| Frame |
The smallest unit of time in which an action can be inputted. 1 frame = 1/60 of a second. |
| Hitbox Active |
Frames during which the attack's hitboxes are active. |
| FAF (First Actionable Frame) |
First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one. |
| Base Damage (Base Dmg.) |
Base damage values for each hitbox. |
| Angle |
Angle at which the opponent will be knocked away. |
| BKB |
Base knockback of the move. |
| WBKB |
Set knockback of the move (Determined by weight). |
| KBG |
Knockback growth of the move. |
| Sweetspot |
The strongest part of an attack. |
| Landing Lag |
Aerials only. Number of frames the character lags when they hits the ground during an aerial. |
| Autocancel |
Aerials only. Frames during which the character can land without the aerial move's landing lag. (They will instead suffer normal jump landing lag.) |
| Hurtbox |
The space around a character where hitboxes can inflict damage. |
| Intangibility |
Frames during which the character's hurtbox is unable to be interacted with. |
| Invincibility |
Frames during which the character will take no damage. |
| Rehit Rate |
If set to a number greater than 0, makes the hitbox hit again every X frames. |
| Low Priority |
Unable to beat other moves with the 9% rule, however can still lose to moves if they do 9% or more. |
| Rebound |
The animation that plays when two moves within 9% clank. |
| Super Armor |
Frames which a character will not flinch when attacked. Infinite. |
| Heavy Armor |
Frames which a character will not flinch when attacked. Finite and determined by knockback sustained. |
| Damage Based Armor |
Frames which a character will not flinch when attacked. Finite and determined by the damage of the move. |
| Reflection |
Reflection is the process of using a particular move to deflect incoming projectiles. |