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Auto Cancel = A move that is stopped prematurely that allows you to attack again. This is actually automatic in Brawl. It usually happens with aerial attacks when you land and have no landing animation, which allows you to attack again immediately.
IASA = Interruptible As Soon As, is like a cancel. The only difference is the game doesn't do it for you. There are attacks that you can interrupt before the full attack animation is over. This means that you can attack again, part way through the original attack. You interrupt it, as soon as you press another button.
Spike = An attack that sends the opponent straight down. Similar to a meteor smash but the opponent is unable to jump out of it.
Knockback = Just what the name says. When you get hit, you get knocked back.
Super Armor = Frames of animation during an attack that makes you impervious to knockback. You can still take damage, but you don't get launched.
Stale Moves = A penalty to damage and knockback that the game gives you for repeating the same moves over and over again. This is also known as "Stale move negation". Actually a viable strategy as this move lessens knockback, making combos easier to land.
Priority = An attack that will hit first if collided with another attack. If two moves with the same priority collide, they cancel each other out.
Spamming = Abusing one attack or strategy, often through repeatedly using the move in rapid succession.
Pivoting = Running or walking in one direction and then turning around as the pursuing opponent closes in and inputting an attack or grab at the same time in order to catch the opponent off-guard and hit them with an attack.
Gimping = Catching somebody on their recovery attempt with a small attack that sends them just out of range of the stage for an easy KO.
Camp/Camping = Standing on one side of the stage and spamming projectiles, or waiting there until somebody comes near you.
Edge-guarding = The act of guarding the edge of the stage from recovering opponents by using certain attacks, projectiles, or pushboxes. Gimping and metero-smashing are both edge-guarding strategies.
Edge Hogging = Hanging off the side of the stage so when your opponent tries to grab the edge, he/she does not grab the ledge and fall to their death. This strategy no longer works in 3DS/Wii U.
Edge-Trumping = Only in 3DS/Wii U. When a character grabs an edge that is already occupied by another character, the character that previously occupied the edge is tossed off at an upwards angle a short distance, and the character that trumped it will take the ledge from them. The trumped opponent can be kept away from the edge by releasing the edge, using a back aerial or down aerial, and then returning to the edge. Two characters can occupy one edge if one of them is hanging off of it via a tether, such as Link, Samus, or Lucas.
Edge Pressure = the act of placing an attack with long-lasting hitboxes on the edge of a stage or creating some other kind of obstruction on the edge so that an opponent hanging on the edge or recovering to the edge will feel pressured to drop back off the edge or roll onto the stage to avoid being hit by the edge-guarder's attack; a smart player will often position themselves to punish the opponent when they edge-roll. Edge-pressure often times uses projectiles that can be easily deposited onto an edge though it is not limited to this. Some moves that can do this are Samus's bombs, R.O.B.'s Gyro, and Villager's Tree.
Dead weight = When you hit someone into somebody else. This will send the other person back with similar knockback, but the attack itself deals far less damage. Also known as the 'Cannonball Effect' in 3DS/Wii U.
Tech or Teching = Pressing the shield button as soon as you hit a wall or the ground to pop up from it immediately. This is also known as a "quick get up" or a "ukemi".
Hitbox = The area in every attack that deals damage.
Sweetspot = The hitbox in an attack that deals the most damage and knockback.
Sourspot = Any hitbox in an attack that deals far less damage and knockback.
Jab Lock = When an opponent is lying on the ground, using a weak attack (like a jab, or a sourspotted aerial) will "push" the opponent a little bit in front of you; doing this forces the opponent to do a regular get-up, and can be punished using a charged smash attack or other powerful move to capitalize on their limited options. This technique cannot be teched out of. This move was also known as "Jab reset" in Melee.
DI = DI or Directional Influence is a technique where if one inputs a direction perpendicular to the direction launched, the knockback will be transferred to the direction, making it more easier to survive.
Falling speed = The speed a character falls when in the air. Different to weight.
Weight = The amount of resistance a character has against knockback. Different to Falling Speed.
Air Speed = The speed a character can cover when in the air. Different from running speed. An example would be Jigglypuff as she has the highest air speed in the game but is one of the slowest at running.
Sex Kick = An aerial kick (normally a neutral aerial) technique where it deals more damage and knockback at the start of the move instead of the end of the move. Dr. Mario is the only exception because his neutral aerial deals more knockback at the end of the attack.
Perfect shield = If you presses the shield button immediately when an attack hits it, it makes a "clash" noise that means that the shield takes no damage and you can counterattack immediate afterwards.
Meteor Smash = Very similar to a spike however the opponent can jump out of the knockback if timed right.
Stage Spike = When a move knocks the opponent into the stage which causes the knockback direction to change and send them flying downwards.
Wall of Pain (WoP) = Use of Jigglypuff's forward or back airs to push opponents over the side blast lines of a stage.
Fence of Pain (FoP) = Kirby's back air used the same way as in a WoP. It is called an FoP because it has more openings. However, since it has been improved in Brawl, it could arguably be a kind of WoP.