Abbreviations
General Abbreviations
Advanced Move Terms
DACDG - Dash Attack Canceled Dash Grab
FFNA - Fast Fall Neutral Airdodge
iDA - Instant Dash Attack
Basic Move Terms
DAir, FAir, UAir - Down Aerial, Forward Aerial, Up Aerial
Down-B, Neutral-B, Side-B, Up-B - Down Special, Neutral Special, Side Special, Up Special
DSmash, FSmash, USmash - Down Smash, Forward Smash, Up Smash
DTilt, FTilt, UTilt - Down Tilt, Forward Tilt, Up Tilt
d.FSmash, u.FSmash - Downward Angled Forward Smash, Upward Angled Forward Smash
d.FTilt, u.FTilt - Downward Angled Forward Tilt, Upward Angled Forward Tilt
Fighting Game Terms
FGC - Fighting Game Community
MU - Matchup
RNG - Random Number Generator, sometimes used as a colloquial term for video game randomness.
Frames
-5, +3, etc. - 5 frame disadvantage, 3 frame advantage
F6, F7, etc. - Frame 6, Frame 7
FAF - First actionable frame
Knockback
BKB - Base Knockback
DI - Directional Influence
Intang - Intangibility
LSI - Launch Speed Influence
SDI - Smash Directional Influence
SS - Sourspot
Tumble% - The percentage at which a move sends the opponent into the tumble state
Movement
C-Bouncing - C-Stick Wavebouncing, a tech.
FH - Full Hop
FHDJ - Full Hop Double Jump
OOS - Out of Shield
PC - Pivot Cancel
PCF - Pivot Cancel Forward
SH - Short Hop
SHFF - Short Hop Fast Fall
Stages
FD - Final Destination
K. Rool-Specific Abbreviations
Belly Armor
Armor Shift - Angled FTilt for BSA shifting
BSA - Belly Super Armor
Blunderbuss
b.BThrow, b.UThrow, b.FThrow - Blunderbuss Vacuum Back Throw, Up Throw, Forward Throw
BHC - Blunderbuss Hat Cancel
FS/EB - Fake Shot/Empty Blunderbuss
FSVC - Fake Shot Vacuum Cancel
RD - Reshoot Delay
VD - Vacuum Delay
Bury Combos
a.DTilt - Aerial Down Tilt - differentiates from the bury hitbox
BTSS - Bury Tech Situation Storage
s.DAir - Bury-stored attacks, in this case DAir.
Kremling Kombo - DAir DTilt s.DAir DAir FSmash
Quake, q.DTilt, q.DSmash - The extra hitbox sent out by K. Rool DTilt or DSmash
SS - Spike Storage
Crownerang
CB - Crown Bouncing
CC Radius - Crown Catch Radius
CCa - Crown Canceling
CCPS - Crown Cancel Pickup Searchbox
CJ - Crown Jump
CL - Crown Landing
CSq - Crown Squatting
CS - Crown Slide/Sliding, Regular Crown Sliding
f.Crown, r.Crown/b.Crown - Forward Crown, Returning Crown/Backwards Crown
FCS - Forward Crown Slide
IDCS - Initial Dash Crown Sliding
Macrown - Crownerang in tandem with C-Stick Macro Specials
NC - No Crown Animation
RCB - Reverse Crown Bouncing
RCS - Reverse Crown Sliding
Glossary
General Terms
Gameplay Terms
Negative Neutral - A situation in neutral where you're losing stage control and are poised to get sent into disadvantage. For example, you've reacted to a bait and are now in lag which the opponent can punish.
Positive Neutral - A situation in neutral where you're in a position where you can hit the opponent. Applying pressure, getting reactions, and gaining stage control are all examples of positive neutral situations.
Setplay - A preplanned flowchart of actions to be taken based on what actions your opponent takes in response to specific actions. This is often applied to okizeme in traditional fighting games, which translates over to matters like tech situations in Smash.
Option Value - A game theory term for the utility an option carries in every given situation.
Move Terms
Attack Cancel - Using a jab or another move and short hopping within a one frame window where the move can be canceled.
DAir Lock - Using DAir to execute a jab lock, which can be done twice with good execution for extremely high damage.
Sex Kick - An aerial move that has a long-lasting - often weaker - hitbox attached to a body part after the initial thrust of the move.
Sharking - The act of going underneath a stage to attack an opponent from below the stage.
Suck and Cuck - A colloquial term used to describe killing your opponent offstage by holding them inside a move that traps them. K. Rool can use this technique with his Vacuum.
Tomahawk - A full hop or short hop towards an opponent followed with a grab. Used as a mixup after conditioning an opponent to shield aerial attacks. Sometimes referred to as a "grappler jump" in traditional fighting game circles.
K. Rool-Specific Terms
Belly Armor
Armor Shifting - Angling FTilt with the express purpose of shifting the armor hurtbox. For example, angling FTilt down to block ledge attacks.
Belly Super Armor - Armor on K. Rool’s belly that tanks hits on specific frames of his attacks with a fixed 16 frames of hit lag; can take 36.02% worth of damage before breaking.
Blunderbuss
Fake Shot - The animation performed when K. Rool tries shooting Blunderbuss with a Kannonball already active.
Fake Shot Vacuum Cancel - Performing a Fake Shot to allow the player to perform a Vacuum faster than out of a Blunderbuss.
Reshoot Delay - A niche tech where the reshoot of Blunderbuss or an opponent can be delayed by up to 6 frames by not buffering up or backwards. Moreso a mechanic than a tech.
Vacuum - The second part of King K. Rool's Neutral Special that sucks opponents into the cannon. Known officially as "Suck Up".
Vacuum Delay - A simple tech and mixup that delays the time between a Blunderbuss shot and the Vacuum startup by up to 19 frames.
Bury Combos
Bury Tech Situation Storage (BTSS) - An instance where a tech situation that would have occurred instead occurs after an opponent pops out of a manual bury. This happens if the opponent is holding a direction in the upper area of the control stick, though this can even be slightly raised from the right and left points. Generally, the upper circumference will confirm it. This cannot apply to bury throws.
Spike Storage - Utilization of an attack that spikes after an attack that buries, leading to the opponent being spiked as they pop out of the bury. K. Rool can use Spike Storage with his DTilt --> DAir to set up for a variety of kill confirms.
Crownerang
Crown Bounce - A tech used to reverse K. Rool's direction after picking up Crown exactly like a b-reverse or wavebounce, has multiple variants.
Crown Catch - The 17 frame animation that takes place whenever K. Rool walks, dashes, is airborne, or is standing and the Crown projectile returns to him.
Crown Pickup - The 28 frame animation that takes place whenever K. Rool walks, dashes, is airborne, or is standing and picks up his own Crown item.
Crown Catch Radius - The area roughly mapped to K. Rool's body where the Crown will be picked up by K. Rool.
Crown Landing - A tech to reduce landing lag by picking up the crown or performing the "No Crown" animation while airborne.
Crown Sliding - A tech used by K. Rool to maintain momentum while in the Crown Catch animation.
No Crown / Crownless - The animation that happens when K. Rool tries to use Crownerang without his Crown