For general information on fighting game concepts, check out the Fighting Game Glossary. Also check out the Lethal League Blaze Dictionary and the LLB Dictionary, both by Just Gas.
Contents
- 1 #
- 2 A
- 3 B
- 4 C
- 5 D
- 6 E
- 7 F
- 8 G
- 9 H
- 10 I
- 11 K
- 12 L
- 13 M
- 14 N
- 15 O
- 16 P
- 17 Q
- 18 R
- 19 S
- 20 T
- 21 U
- 22 V
- 23 W
- 24 X
- 25 Y
- 26 Z
- 27 Misc.
#
A
- Angle
- The literal angle a character sends the ball at after hitting it with a swing, bunt, or grab. For more information, see System.
B
- Blaze
- The action a character performs when pressing a button other than bunt or up when knocked down, causing them to explode in a "blaze," hence the name.
- BooS
- Acronym for "Bunt out of Special," an action where a character cancels the use of their special into a bunt.
- Bubble Glitch
- The community name for a tech related to Jet's special where it is activated on a charged swing and allowed to pop, which causes the ball's speed to increase as if it was hit by another charged swing instead of increasing by 1.
- Bunt
- A basic way to interact with the ball, performed by pressing the bunt button. See Controls.
- Burst
- Lethal League's name for a round, with a new burst beginning each time a single player or team is left standing. Not to be confused with Blaze, which performs an action that appears similar to burst mechanics in games such as Guilty Gear.
C
- Cheese
- Damaging or killing your opponent with the ball at low speeds.
- Clash
- Also called "Clank." Occurs when two or more players hit the ball at the same time, causing all players to recoil and send the ball into a bunted state.
- Clash Race
- Refers to the game state immediately following a clash where both players fight to take control of the "clashed" ball. It can be thought of as a sort of scramble.
- Coverage
- Coverage is a defensive technique in which the player will position themselves at the intersection of all possible angles to guarantee a catch. When full coverage isn't possible it may be preferable to "safezone" instead.
- Cuff
- Also called "Shining Cuff." Another term for Nitro's special move.
- Cuff Storage
- Refers to a tech related to Nitro's special where he is able to use his neutral-down or smash angle during his special by inputting said angles before activating his special.
D
- Dice Ceiling Glitch
- Also called "Ceiling Glitch." A pixel-perfect tech Dice can perform using his special that allows him to use either his ground-special angle or bunt in the corners of a stage's ceiling.
- DK Grab
- Refers to when a player attempts to grab an opponent's parry, but instead gets grab denied due to the grab connecting after the parry ends.
- Dodge Grab
- Refers to an option-select performed by grabbing a high-speed vertical ball, covering an opponent's typical responses to this situation: bunting or buffering parry.
- Double Spray
- The community name for a tech Toxic can perform that delays the release of the ball from a spray she set down by placing another spray down.
E
F
- Floor Trap
- Also called "Lawnmower." Refers to when the ball is hit at a straight horizontal angle very close to the floor, forcing the opponent to land on top of the ball to hit it.
G
- Goblin Tech
- A tech that exploits a bug in the ball's hitbox calculations to allow for a safer bunt when a character's back is against the wall.
- Grab
- A universal mechanic where a character grabs the ball and throws it. See Controls.
- Grid Charge
- The community name for Grid's alternate special, input by pressing the jump button while fully crouched.
H
- Half Cuff
- A tech relating to Nitro's special that allows him to halve the distance he or his cuff would travel, performed by holding back and pressing swing while his special is active.
- Hitstop
- Also called "Hit Lag." The time before the ball is launched by a player when it is hit by a player's swing.
I
- ICR/IFR
- Acronym for "Instant Ceiling Release" or "Instant Floor Release". Refers to a Sonata tech where the last beat of her special is angled into the ceiling or floor, causing it to instantly release at that angle without using the slower speed of the special's beat.
- IBS
- Acronym for "Instant Bunt out of Special." Usually refers to a tech Sonata can perform where she can instantly bunt out of her special if it collides with a floor or ceiling, but can refer to any action that results in a character immediately cancelling out of their special to a bunt.
K
- Kirbbbb Hop
- A frame-perfect Nitro tech that allows a jump bunt after he completes his special that doesn't exhaust his double jump.
L
M
- MCSing
- Abbreviation of "MineCraftSteveing." A playstyle that involves keeping the ball at a low speed to cheese the opponent through cuff special chip damage and parry RPS interactions.
N
- Nice Angle
- The community's name for Sonata's up special angle, which is performed by inputting any emote while her special is active.
O
P
- Parry
- A universal mechanic performed by pressing bunt while your character is in hitstop. For more information, see System.
- Parry Bait
- A scenario where a player sends the ball in a specific trajectory to force the opponent to swing in response, setting up a scenario where the player can cause the opponent to swing into a parry by swinging at the ball first.
- Pushbox
- The community name for Doombox's alternate special, input by pressing the jump button while fully crouched.
Q
R
- Recoil
- A state where a character enters a flinching animation and is rendered unactionable until the animation ends. Typically triggered by parries or clashes.
- Rotation
- A term that refers to how much of the stage the ball will cover when following an angle's trajectory for an extended period of time.
S
- Safezoning
- A defensive technique involving positioning to catch a subset of potential attack angles while being "safe" from the remaining threats. The goal of safezoning is to end up either in ball possession or returning back to neutral.
- Smash
- A midair swing that covers above and in front of the character, input by pressing 6S while airborne.
- Smash Parry
- Also called "Smarry" or "Smashma." Refers to when a player smashes a ball and buffers parry in order to secure a quick hit.
- Special
- A general term that refers to the special ability a character can use when they have full meter. See Controls.
- Spike
- A swing that aims downwards, input by pressing 2S while airborne. See Controls.
- Spikeport
- A term that refers to a tech relating to Grid's special where 2 is inputted mid-teleport to angle the ball downwards. For example "up spikeport" corresponds to 82S! in numpad notation.
- Super Jump
- A movement option exclusive to Dice that allows him to jump much higher, input by jumping while crouched on the ground.
- Swing
- A basic option to hit the ball, done by pressing the swing button. See Controls.
- Swing Bait
- Refers to when a player extends the time before the ball is released from hitstop to bait a response out of the opponent. This can be seen as being analogous to a whiff punish in more orthodox fighting games.
- Switchflip
- The name of Switch's special. For more information, see Switch's character page.
T
- Tap Charge
- A defensive technique similar to fuzzy guarding where a player taps the swing button and turns around after a few frames, most often performed in a position where the ball can hit the defending character from the front or behind.
- Taunt Cancelling
- Refers to when an action that uses the taunt button is cancelled into another action. Most commonly used in reference with Switch and Jet.
- Taunt Hover
- An alternative way to activate Jet's extra movement option, hover, by holding taunt while airborne.
- Teleport
- A general term referring to Grid's special and its variations, not to be confused with Wall Teleport. For more information, see Grid's character page.
U
V
W
- Wall Cling
- An umbrella term that refers to a movement option that allows characters to stick to a wall. Most commonly used in reference to Latch and Toxic's wall cling, but can also refer to similar techniques Raptor and Switch can perform.
- Wall Teleport
- A movement option exclusive to Candyman that allows him to teleport from one side of the stage to the other by performing a crouch slide into a wall.
- Wedging
- Refers to a niche interaction where a player is hit by the ball from behind when standing near the wall, "wedging" the ball in the gap between the player and the wall.
X
Y
Z
Misc.
- -flip
- A suffix that refers to angles that send the ball at a trajectory similar to Switch's ability, switchflip.
Lethal League Blaze (LLB) | |
General | FAQ Modding |
Mechanics | Controls System Resources Game Data |
Characters | Toxic Grid Dice Latch Sonata Switch Raptor Candyman Jet Doombox Nitro |
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