Glossary
Quick definitions you can reference between games—precise language, no fluff.
Directional influence (DI)
Influencing your knockback vector during hitstun to survive longer or escape combos.
Directional influence (DI) means holding a direction during hitstun to alter how knockback carries you. Good DI makes combos harder and can steer you toward safer blast zones.
Pair the concept with practical scramble defense in how to tech.
Neutral game
The phase where players contest space without a guaranteed follow-up.
The neutral game is the back-and-forth where both players are trying to create an opening without being locked into disadvantage. In Smash, it includes grounded movement, short hops, and threat management with projectiles or disjoints.
For a deeper breakdown, see what is neutral.
Tilt attack
A tilt is a directional attack input with a light (non-smash) stick motion.
Tilt attacks are performed by holding a direction and pressing the attack button without smashing the stick. They are often faster or safer than smash attacks and anchor many characters’ neutral.