Glossary

GLOSSARY


TERM DEFINITION
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.