This is a phase in a match where you gain an advantage over your opponent by putting them in a difficult situation. The opponent may be above you, offstage or hanging on the ledge. The challenge is to keep this advantage phase as long as possible in order to do as much damage as possible to your opponent.
Refers to all of a character’s aerial attacks, when you press the attack button in the air.
Refers to jumping out of a situation where the opponent has grabbed you.
This is an air dodge that is performed by pressing the shield button in the air. The airdodge can be directed or not in the air.
This is an option to prevent enemy approaches from the air.
This is playing by relying solely on your automatisms and not on your thoughts, which can make you predictable and less incisive. It is an automatic way of playing that can setup more easily when you have spent many hours on a game.
If a character lands on the ground while performing an aerial attack at a specific moment in its animation (usually at the beginning or end), it is possible to cancel the animation at the end of the attack, which prevents you from suffering from any lag.