User:DarthPhallus/Glossary

From SuperCombo Wiki

Move Properties


Ground Bounce

Definition: Moves with the property will cause the opponent to bounce off the ground in a comboable state for a certain amount of frames before transitioning into Hard Knockdown. Generally only one Ground Bounce is possible in a combo, using a second Ground Bounce move will instead lead to the opponent hitting the ground in the Soft Knockdown state. However, Down TAC and a few moves can get around this limitation.
Shortened Definition: Ground Bounce moves will cause the opponent hit the ground and bounce in a comboable state for a fixed amount of time.


Forced Ground Bounce

Definition: Certain moves will always cause a Ground Bounce regardless of if a Ground Bounce has already been used earlier in the combo. Some of these moves can also hit or be cancelled in specific ways to "reset" the Ground Bounce, allowing a regular Ground Bounce move to Bounce the opponent when it normally could not.
Shortened Definition: Certain moves will always cause a Ground Bounce regardless of if a Ground Bounce has already been used earlier in the combo.


Wall Bounce

Definition: Moves with the property will cause the opponent to bounce off the wall back towards the direction they traveled, even if the opponent doesn't reach the furthest edge of the stage. They are freely comboable until they hit the ground, and enter the Soft Knockdown state. Generally only one Ground Bounce is possible in a combo, using a second Ground Bounce move will instead lead to the opponent being able to air tech or hit the ground enter the Soft Knockdown State.
Shortened Definition: Ground Bounce moves will cause the opponent hit the wall and bounce back in the direction they traveled in a comboable state for a fixed amount of time.


Forced Wall Bounce

Definition: Certain moves will always cause a Wall Bounce regardless of if a Wall Bounce has already been used earlier in the combo.
Shortened Definition: Certain moves will always cause a Wall Bounce regardless of if a Wall Bounce has already been used earlier in the combo.


OTG

Definition: OTG stands for Off the Ground (or On the Ground). Certain moves will be able to hit opponents laying on the ground in the Hard Knockdown state, and potentially lead to, or continue, a combo.
Shortened Definition: Certain moves will be able to hit opponents laying on the ground in the Hard Knockdown state, and potentially lead to, or continue, a combo.


Crumple

Definition: When a crumple move hits a grounded opponent it will cause the opponent to slowly crumple to the floor. When this occurs, they are freely comboable up until they hit the ground, but are considered airborne. Thus the first hit that connects on them will pop them into the air. When they finish the crumple and hit the ground, they are considered in Hard Knockdown for a fixed amount of time before they transition to soft knockdown and can tech roll.
Shortened Definition: Crumple moves on grounded opponents will cause a crumple animation where the opponent is freely comboable for a fixed amount of time.