Gimps – When someone is trying to get back on stage or recover after being knocked off, you can “gimp” them by messing up their recovery with a projectile or an attack. Ultimate also sees the return of directional airdodging, which allows you to dodge in a direction at the start of your i-frames. In the frames before she teleports, she cannot be hit.Īirdodging – Pressing the block button while in the air will give your character a few invincibility frames. An example of this is Sheik’s up-b, Vanish. Invincibility frames/i-frames – Some moves and techniques cause characters to be invulnerable when used. (Simon and Richter Belmont can both tether using their aerial whip moves.)
Tethers can also be used to get back on the stage by launching the tether move at a ledge. Samus, Toon Link, and now Luigi are examples of this. Instead of grappling someone in melee range, they launch a projectile that will grab whatever it comes into contact with. Tether – This refers to a unique grab attack. For example, you can hit a projectile out of the air by clanking it. Mashing – this refers to frantically pressing random buttons to escape a grab before getting thrown.Ĭlanking – This refers to two moves canceling each other out because they hit at the same time. This is called armor, super armor, or heavy armor. When an unprotected part of your shielded character is hit, you have fallen victim to a shield stab.Īrmor – Some moves, like Ganondorf’s neutral-special, cannot be interrupted by small attacks. You can angle the direction of your shield to cover weak spots, like the head or feet. Shield Stab – In Smash, your shield gets smaller and covers less of your character every time it’s hit. Releasing your block button right as a move hits instantly drops your shield, allowing you to land a quick counterattack. Parries – New to Smash Ultimate, parries are a new defensive maneuver that allow you to turn the tables when someone is pressuring your defense. It is similar to rolling, but your character stays in place. Spotdodge/Sidestep – Pressing down while shielded causes your character to avoid damage and attacks for a moment. This is useful for getting out of combos or surviving huge kill moves. Holding the control stick in a direction perpendicular to the trajectory will affect the angle you fly away. DI gives you some control over where your character flies. This is useful for recovering and maintaining combos.ĭI/Directional Influence – When your character gets hit in Smash, they’re pushed away in a trajectory according to the move. It is usually used in conjunction with a move, e.g., “shorthop bair.”įastfall – Holding down while in the air will make your character fall faster. Shorthop – This refers to the shortest possible jump a character can make. Ledge Trumping refers to a newer mechanic where if you grab a ledge someone is already grabbing, you’ll pop them off the ledge.
Edgehogging refers to the physical act of grabbing the stage’s ledge before they can. They refer to the direction held when attacking-forward, back, up, down, neutral (no direction), and Z (pressing the grab button on certain characters).Įdgeguarding, Edgehogging, and Ledge Trumping – Edgeguarding refers to the act of preventing someone from getting back on the stage after being knocked off. Smash Termsįair, Bair, Uair, Dair, Nair, and Zair – These terms refer to the normal air attacks of Smash characters. Knowing the lingo is key to discussing the game and getting better. We’ve compiled a bunch of Smash Ultimate terms that we think will help you get more familiar with the mechanics and gameplay of Smash Ultimate. Even watching videos about the game might be difficult if you don’t understand certain words and phrases. Browsing Reddit, GameFAQs, or Smashboards might leave you confused. By Greg Dempsey in Fighting Games | Dec, 11th 2018Įven if you can play Smash just fine, there are plenty of Smash Ultimate terms you might not know.