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black_calculus

Smash Ultimate Terminology Dictionary

Sep 11th, 2019
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  1. A "dictionary" for some of the less obvious terminology used in parameters, functions, and constants
  2.  
  3. air - Aerial/In the air
  4. air_lasso - Tethers and zairs
  5. attack_ - Denotes an attack with the A (attack) button. Usually a directional suffix is appended to it, and occasionally another suffix such as air_ (to denote an aerial attack) etc.
  6. attack_11 - Jab 1
  7. attack_12 - Jab 2
  8. attack_13 - Jab 3
  9. attack_100 - Rapid jab
  10. attack_air - Aerial attack (nair, fair, etc.)
  11. attack_n - Jab
  12. bind - Stun/Dizzy effects such as from Mewtwo's disable
  13. capture - Grabbed
  14. catch - Grab
  15. clatter - Mashing
  16. damage_fall - Tumble
  17. damage_fly - Knockback
  18. damage_fly_speed_up - Related to the "balloon" effect of knockback
  19. dash - Initial Dash
  20. dive - Fast fall
  21. escape - Spotdodges
  22. escape_air - Airdodge
  23. escape_air_slide - Directional airdodge
  24. escape_f/escape_b - Forward and back roll
  25. final - Usually relates to final smashes
  26. flick - Stick flick, used for number of frames stick is displaced
  27. furafura - Post-shieldbreak dizzy animation
  28. guard - Shield
  29. guard_off - Dropping shield
  30. guard_on - Bringing up shield
  31. guard_to_pass - Shield drop
  32. hit_normal - End of invincibility/intangibility
  33. hit_stop_delay/hit_stop_delay_flick - SDI
  34. hit_xlu/invincibility/no_damage - Invincibility/intangibility
  35. hitstop/hit_stop - Hitlag
  36. jostle - Character collision handling. This was changed in Ultimate to prevent characters from running through each other
  37. jump_mini/mini_jump - Short hop
  38. just_shield - Parrying
  39. N/S/F/B/LW/HI - Usually appended to directional actions such as attacks or item throws; neutral, side, forward, back, up/high, down/low
  40. pass - Drop through platforms
  41. passive - Teching
  42. penalty - Usually refers to dodge staling
  43. precede - Buffer
  44. reaction - Knockback
  45. reaction_frame/damage_frame - Hitstun
  46. run - Run
  47. run_brake - Run skid (letting go of control stick during a full run)
  48. run_turn/turn_run - Turn skid (while turning during a full run)
  49. S3/HI3/LW3 - Ftilt/Utilt/Dtilt input
  50. S4/HI4/LW4 - Fsmash/Usmash/Dsmash input
  51. shield - Shield
  52. shield_setoff/guard_damage - Shieldstun/Shield damage
  53. song/sleep - Sleep
  54. special_ - Denotes an attack with the B (attack) button. Usually a directional suffix is appended to it, and occasionally another suffix
  55. status_start_turn - B-reverse
  56. tread - Footstool
  57. turn_dash - Turnaround dash
  58.  
  59. --------------------------------------------------------------------------------------
  60.  
  61. ACMD/MOTION/SCRIPT NAME NUANCES
  62. - The motion names for ftilts and fsmashes always have "_s" appended to the end for non-angled ftilts/fsmashes, even ones that can't be angled. For example, Game & Watch's ftilt motion name would be "attack_s3_s" and his fsmash motion name would be "attack_s4_s". This does not apply to the script names for non-angled ftilts/fsmashes.
  63.  
  64. --------------------------------------------------------------------------------------
  65.  
  66. CHARACTER-SPECIFIC STUFF
  67. - Ryu/Ken's Move Names -
  68. Jab 1 - attack_11_w / game_attack11w
  69. Proximity Jab - attack_11_near_s / game_attack11nears
  70. Strong Jab (Roundhouse/Inazuma Kick) - attack_11_s / game_attack11s
  71. Weak Ftilt - attack_s3_s_w / game_attacks3w
  72. Strong Ftilt - attack_s3_s_s / game_attacks3s
  73. Proximity Ftilt - attack_near_w / game_attacknearw
  74. Weak Utilt - attack_hi3_w / game_attackhi3w
  75. Strong Utilt - attack_hi3_s / game_attackhi3s
  76. Weak Dtilt - attack_lw3_w / game_attacklw3w
  77. Strong Dtilt - attack_lw3_s / game_attacklw3s
  78.  
  79. --------------------------------------------------------------------------------------
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