBWiki



  • Float Cancel
    A Peach-specific technique which lets her circumvent aerial landing lag through the use of her one-of-a-kind float. 4 frames of landing lag is instead applied to all her aerials performed after floating, making them virtually unpunishable. Float Cancel Lag Comparison



  • Floaty
    A character with a low falling speed. Of the relevant characters this includes



  • Flowchart




  • Flub
    An execution error

    • Fat-Finger

    • Spaghetti



  • Footsies
    A somewhat nebulous term that describes a subset of the neutral game. Footsies generally refers to the use of movement and spaced normals to control the space between characters and set up for pre-emptive “stuffing” attacks or whiff-punishes.



  • Forbidden DI




  • Forward Aerial


    • Forward Air

    • Fair



  • Four Stock
    A match which concludes with one player having all four of their stocks remaining (having lost none as per the current standard).



  • Fox Privilege
    Refers to the many advantages which Sakurai bestowed upon Fox.



  • Foxtrot
    Dashing multiple times in one direction, as opposed to back and forth.



  • Frame
    The most basic unit of time in Melee in which inputs can be registered and distinct images be rendered on screen. This is equal to 1/60th of a second. Frame - SSBWiki



  • Frame Advantage
    The difference, measured in frames, between when an attacking character and a defending character can act after an attack has been landed. This is calculated by subtracting the frames of an attack’s cooldown/recovery from the amount of frames of hitstun or shieldstun that the defender will incur.

    • Plus/Minus



  • Frame Perfect
    Refers to any maneuver where there is no execution leniency. Frame perfect techniques in Melee include multishine, jump cancel shine and



  • Frame Trap
    An offensive sequence which aims to make the opponent perceive that they have a greater window to escape or counterattack than the actually do, provoking them to act in a jeopardizing manner.



  • Frame1 (Controller)




  • Freeze Glitch




  • Freshman 40
    Winning a match with four stocks remaining having taken no more than 40% damage. PPMD Hits Hax with the Freshman 40



  • Friendly
    A casual match with nothing at stake.

    • Casual



  • Frozen Stadium




  • Frozen Turnip Glitch




  • Full House
    A combo that features all five of a character's aerials (neutral, forward, back, up and down). An allusion to baseball where a cycle is achieved by a batter who hits a single, double, triple and home run in a single game. Wizzrobe Hits Mew2King With the Cycle

    • Cycle



  • Full Jump
    Distinguished from the short hop. This is performed by holding a jump button beyond the duration of jumpsquat

    • Full Hop



  • Gamestop Trade
    An unfavourable trade, reminiscent of the type of exchange people have come to expect from Gamestop. Plup Is On the Losing End of a Gamestop Trade



  • Gangster Laser
    The ultimate sign of disrespect or ineptitude; this is when Falco or Fox fires their blaster on the ground, putting them in an immense amount of lag in contrast with shooting it airborne. Usually performed unintentionally due to a missed jump input.

    • Baby Brother Bullet



  • Gentleman
    Using only hits 1, 2 and 3 of Captain Falcon’s jab combo. This can also be used to describe other similar jab combos (3 hit, punch, punch, kick sequence). Named after old school Japanese Falcon player who, in his time, was particularly proficient at this finicky technique. How Gentleman Works - SmashBoards



  • Gentlemen’s Clause
    When the players agree to play on terms outside of or in addition to the official ruleset. The most common examples of this are selecting prohibited stages, mutually abstaining from chain grabs, or allowing opponents to return to stages they have previously won on (in defiance of Dave’s Stupid Rule). Gentleman's Rule - SSBWiki

    • Gentlemen's Agreement

    • Gentlemen's Rule



  • Getting Physics'd
    When two character models attempt to occupy the same area the game will automatically displace one of them, sometimes resulting in a character being pushed off stage or a platform. This attribute of the game physics allows for techniques like the Fat Marth Edgeguard and that platform push-off thing that Westballz does. https://gfycat.com/DecimalHastyEsok



  • Ghost Arrow




  • Ghost Melee




  • Gimmick
    A tricky, deceptive or unorthodox tactic, not necessarily an optimal one, that relies on an opponent's inexperience to be effective.



  • Gimp
    To KO someone at low percent, specifically by exploiting their recovery.



  • Ginger Nair
    Using the weak hitbox of neutral air (particularly Falco's) as an edgeguard so as not to give the opportunity to tech the wall that a stronger attack would afford. Named after Falco innovator Ginger.



  • Glass Cannon
    A character that is considered offensively proficient while having lacklustre defenses. In Melee this archetype translates to having many tools to secure KOs but also a susceptibility to getting KOed. Characters who are typically placed in this category include Falco, Marth and Jigglypuff (specifically against Fox).



  • Goomwave DX




  • Goomy Zoomy
    Named after the Samus innovator Goomy, this arcane technique - an extension of the more well known super wavedash -exploits a glitch in Samus' down special in order to propel her a considerable distance in the blink of an eye. Shorter but launches Samus Airborne

    • Aerial Super Wavedash

    • Boost Ball



  • Grab




  • Grapple


    • Tether



  • Grass Floor




  • Gravity Aerial




  • Grounded Actionable Ledge Intangibility (GALINT)
    Standing for Grounded Actionable Ledge Intangibility, this refers to the number of frames that are intangible and actionable after performing a ledgedash. In other words, the higher the GALINT value, the more frames one has to perform an action while remaining impervious to attack.



  • Hancock
    Killing with up throw, especially with Marth or Roy, a reference to this scene from the movie of the same title.



  • Handoff
    A combo with the Ice Climbers where the two alternate grabbing and throwing the opponent to build up damage, not unlike wobbling or chain grabbing. This is performed by inputting a grab as the other climber is throwing the enemy, ideally repeating this until enough percent has been accrued to secure a KO with a smash attack. The main drawback of this technique lies in the fact that it is only reliable near the ledge, as the backup climber’s throws are unpredictable elsewhere on the stage. Ice Climbers Melee Tricks (Video)



  • Hard L-Cancel




  • Hax Dash
    A technique pioneered by Hax$ during his years as a Falcon main which involves jumping from the ledge only to waveland back to it while consistently retaining intangibility.



  • Hax$ Pixel
    A seldom seen exploit due to Battlefield's janky ledges which allows recovering characters to grab the ledge midway through their up special.

    • Magic Pixel



  • HDMI Adapter
    In the context of SSB, a device which accepts the analog video/audio signal output of the console, and converts those signals into digital signals for use with a modern gaming monitor.



  • Heart Shield


    • Stored Powershield



  • Hit Confirm
    A term loaned from traditional fighting games, a hit confirm refers to being aware of the amount of hitstun granted from a given attack in order to select an appropriate/ideal move to follow up with. A successful confirmation means that a subsequent attack connects with the opponent before they become actionable, also referred to as a “true” combo. Hit Confirm - Street Fighter Wiki

    • True Combo



  • Hit Stun
    The period during which a character is unable to act upon being struck by an attack. The duration of hitstun is calculated by a multiplier on the knockback of a given attack (0.40 in SSBM: eg. a move with 50 units of knockback will generate 20 frames of hitstun). Hitstun - SSBWiki



  • Hitbox




  • Hitstop
    The period after an attack has connected during which the attacker and defender ‘frozen’ in place. This lag tends to be proportional to an attack’s strength where stronger moves incur a longer delay. During this time the defender is able to influence their position with Smash DI.

    • Hitlag

    • Freeze Frames



  • Homie Stock
    The ostensibly sympathetic forfeiture of a stock, usually after an opponent has self-destructed. Some people don’t take kindly to this geture however, as it tends to imply cockiness from the donor. Mang0 Homie Stocks Leffen then gets Bodied Top Players' Opinions on Homie Stocks

    • Honor Stock



  • Hurtbox




  • Hurtbox Manipulation




  • I-Frames
    Invincibility frames.



  • Infinite
    A combo that, if executed correctly, offers the victim no opportunity to escape and can be continued indefinitely. The most abundant example of this is wobbling due to its ease and accessibility, however a multitude of other more demanding infinites exist, such as Fox’s cruel shine and any number of 2v2 combos involving a grab and a quick attack. Infinite - SSBWiki



  • Input Lag




  • Instant Transmission
    Performing an edge cancel with Falco or Fox’s side special, a reference to the teleportation technique seen in the Dragon Ball series. GRSmash Top 16 Edge Cancels



  • Intangible




  • International Ken Combo
    A combination of the European and traditional Ken Combos; forward air > down air > up special.

    • Transatlantic Ken Combo



  • Interruptible As Soon As (IASA)
    The frame of a move’s animation during and after which another action can be executed, interrupting the initial animation early. Interruptibility - SSBWiki



  • Invisible Shine
    A stylish variation of Fox and Falco’s reflector where the second part of the animation is cancelled so as to forgo the display of the iconic hexagon. Invisible Shine Guide 2.0 - SilentWolf444



  • Invulnerable




  • Ironman
    A test of diversity where two players are pitted against each other using a variety of characters, sometimes all 26, in a crew battle format. Mang0 vs Mew2King 26 Character Ironman



  • Isai Drop
    A buffered platform drop, accomplished by initially walking then directing the stick downwards in a quarter circle motion.



  • Item




  • Jab Reset
    Using a weak move, typically a jab, to force an opponent in knockdown to get up predictably in order to net a punish opportunity. Jab Reset Tutorial - SSBM Tutorials

    • Tap Reset



  • Jank
    A nebulous term; something unorthodox, unexpected, gimmicky, sub-optimal or silly. Something that should only be viable against inexperienced players or works out of sheer surprise or good/bad fortune. Ex. Pokémon Stadium glitch, Falco chain grab on Fox, spamming smash attacks, jab combos.Top 10 Jank Moments in Super Smash Bros



  • Jason Leap
    What is the "Jason Leap"? - MonsterTipper

    • Curl



  • Jeff Knee
    A risky and unorthodox maneuver - a full jump or double jump descending knee with no fastfall - which is the signature of Jeff “silentspectre” Leung. Wizzrobe Performs the Jeff Knee The Original - Silentspectre vs Armada



  • JManin’ It
    A failure to connect Fox’s signature up throw > up air combo. This phrase’s namesake, old school Fox main JMan, was depicted in a 2009 video consistently bungling this elementary combo, and he has had to bear this unfortunate association since.



  • John
    An excuse - often embellished if not fabricated - to explain or minimise lackluster play. A “Silent John” is a nonverbal action, like resetting/switching controllers or putting on headphones, that implies that an external factor A John enacted prior to playing, or “Pre-John”, serves not only as precursor to a mediocre performance but also a knock against the opponent should they manage to lose despite their perceived advantage. Examples include “I haven’t played in ‘X’ amount of time”, or “I barely slept last night”, which serve only to belittle a victory from the opponent or magnify their loss.The Smash Brothers Episode 2 - What's A John?



  • Johnny Grab
    Connecting a grab on an opponent that is behind you. Named after Johnny “S2J” Kim who is notoriously proficient in landing this.

    • Butt Grab



  • Johnny Stock
    The namesake of Falcon main Johnny “S2J” Kim - clutch combo or zero to death to make up a stock deficit or to win a match. Top 10 Johnny Stocks - GRSmash The Ultimate Johnny Stock Mang0 Predicts the Johnny Stock



  • Joypad


    • Pad



  • Joystick Gate


    • Restrictor Gate



  • Juggle
    Keeping your opponent airborne with multiple upwards sending moves. Marth and Yoshi are known to be particularly proficient at this. Juggling - SSBWiki



  • Jump Cancel (JC)
    Interrupting the startup of a jump, enabling access to grabs and certain attacks when otherwise available (while dashing, shielding).



  • Jump Squat
    The period before a character becomes airborne upon inputting a jump. This is between 3 and 8 frames among the playable SSBM characters.

    • Knee Bend



  • Jump Trajectory




  • JV
    Ending a match with an untouched, 0% stock, which is customarily counted as an additional stock. For instance, winning a game with 2 stocks at 0% would be considered a ‘JV3 Stock’ and going an entire match unscathed is known as the elusive JV5. Named after old school smasher JV3x3. Top 10 JV5 Stocks - GRSmash https://www.reddit.com/r/smashbros/comments/ajhdod/origins_of_jv_stocking/



  • Ken Combo
    Pioneered by legendary Marth main Ken, the two-piece combo of forward air > down air is one of the most iconic combos in all of Smash. Top Ten Ken Combos - GRSmash Ken does his combo



  • Kidnap
    Pikachu’s back throw where he grabs the opponent and hurls them off the stage à la Ken in Street Fighter. SFat does not have the ransome

    • Ken Masters Throw



  • Kill Confirm
    A hit confirm which secures a KO. A combo that can guarantee a kill if executed correctly.



  • Knitting




  • Knockback Stacking
    Knockback Stacking - SSBWiki



  • Koopabackdashwaveslide Hoverwalkmoonland (KBDWSHWML)


    • Koopadash



  • L-Cancel
    L-Canceling - SSBM Tutorials

    • Lag Cancel



  • L-Trigger


    • L Shoulder Button



  • Land Cancel
    A property of certain aerial projectile attacks which allows their animations to be cancelled should the user land during their execution. This valuable attribute is limited to Samus’ missiles, Spacies’ blasters.



  • Laser Land
    Using the properties of Fox and Falco’s lasers in order to laglessly land on a platform or the stage.



  • Launcher
    An attack which sends upwards with enough hitstun to begin a combo.



  • Ledge
    Each legal stage has two. Grants the holder a brief period of intangibility.



  • Ledge Camp




  • Ledge Dash




  • Ledge Grab
    The dreaded ledge jump which gains its ironic name by being so laggy and useless that the player erroneously using it

    • Cliffhanger



  • Ledge Grab Limit




  • Ledge Hop
    The dreaded ledge jump which gains its ironic name by being so laggy and useless that the player erroneously using it

    • Tournament Winner



  • Leebag




  • Leeroy Teeter




  • Leffen Shine
    Stemming from his iconic play versus Hungrybox at Get On My Level 2016,



  • Lemon Drop




  • Light Shield




  • Losing One’s Wallet
    A blunder in the execution of ground movement which results in the character awkwardly spinning or appearing to stumble, giving off the appearance of looking around for a one's belongings.



  • Low Profile




  • Luigi Ladder
    When two Luigis alternate hitting each other with the weak hitbox of up special, propelling themselves ever upwards without inflicting hitsun, with the potential to ascend indefinitely. https://youtu.be/ETCM7tCP6Wk



  • m-Ex




  • Magnet Hands
    When a character manages to grab the ledge from an improbable distance, as if through magnetism. Ness got them big hands



  • MaNg0, That's The




  • Mangle
    A portmanteau of the words Mang0 and angle, a Mangle is a Firefox or Firebird recovery that gracefully and narrowly avoids getting edge guarded by virtue of precise upward angling. Top 10 Mangles in Super Smash Bros



  • Marth Killer 1.0




  • Marth Killer 2.0




  • Marth Killer 3.0




  • Marth Syndrome
    A fictional condition that afflicts Marths when their opponent is at high percent. This expression stems from the fact that Marth has next to no reliable kill confirms past a certain damage threshold, and as a result often struggles to secure KOs, outside of stray hits, as his foe's percentage reaches triple digits. Two Marths struggling to kill eachother

    • Marthritis



  • Melee 1.03 (Mod)




  • Meleemeter
    A ubiquitous measurement of distance used in SSBM. This measurement is the defining characteristic behind spacing-based mechanics, i.e. Phantom Hits occur when a hitbox overlaps a hurtbox less than 0.01 melee meters. *Exact distance in terms of Home Run Contest Meters/Feet to be added.*



  • Meta(game)
    Or simply “meta”, this overarching term refers to the level of game understanding and strategies employed at the top echelon of play at a given time. The metagame is the “environment” in which the top players compete, in respect to the implementation of both technical and mental strategies.



  • Metagame (Documentary)
    The second documentary created by _samox_, released in 2020.



  • Meteor Cancel




  • Meteor Smash




  • Mew2King Angle




  • Mikehaze Rule
    Due to the novel strategy employed by Mikehaze in a brawl match … what probably should have went without saying had to be codified into Melee law: it is impermissible to scream at an opponent during a match.



  • Mind Games
    A somewhat archaic catch-all term Lucky Mindgames Squid (broken link)



  • Mirror Match
    A match between two players using the same character. Ex. Marth ditto Pichu mirror.

    • Ditto



  • Misfire
    Using Luigi’s Side Special has a 1 in 8 chance of randomly activating the so-called Misfire, which brings with it greatly improved speed, distance, and strength over the standard Green Missile. Devout Luigi mains are said to be granted favourable RNG in the most dire of circumstances through subservience to the Misfire Gods. (Top 10 Misfires) https://youtu.be/jcLuwqFePNg



  • Missed Tech Slide-Off
    A technique which allows a player to forego the lengthy and vulnerable (missed) tech animation by aiming their DI trajectory towards a platform’s edge, which will cause their character to perform an edge cancel and become immediately actionable.



  • Moonwalk




  • Mr. Saturn




  • Multi-Shine




  • n0ne, The
    Reverse Aerial



  • Nairplane
    A combo made up of several neutral airs in a row. Armada Nairplane On PPMD Mang0 Makes Plup Ride the Nairplane



  • Nanapult
    A desync technique which allows an Ice Climbers player to propel their back-up climber forwards a considerable distance while performing a down special.



  • Neutral (Game)




  • Neutral Aerial


    • Neutral-Air

    • Nair

    • Nooch



  • Neutral Special


    • N-Special

    • Neutral-B



  • Neutral Start
    When combattants reposition themselves at the onset of a match to make it so that neither player has a positional advantag based on their spawn positions.



  • Nice Back Air
    The most ubiquitous of commentary tropes - there are just so many opportunities to say it.nice back air.



  • Nice Shot (Hugo)
    A jab at Samus player HugS who is known for having poor accuracy with her Charge Shot. This is to be uttered when someone misses the opponent completely. An example of a "Nice Shot" with HugS on commentary



  • Nintendo GameCube (NGC / GC in Japan, GCN in NA and Europe)




  • Nintendo Wii




  • Nipple Spike




  • No-Impact Land (NIL)




  • Normals
    Borrowed from the FGC this term denotes attacks that are not special moves. In the case of Smash these are attacks that are controlled by the A button. Normal attacks in traditional fighting games are typically allocated to single button presses (as opposed to combinations or joystick inputs) hence why these are sometimes simply known as "buttons".

    • Buttons



  • Norwalk Style
    A style of gameplay characterised by speed, swagger and aggression, pioneered by players in and around Norwalk, California, most notably Lucky, S2J and Mang0.



  • Notch
    Refers to one of the eight points in the octagonal stick gates of the GameCube controller. Additional notches can be fashioned (known as “notching”) in order to improve the consistency of certain techniques such as shield dropping and wavedashing. Once controversial, this practice has been widely accepted by the community and most top players will have their controllers professionally notched. Controller Mods: What They Are, and Who Uses Them - Red Bull The future of Gamecube Controllers? - Notch showcase - Leffen



  • Option Select
    One set of inputs that can result in more than one output depending on the context in which it is performed. In other words, performing an option select means that a number of possible actions are inputted simultaneously, allowing the game engine to select the appropriate output given the situation. Option Selects in 45 Seconds



  • Out-of-Shield (OoS)




  • Parry




  • PC Drop
    Scar, Toph and Lovage go on a PC Drop Tangent

    • Zain Drop



  • People’s Elbow
    The Rock’s signature wrestling move and incidentally the nickname for Captain Falcon’s forward smash as coined by Scar. The Rock Performing the Maneuver



  • Phantom Hit
    Officially called a "glancing blow", this occurs when a hitbox and hurtbox make contact without overlapping, resulting in the attack dealing only half damage and inflicting no hitstun or knockback. For some reason this questionable effect was deliberately incorporated into the game. Top 10 Phantom Hits - GRSmash



  • Phob




  • Pillaring
    A comboing strategy belonging to Falco which employs his shine or up tilt to launch his opponent skyward and down air to send them back to the ground, which can be performed as a loop. Westballz Pillars Mang0 to Death



  • Pineappled, Getting
    Getting stuck beneath Dreamland.



  • Pivot
    In simplest terms, a pivot is the animation that occurs when a subsequent dash is inputted during a dash dancing. This two frame animation, when the character begins dashing in the opposite direction, registers the character as static which translates to briefly circumventing the limitations that movement has on a characters options. (See: ) Article on Pivots by Rishi - Dignitas.net



  • Planking
    Named after tournament organizer Plank, this is a controversial tactic where a player chooses not to interact with their opponent in favour of stalling by the ledge via constantly refreshing invincibility. Planking - SSBWiki



  • Platform Cancel


    • Drop Cancel (DC)



  • Platform Warp




  • Pocket
    A character that a player uses only situationally. It is fairly common to have a pocket Fox, for example, to implement only in certain matchups such as Jigglypuff.

    • Secondary

    • Tertiary



  • Poke
    A low-commitment attack, typically fast and with good range like Marth’s quintessential down tilt.



  • Poll




  • Polling Drift




  • Pool Noodle
    The nickname given to Roy’s unreliable sword which delivers very unbecoming knockback, more reminiscent of limp pasta, if not properly sweet spotted.

    • Wet Noodle



  • Pools




  • Pop Off
    An outburst of emotion associated with competition. Top 10 Pop Offs - GRSmash



  • Port Priority






  • Pound Stall




  • Powershield
    Powershield - SSBWiki



  • Powershieldbox




  • Pummel
    The attack usable while an opponent remains trapped in the player's grab. Pummel - SSBWiki



  • Punish




  • Punish (Game)




  • Punishable
    If an action is punishable, it means that there is time before an animation ends ( before a defensive action can be taken and thus) that one is vulnerable to attack.



  • Q-Drop




  • Quick Shine




  • R-Trigger


    • R Shoulder Button



  • Ramen Noodles
    Ready in a pinch. When you grab the ledge in the nick of time, just before your opponent, it is said to be like a nourishing cup of instant noodles. Top 15 Ramen Noodles - GRSmash



  • Randall
    Some of the nicknames for the cloud, officially Lakitu’s, which cycles around Yoshi’s Story.Randall the Cloud - SmashPedia

    • Cloud 9

    • Nimbus



  • Random Number Generator (RNG)
    An acronym meaning Random Number Generator, the term has come to denote any aspect of randomness which is programmed into the game. This includes Luigi’s misfire, Mr. Game and Watch’s side special ‘Judge’, and the configuration of Fountain of Dream’s lower platforms. Randomness - SSBWiki



  • Recovery
    The part of an attack’s animation after the hitbox is active and before another action is able to be inputted.

    • Cooldown

    • Endlag



  • Regular Ledge Getup




  • Revival Platform
    The platform which a character stands on when respawning. After a certain period of time, the revival platform disappears, letting the character fall. After leaving the revival plarform, the character is granted 120 frames of invulnerability.

    • Angel Platform

    • Respawn Platform



  • Rishi's Jungle Jam




  • Rising Pound




  • RockCrock, The
    Intentionally getting hit while offstage only to retaliate with a wall-jump tech aerial, especially with Captain Falcon or Ganon’s forward air. Popularized by the Florida Ganondorf player of the same name.



  • Roll
    Allows the user to travel a predetermined distance to the left or right with intangibility.



  • Roll From Ledge




  • Round Robin
    A tournament format where every competitor faces every other competitor in turn. Low-entrant tournaments may use this format alone to determine a champion but it becomes increasingly cumbersome as the number of competitors rises, in which case pools may be conducted using the round robin system to determine the qualification and seeding for a subsequent bracket.



  • Roy Zone
    When a move seems like it will connect yet whiffs because the spacing is too close. Roy’s attacks frequently encounter this problem as a lot of the animations don’t represent his hitboxes very faithfully, hence the dubious affiliation. Royzone.jpg PPMD gets Royzoned Double Roy Zone Between M2K and PPMD



  • Run




  • Run and Gun
    A playstyle, particularly effective with Fox, where a player uses superior speed to evade their opponent, opting to rack up damage from a distance with projectiles.



  • Run Cancel
    Interrupting the run animation with a crouch (holding down) in order to stop momentum and gain access to additional options like smashes and tilts.

    • Down Cancel



  • S2J Edgeguard
    A bungled edgeguard attempt. Top 10 Worst Edgeguard Attempts - GRSmash



  • Sacred Combo
    As rare and satisfying as they come, Falcon’s knee into Falcon Punch. What REALLY happens when you land a Sacred Combo



  • Sakurai Angle
    Sakurai Angle - SSBWiki

    • Angle 361°



  • Sakurai Combo
    Originally referring to connecting Fox’s Firefox into up air — as Sakurai is said to have intended for this combo to work — it has eventually come to generally mean comboing into a KO off of a recovery move, usually Spacies’ up and side specials or Sheik’s up special. Leffen's On Stage Sakurai Combo vs Chillin Top 15 Sakurai Combos #2 - GRSmash



  • Salt
    Synonymous with frustration, disappointment, bitterness, agitation, etc. Salty Moments in Smash - GRSmash

    • Tilted, Getting



  • Salty Runback
    Returning to the same stage and matchup in which you previously lost, implying that the loss was attributed to your play alone and not external factors like the stage, opponent’s play or character matchup. Scar Explains the Salty Runback

    • Instant Rematch



  • Sami Singles




  • Sami Stall
    Essentially a faster Shino stall, this Sheik ledge stall technique is also unique because it avoids activating the hitbox of her up special, making it ideal for edge hogging. It’s namesake is Melee sensei Sami “Druggedfox” Muhanna. How to Sami Stall - SSBMTutorials



  • Sandbagging
    Deliberately performing below one’s ability. Sandbagging - SSBWiki

    • Smurfing



  • ScarJump
    A wall jump performed without the expense of one’s double jump, named after the most electrifying man in Melee himself, Bobby “Scar” Scarnewman Scar discusses conceiving his eponymous jump How To Scar Jump - SSBMTutorials



  • Screen KO




  • Script, The
    The satirical document in which is chronicled the predetermined fate of competitive Melee, as concocted by Bobby Scarnewman and the Melee It On Me team. The plot of The Script has the tendency to favour Mang0. Even spawned a tournament series The Script: Episode 1 - Melee Pokemon



  • Scuffle
    Close quarters combat, predicated on mix ups and conditioning. Scar Talks about the Scuffle

    • Skirmish



  • Self Destruct (SD)
    Sometimes referred to as suiciding or comically as stock cancelling, an SD, as it sounds, is a losing a stock by accident or otherwise without the contribution of an opponent. Every Self-Destruct in Genesis 3 Melee Top 8 - Practical TAS



  • Semi Spike
    An attack which has a horizontal knockback angle (~0°) but due to the effects of gravity appears to send at a downwards trajectory. Examples include Fox’s shine, Sheik's forward air and certain hitboxes of both Ganon and Pikachu’s up airs. Semi-spike - SSBWiki List of Semi-spikes - SSBWiki Spikes and Meteor Smashes - SSBMTutorials



  • Set Knockback
    Describes a property of certain attacks where the amount of knockback dealt is determined independently of the opponent's percentage and the amount of damage the attack inflicts. In essence, said attacks will deal invariable knockback from 0% to 999%. The only variable that determines knockback then is character weight, so the more technical term ‘weight-dependent set knockback or WDSK’ is sometimes used. Common examples include Fox’s shine, Yoshi’s down tilt and Ice Climbers’ down air. Set Knockback - SSBWiki



  • Sex Kick
    Refers to an aerial with a large number of active frames and hitboxes whose knockback decreases the longer the move is out. Sex Kick - SmashPedia



  • SFAT Taunt
    Taunting at an inappropriate or inopportune time, for example, when at a large deficit. Top 20 Taunt to Get Bodied Combos #3 - GRSmash



  • Shadow Realmed, Getting
    Being defeated so resoundingly in winners bracket that you are too demoralized to put up a real fight in loser’s. Also getting spiked by Ganondorf’s down special.



  • Shai Drop
    Smashboards Post Original Video



  • Sharking
    Pressuring an opponent from below with the objective of preventing them from landing.



  • Shellshock




  • Shield




  • Shield Angling




  • Shield DI




  • Shield Drop




  • Shield Grab




  • Shield Jerk


    • Shield Edge



  • Shield Pressure




  • Shield Stab
    Due to shield depletion, a character’s hurtbox will become increasingly exposed over time, meaning a player can still be susceptible to attacks despite blocking. This can be mitigated through shield angling.

    • Shield Poke



  • Shield Stop
    Using shield to cancel running or dashing momentum. Performing this immediately after turning around is known as a shield pivot.



  • Shieldbox




  • Shieldstun
    The period in which a character is unable to act upon having their shield struck by an attack.



  • Shine Drop




  • Shine Float




  • Shine Hog




  • Shine Land
    An advanced spacie tech where shine is used while airborne at a specific proximity to a platform which forces the character to land prematurely. SmashBoards Post



  • Shine Mine
    How do Shine Mines work? Stream Highlights - AZaxe



  • Shine Spike
    Hitting an airborne opponent with Fox’s reflector, which causes them to fly away and downwards a considerable amount due to high set knockback. An effective way to gimp much of the cast. Top 10 Shine Spikes



  • Shine Stall
    Using shine to slow down one's aerial descent. A technique which augments the spacies’ already generous list of recovery mixups.



  • Shine-Turnaround




  • Shino Stall
    A ledge stalling technique, named after old school Japanese player Shino, which uses Sheik’s up special to maintain intangibility while repeatedly grabbing the ledge. How to Shino Stall with Sheik - SSBM Turials



  • Short Jump


    • Short Hop



  • Shorten
    Any of the shorter variations of Falco and Fox’s side specials which require near frame perfect inputs to perform. 4 Lengths of Falco's Phantasm



  • Shorthop Fastfall L-Cancel (SHFFL)
    An acronym, pronounced “shuffle”, which stands for Short Hop Fast Fall L-cancel, and represents the optimal way to perform aerials for most in characters and situations.



  • Shoryuken
    An attack characterized by quick and invincible startup and lengthy cooldown, most notably the up specials of the Mario brothers. Typically represented by an upwards punching/leaping motion, a well timed shoryu can be used to escape combo and pressure situations due to the aforementioned properties. With this in mind other, looser, examples include the up specials Marth, Samus, Peach, DK, Roy, G&W and Bowser. Shoryuken - Street Fighter Wiki



  • Shy Guy DI
    The altered trajectory caused by colliding with Yoshi’s Story's resident stage hazard. Top 10 Shy Guy Shenanigans - Mr.Pickle



  • Side Special


    • Side-Special

    • Side-B



  • Silly Melee




  • Sing Stall




  • Slight DI




  • Slippi




  • Slippi Kid
    A player that started playing Melee after the 2020 release of Project Slippi



  • Slobberknocker
    Borrowed from wrestling, this term describes a match, or period within a match, which is characterized by action, volatility and aggression. Mang0 Predicts a Slobberknocker



  • Slow Ledge Getup




  • Slow Roll




  • Smash Attack
    These moves are typically a character’s most powerful. They are able to be charged for a maximum of 60 frames (1 second) which can increase the attack’s damage by up to 40%. A smash is achieved through use of the C-stick or by tapping the control stick and A concurrently, holding A if charging is desired. Each character possesses three unique smashes which correspond to up, down and the sides. “Forward smash” is heard more commonly than “side smash” despite being a misnomer, (because the same attack will be performed regardless of the way a character is facing).



  • Smash Brothers, The (Documentary)
    The first documentary created by _samox_, released in 2013.

    • Smash Doc, The



  • Smash Directional Influence (SDI)
    Perhaps more fittingly called “positional influence" SDI allows a character to incrementally reposition themselves during frames of hit lag and has no impact on trajectory. This is performed by using the control stick and C-stick (called ASDI).



  • Smashbox




  • Smashfest
    A gathering, typically at an individual's residence, where people play smash and hangout. Generally, low-stakes and improvement-oriented matches, friendlies, are the majority of what takes place at these events, though it is not unheard of for tournament brackets, money matches or crew battles to also be featured. For many, especially before the advent of net play, such a gathering would constitute their first introduction to competitive smash



  • Snapback




  • Snapback Capacitor




  • Soft L-Cancel




  • Software Modification




  • Sopo
    Popo riding solo -- The solitary Ice Climber who valiantly attempts to avenge the loss of his partner, Nana. Ice Climbers become a markedly weaker character once the backup climber has been eliminated. Top 10 Sopo Ice Climbers Plays - GRSmash



  • Sourspot




  • Space Animal
    Fox and Falco, the two animals from space.

    • Spacie



  • Spacing


    • Bubble Theory



  • Spam/Spamming
    Repetitive use of a certain move or strategy. Analysis



  • Special Fall
    An inactionable period which is triggered by performing an up special, air dodge or a handful of other specials (list of moves which cause special fall) which persists until the character lands.



  • Special Moves


    • B-Moves



  • Spike




  • Spike Stun




  • Spin To Win, The
    Peach’s down smash followed by Peach’s down smash followed by Peach’s down smash . . . The Double Blender

    • Blender

    • Blendtec



  • Spooky Shine




  • Spooky Stun




  • Spot Dodge
    A grounded dodge in place, performed by holding down while hitting R or L.

    • Sidestep

    • Down Dodge



  • Stage




  • Stage Spike
    Knocking an opponent into the stage, causing them to ricochet outwards to their demise (that is, should they fail to tech.)



  • Stairway To Heaven
    A flurry of Fox up airs, or similar upwards sending move, which results in a KO off the top. Yoshi Stairway to Heaven Armada hits HBox with the Stairway to Heaven Twice



  • Stale-Move Negation
    The reduction in damage (and thus knockback) which attacks incur due to repetitive use. This is ostensibly an effort by developers to disincentivize spamming. Staleness is calculated based on a queue of the previous 9 attacks and is affected by frequency and recency of like moves within the queue. Stale-Move Negation - SmashWiki



  • Star KO




  • Stickbox




  • Stickless Controller


    • Digital Controller

    • Rectangle Controller

    • Hitbox (Controller)



  • Stickmap
    A visual representation of the Control-Stick/C-Stick's (x, y) Coordinate Plane; Used to show the specific analog values that enable the specified action. The program that generates the visuals was created by Altimor, and is being hosted here: https://marp-e3fcf.web.app/



  • Stickywalk




  • Stitch Face
    The most potent and desirable item which Peach can obtain through her down special “Vegetable”. This infamous tuber, which has a <2% chance of being plucked, can inflict upwards of 35%, do massive damage to shields, and greatly affect the outcome of a match with its fearsome knockback and transcendent priority. Armada's Iconic Double Stitchface Shield Break Combo

    • Death Turnip



  • Stomp
    The generic name for the down air meteor smashes belonging to Captain Falcon, Donkey Kong, Ness, Zelda and Ganondorf, in all cases a distinct stomping motion. Stomp - SmashWiki



  • Stuck in Shine, Getting




  • Suicide Throw


    • Kirbycide

    • Bowsercide



  • Super Duper Wavedash




  • Super Ledge Stall




  • Super Wavedash
    A Samus technique which allows her to travel rapidly over a large distance by exploiting a quirk in her down special. Pikachu has a similar but more situational technique which can be triggered when its up special interacts with projectiles causing a rapid slide across the ground. Super Wavedash - How To's and Uses Mechanics Behind Daughter Dash, Super Wavedash, and Boost Ball Pikachu SWD from Axe



  • Superjump




  • Survival DI
    DIing upwards and slightly in to survive hits that would send a character offstage.



  • Swanton Bomb
    A falling up aerial from Fox, especially when having fallen a considerable distance before performing the attack. Named after the signature move of wrestler Jeff Hardy which it loosely resembles. Jeff Hardy Swanton Bomb Mang0 Swanton Bomb



  • Sweetspot




  • Swiss Pools




  • T-Drop
    A technique exclusive to Fountain of Dreams which enables one to grab the ledge immediately from teeter, making it one of the fastest ways to go from stage to ledge. Original Reddit Post



  • T.O.
    Tournament Organizer.



  • Tafokints, The
    Running through an opponent and forward smashing them, especially with Sheik. All this n* do is F-Smash - A Sheik Combo Video



  • Tap Jump
    A jump performed by tapping up on the analog stick.

    • Stick Jump



  • Tapion Punch Combo
    Down air (stomp) into Falcon Punch, a combo pioneered by old-school Captain Falcon main Tapion, which works on fast fallers at mid-high percent.



  • TAS
    The acronym for Tool Assisted Superplay, which essentially entails slowing down a game so decisions and inputs can be made on a frame by frame basis. This is usually done to enable techniques and strategies that are beyond human capability by granting the player “perfect control” over their character and outcome. Colloquially, TAS can be used to refer to exceptionally precise and optimal play, as if exhibiting a degree of control only possible through tool assisted means . Hax$ Goes TAS on Nintendude



  • Taunt Cancel
    Interrupting a taunt animation. This can be performed by falling off a moving stage element, such as Randall or the windmill on Pokémon Stadium, or through character-specific means like Link and Young Link’s boomerang catch animation and bomb explosions, Samus’ bomb jump, or Pikachu’s ability to interrupt taunts by shielding. Doctor Mario is unique in that he can cancel his taunt manually and unassisted simply by sliding off the edge of a platform or stage. Axe's Taunt Cancel Edgegaurd Zero to Death with a Taunt Cancel On Top



  • Taunt-To-Get-Bodied Combo
    A phrase, popularized by commentator TKBreezy, which describes a sequence where a player taunts and proceeds to get destroyed in karmic fashion. Top 20 Taunt To Get Bodied Combos - GRSmash



  • Tech (Mechanic)




  • Tech Chase
    How to Tech Chase in Super Smash Bros. Melee — RadarSSBM



  • Tech Skill
    Proficiency in the execution of various techniques.



  • Tech Trap
    A sequence specifically designed to cause the opponent to miss a tech, that is, hitting the opponent in a manner that is unpredictable or otherwise renders them unprepared or unable to successfully tech. The objective is to force a knockdown which can be capitalized off of with ease (often a tap reset). Some common examples include up throw > up air with Jigglypuff, up air > forward tilt with Yoshi, Fox’s shine (see: Thunders Combo), and stomp > forward tilt from Captain Falcon. Note that tech trapping is typically only applicable versus fast fallers as they, out of all characters, get readily knocked down by attacks and thus are forced to tech the most.



  • Teeter
    The wobbly animation that characters undergo when standing directly by an edge facing outwards.

    • Ottotto



  • Teeter Cancel




  • That’s Not Safe! (My Guy)




  • Thousand Needles
    A combo with Marth: First hit of side special followed by up tilt. Marths often rely on this sequence to secure hard to come by KOs against floaties. (See: Marthritis)



  • ThunderCats (Ho!)
    Marth’s up smash. A nod to the ‘80’s animated series of the same name who’s intro features an anthropomorphic cat skywardly thrusting a sword, in the same fashion as Marth, and bellowing “Thundercats! Ho!”. A stylish way to get a kill indeed. Top 10 Thundercats Combos (GRsmash)



  • Thunders Combo
    A Fox combo performed on characters who are knocked down by his shine (notably Falco and Fox). Shine > wavedash > jab reset > up smash/up aerial. Named after old school Japanese Fox player Thunders. YouTube Example



  • Tilt
    A grounded normal attack performed by positioning the control stick prior to pressing A or by lightly ‘tilting’ the stick while simultaneously inputting A. These attacks tend to be relatively fast with moderate knockback (Ganon’s up tilt being a notable exception) and serve a variety of purposes such as poking, edgeguarding, anti-airing and starting or extending combos.



  • Tilt-Stick




  • Tipman
    The outermost and latest hitbox of Ganondorf’s up air, a notorious semi-spike, named after Florida's Thomas Tipman.



  • Tipper
    The potent sweet spot of Marth’s forward smash which lies at the very end of his sword. Can also be used to describe any attack with a prominent “tip” hitbox, notably most of Marth’s other attacks and Sheik’s up smash A.K.A. The Dynasty.



  • Torpedo
    A suicide down air kill with Falco, also called the Bombsoldier.



  • Traction
    The value that determines the degree which a character slides



  • Trade
    A situation where players are simultaneously struck by each other's attacks.



  • Transcendent Priority
    Hitboxes that disregard the normal rules of priority, meaning they will not collide, clash, or cancel with other hitboxes, even other transcendent hitboxes. Examples include (See: Priority)



  • Triangle Jump
    Typically the outcome of a botched wavedash, this “technique” - which involves short hopping only to air dodge/waveland back moments after going airborne - can be intentionally used to fake out an opponent who is conditioned to expect an aerial or tomahawk. "That's what we call a missed wavedash when we're being generous" - Scar

    • Triangle Dash



  • Turnaround-B




  • Two Quick Ones
    Hitting your opponent twice with the same move in rapid succession, or taking back to back stocks in a speedy fashion. Really any two like actions performed within temporal proximity can fall into the category of two quick ones. Two Beautiful Techs!



  • Uncle Punch's Training Mode




  • Unga Bunga
    Mindless play, especially as part of a simple, exploitable strategy.

    • Holding Forward



  • Unholy Combo
    Falcon Punch followed by a Knee. The reverse of the Sacred Combo.

    • Reverse-Sacred Combo



  • Universal Controller Fix (UCF)
    UCF is an amendment to Melee’s code which aims to lessen the impact of performance hindering manufacturing discrepancies among GameCube controllers and put an end to the so called “controller lottery”. Due to said variance, select controllers can perform certain actions with ease, namely dashbacks and shield drops, where others will randomly fail despite adequate execution. UCF makes both shield drops and dashbacks more lenient, allowing any controller to perform to the same standards as what was deemed a “good controller”. A popular myth/meme is that UCF causes an increase in the incidence of phantom hits,



  • Up Aerial


    • Up-Air

    • Uair



  • Up Special


    • Up-Special

    • Up-B



  • Up-B Cancel




  • Up, Up and Away
    Killing with Fox’s up throw into up air combo.



  • Use the 2nd Amendment
    In the United States Bill of Rights within the Constitution, ratified in 1791, the 2nd Amendment refers to the right for the people to bear arms. Fox and Falco both have a Laser Blaser for their Neutral Special. Oftentimes spacie players find themselves avoiding using the lasers in lieu of their powerful, yet short ranged, physical attacks. This causes them to have to be reminded to "use the 2nd amendment," with the purpose of leveraging their ability to cause damage without having to put themselves at risk by getting close to the opponent.



  • V-Cancel
    Or velocity cancelling, is a technique which was discovered by Achilles1515 in 2015. V-Cancelling



  • Vanish Glide




  • Visual Buffer




  • Vududash
    Named after longtime Pittsburgh Luigi player Vudujin. A technique which allows Luigi to retain wavedash momentum while sliding off a ledge by shooting a Fireball just before going airborne. Vududashes on Display in Abate's Combo Video



  • Wake-Up
    The transition from knockdown to a standing, actionable state.



  • Walk




  • Wall Bomb
    Using Peach’s side special “Peach Bomber” repeatedly against a wall in order to incrementally gain height to aid in recovery or to stall periodically.



  • Wall Infinite




  • Wall Of Pain
    A Jigglypuff combo; back air > back air > back air > back air > etc. which “carries” the opponent off stage towards the blast zone.Wall of Pain into Rest



  • WallJumpTech




  • Wank DI
    Passing back and forth over an orange area in order to spam sdi inputs is called "Wank DI.". It is the easiest way to get multiple sdi inputs and escape set combos and followups.



  • Wavedash
    An advanced movement technique that involves air-dodging diagonally towards the ground and sliding across it, utilizing the sliding properties of the air dodge. This technique grants players increased mobility, precise positioning, and access to new offensive and defensive options, making it a crucial skill at higher levels of gameplay. The term is derived from a technique in Tekken.

    • Mad Dash
      Original name given to the technique "wavedash" on the first documented account of its usage in a text post.




  • Wavedash Phenomenon




  • Waveland




  • Waveshaping




  • Waveshine
    Portmanteau of wavedash and shine, this is a technique with Fox and Falco which gives shine its trademark versatility. Waveshining affords spacies the ability to reposition themselves upon connecting with shine in order to garner a follow up. This is performed by cancelling the shine by jumping and inputting a wavedash immediately thereafter. waveshine.gif Top 15 Waveshines - GRSmash



  • Wavesurf




  • Weapon of Mass Destruction
    In doubles, this is when a teammate is used as a projectile, being grabbed and thrown at the opposing players. This term can also apply to throwing one Ice Climber into the other.



  • Welcome to Melee
    A phrase to be employed when a (newer) player’s stock in a particularly brutal or cheesy way, effectively initiating them into the ruthless, unapologetic game we all love. Westballz Welcomes Colbol to Melee



  • Westballz (Shield) Pressure
    Double shine > wavedash down > repeat. Popularized by the Falco main of the same name. Westballz Hits Mang0 with his Signature Pressure



  • Whiff
    A missed attack.



  • Whiff Punish
    Captilizing on the end-lag of an opponent’s missed attack to make an attack of one’s own.



  • Wiggle Out of Tumble
    The act of cancelling one's tumble animation.



  • Windmill (Pokémon Stadium)




  • Wobble
    An infinite combo which can be performed by the Ice Climbers. When grabbed, the opponent is struck by alternating pummels and tilts from the Popo and Nana respectively, keeping them in continuous hitstun and therefore locked in the grab indefinitely. Named after Arizonian Ice Climbers legend Wobbles who popularised the technique. Ice Climbers Melee Tricks (Video) Etymology of Wobbling



  • Wombo Combo
    A doubles combo which is particularly destructive and/or elaborate, honouring the viral combo orchestrated by Silentspectre and Tang in 2008.Wombo Combo - Last Sotck Legends The So-called European Wombo Combo



  • X-Button




  • Y-Button




  • Yangle




  • Yo-Yo Glitch


    • Thunder Jacket
      An extension of the Yo-yo Glitch whereby Ness can attach the PK Thunder II hitbox to himself.(See: Yo-yo Glitch)


    • Spike Jacket
      An extension of the Yo-yo Glitch whereby Ness can attach the his down air hitbox to himself.(See Yo-yo Glitch)




  • Yomi (Levels)
    Yomi is a Japanese term meaning roughly "knowing the mind of the opponent", and is essentially an intangible asset required in fighting games. It's the ability to anticipate the opponent’s next move and act appropriately.



  • Z Aerial
    In the case of Samus, Link, and Young Link, is used to denote aerial grapples which are activated by pressing Z. Aerial Attack - SmashWiki

    • Z-Air

    • Zair



  • Z-Axis




  • Z-Button




  • Z-Drop
    Laglessly releasing an item while airborne by pressing Z. The item will drop straight down while retaining a weak hitbox. This is most commonly performed with Peach’s turnips. GIF Example Zain with a Filthy Z-Drop Combo Versus Llod



  • Z-Jump




  • Zero-to-Death
    A combo or continuous offensive sequence starting from a fresh 0% stock and leading to a KO, where the attacker takes no damage in the process. Gahtzu Z to D on Leffen aMSa vs Crush Back to back zero to deaths from N0ne

    • 0-Death



  • Zhu, The
    Wavedash off doublejump rising back air, especially with Falco. Immortalized when Zhu performed this maneuver against Mew2king at Genesis. Certain people will also dub utilizing the first hit of Falco’s up air “The Zhu” as well. The Original Shiz performs 'The Zhu' several times



  • Zoning
    Covering areas with hitboxes, especially projectiles, so as to prevent an opponent from successfully approaching. Sometimes also called ‘walling’ or ‘walling out’. Characters which are particularly adept at this are those with large disjointed hitboxes (ie. Marth and Jigglypuff) and ones with a strong projectile game (ie. Falco and Samus). What 'Zoning' Means In Smash Bros., And Why It's So Important - Kotaku



  • Zuppy Shine




Links to Relevent Google Spreadsheets for the SSBM SCWiki *Feel Free To Make Copies!*

https://docs.google.com/spreadsheets/d/1KIxs5A6lYEaMsL_0jAH6bPg3UoVKczGYYsOiAD2LXNQ/edit?usp=sharing
https://docs.google.com/spreadsheets/d/1ZeOY_4QpthMbJ7JbhMkIrTEIofXVfrwJHRgJLt0ToOw/edit?usp=sharing
https://docs.google.com/spreadsheets/d/1r5UReNkr8C3fsI5edW85l26-cAjSVudwDAaIQRoHTFw/edit?usp=sharing

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