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Glossary |
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Position: Defenders
People who are great with clearing out the opposition when they come on your side of the field and excel at using the sword to nail the ball carrier. Also known for being the son of a bitch who stops you at the last second from scoring.
Position: Hybrids
These are people that can defend, tank and trick run with relative ease. Equally skilled at all, its always good practice to have one Hybrid on your team at all times.
"Samurai" - Defending Strong Hybrid. These Hybrids are great at wielding a sword and are used mostly for defensive services.
"Titan" - Tanking Strong Hybrid. These Hybrids know how to swing a hammer and are used mostly for their tanking services.
"Juggernaut" - Running Strong Hybrid. These Hybrids know how to run the ball whether they stiff arm the competition or pussyfoot. They are mostly used for their running services.
Position: Tanks
These guys are the people who keep the other team busy while the runners score as well as keep the other team off your backs... these guys have excellent timing with their hammer blows and plow through the competition with ease as well as setting up blocks. Also known for Spawn Killing.
Position: Trick Runner
These guys are always ball handlers and they know how to plant the ball for a score in many different ways... also known to pull Pro Runs (score within 10 seconds of the match starting by just straight running).
"Airball (also Floater)" - An Airballer or Floater is when a ball runner who has honed their Wave Rider skills sails gracefully over the heads of the opposition landing straight on the opposing goal, riding the shock waves of either team. (Halo 3 Term)
"Alley Oop" - The act of the ball carrier jumping into the air and passing the ball down to a teammate on the goal, bypassing the defense and scoring.
"Bait n' Hop" - Baiting the defense into a corner and jumping over them in order to ride their hammer swings beyond them and towards their own goal.
"Flowers" - Simultaneously hammer jumping and grabbing the ball, launching the ball carrier high into the air and available to be pushed onto the opponent's goal by their teammates. Notoriously used against rookie and veteran teams alike as a quick goal / pro-run play.
"Fumble" - A player who accidentally releases the ball into the hands of the opposing team, often due to stupidity. Only one documented occurrence of a Grifball fumble (or grifumball) exists today, where a player picked up the ball and then dropped it into the path of an opposing player who took the opportunity to pick up and score the ball.
"Hammer Jumping" - Simultaneously swinging the hammer and jumping in order to jump higher than normal. Using this method backwards by turning around can also be used to jump farther than normal, and is often used to travel the field faster in order to cut off a carrier that has gotten away past the defense, or to beat the opposition to the ball in the opening launch.
"Hawk Dive" - Hammer-Jumping for the purpose of sword-lunging an opponent from above.
"The Insurance Policy" - A betrayal that occurs when a defender stops the opposing carrier, then is immediately betrayed by a teammate to ensure that even if his teammate doesn't stop the carrier, the betrayer will.
"Last Resort" - When trapped in a corner, the ball carrier drops the ball and proceeds to demolish the defense before scoring the goal.
"Ninja" - The act of the ball carrier, despite being pitted alone against all 4 members of the opposing team, runs past, through or over them all and scores the goal.
"Opening Launch" - The commonly used first play of many teams. Consists of a single player or multiple players getting launched forward by their teammates swinging their hammers in order to propel them forward to reach the ball before the other team.
"Pass" - Dropping the bomb in order for your teammate to pick it up. Skilled passers can pass without the bomb hitting the ground and may even pass the bomb to one of their teammates sitting on the opponent's goal.
"Plant Master" - The cockiest of grifball players will occasionally be so confident they are about to score, they will add an element of style to the ball plant. Many players are discovering new methods of looking good while scoring including the infamous "360 plant", "the Waiter plant" as well as the more recent "Wall-hop plant".
"Pro-Run (also Speed Run)" - A player who scores the ball within 10 seconds of the round starting is known as a speed runner. Often a perfect revenge if the opposition has just scored in an extremely intense previous round.
"Retreater" - A type of ball carrier. A Retreater (AKA pussyfooter) will, upon facing an opposing player, retreat and allow their team to take care of said player. Often retreating several times and moving back and forth across the court before advancing at all. The risk is that the tanks on their team can be overthrown and the retreater may be forced to back right up to their own goal where a quick reversal may take place.
"Spawn Killer" - Also known by the opposing team as "that dickhead", a player who successfully reaches the opposing team's wall and repeatedly kills them as they spawn. Spawn Killers often achieve very high kill combos. Grifball has the highest amount of Killionaires per capita than any other sport.
"Slop" - The kills you get from other people's betrayals and ball detonations.
"Stiffing" - Using the bomb to kill a defender on your way to the goal. The ball runner meets the opposing player head on and punches him in the middle of his face. Often a very dangerous approach, but a skilled stiffer will be able to pull off the punch with regularity. A stiff arm usually fully depletes the shields of the ball runner, making the acclaimed double and triple stiffs extremely difficult to pull off.
"Wall Jump" - A commonly used tactic in the league these days, this requires the ball carrier to jump and crouch against the wall behind the goal, allowing them to jump again even higher over the defense and onto the goal.
"Wave Rider" - A type of Runner that when facing an opposing defender, will take a risk by jumping over their head as the hammer is swung. The shock wave causes the ball runner to be propelled forward (at the cost of his/her shield) over the heads of the opposition. A wave rider has little hope of survival once landed as shields have depleted and they are fully behind enemy lines without the help of their team, so unless they land on or near the goal, they risk giving away possession. See Air ball. (Halo 3 Term)
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