Glossary
C
-This is everything that is in the field and that you can see, knowing that a character off camera will fall faster than normal.
This is playing defensively by staying as far away from your opponent as possible, usually by throwing projectiles at them.
This is when you stop charging a special attack such as Samus’ Neutral B. This keeps the current charge of the special attack. To stop charging an attack, simply use the shield, a grab or point the stick forward or backward to roll.
A variation of the Charge Cancel unique to Smash Ultimate. When you stop the charge of some special attacks in Smash Ultimate, your character may have an animation that lasts 4-5 frames. If you cancel your charge on the ground with your shield, this animation can be cancelled by dropping the shield before the animation ends. In the air You can do the same with a neutral air dodge or a double jump and land before the animation ends.
When two attacks hit each other, they will either cancel each other out or one of them will overpower the other.
This is a succession of attacks that follows one another. When you perform a true combo, the enemy is simply unable to react while you chain them together.
A command grab is usually a special attack that allows you to grab your opponent by going over the opponent’s shield.
Refers to the number of frames during which you are vulnerable and cannot perform any other action.
This is the counter which is usually done by performing a Down B. When the opponent hits you while your counter is active you hit him back.
This is choosing a land or character after your opponent has already chosen his.
Once you are crouched, you can move around with certain characters by tilting the directional stick left or right.
When an enemy is protecting himself, you can cross up by performing an attack to get behind him. Generally, you can use an air attack or a Dash Attack to cross up.
This is the act of crouching by tilting the stick downwards. For some characters, this can be useful to avoid certain attacks.