Tipper- Hitting with the tip of the home-run bat. Sends target much farther horizontally than a non-tipper. In addition to the meaning mentioned above, "tipper" is used as another name for hitting with the optimal range of any of Marth's attacks, said range being any range where there is distinct damage and knock back (the tip). Thanks to MaskedMarth for additional information on this term
Tournament legal- Any stage, item, or rule set that is acceptable in a tournament environment. General rule sets follow this example: 4 stock, with time doubling (or almost doubling) stock, items on off. Hyrule Temple, Yoshi's Island 64, and Brinstar Depths, Infinite Mountain, Big Blue, and Termina are always off (and can't be chosen, even under slob picks). Slob pick (which is what most tournaments go by) allows the loser to pick both stage and character. First, the loser announces his stage choice. Then the winner picks a character and finally the loser picks a character. Team attack is usually on, and no stage can be played twice in the same set. A set is the best two of three. The tier list is based on the best game play possible (the metagame) with these rules.
Turret Fighting- Tactic that is used by mainly projectile characters in which the player spams his/her weapon to its fullest, while staying in the same spot. Falco, Samus, Fox, and Shiek users are known for this annoying tactic, and can be very effective when in the hands of an expert. Thanks to xxxxThe_GoaTxxxx for this term.
Turtle Glitch (Game and Watch only)- Break a breakable block with the turtle (back A aerial attack) right as you land on it and as the attack is ending. The turtle will stay in his hand until you use back air or neutral air (maybe other moves). If Game and Watch dies with the turtle in his hand, he will come back with it still attached, only now it will never go away for the rest of the match. Thanks to SuperDoodleMan for this term.
Upward Pound- A tactic with Jigglypuff where you use Pound, and then quickly press up so Jigglypuff pounds in a more upward direction. This helps vertical recovery (Pound and then jump gains more vertical distance) and horizontal recovery (consecutive upward Pounds give Jigglypuff infinite horizontal and if done perfectly vertical recovery). You can also do it downwards.
Vertkill- Jumping and spiking at the same time, usually by a character already in the air. Some useful ones are Captain Falcon's, Ganondorf's, Marth's down aerial.
Wallbombing- Using the Peach Bomber attack (forward+B) as a smash attack makes Peach pop up a little bit, allowing her to use it repeatedly without losing height. If kept up for long enough, this can be used to stall out time matches. Discovered by RyokoYaksa.
Wall-climbing- After an Mario hits a wall with up-B, he can wall jump. This can be continued until the wall ends.
Wall-grapple- With Link, Young Link, or Samus, hit Z in the air and near a wall (facing the wall of course) to latch onto it. Hit A while hanging, or after the initial latching to climb the grappling device. Can only be used once per time in the air (you have to land before you can use it again), but you can use the character's ^B after using a wall-grapple. What most players will do is air-dodge upwards and then hit Z, immediately followed by pressing A/Z again to launch them upwards. And to finish it all you do an up-b.
Wall-jump- Hitting the opposite direction when your character is near a wall, and not tumbling. Works only with Mario*, Samus, Young Link, Fox, Sheik, Falco, Pichu, and Captain Falcon. If any character not listed here seemed to have wall-jumped, you probably just witnessed him teching. Mario is a special case because he can wall-jump after his up-b.
Wall of Pain- Jigglypuff strategy that is focused on its superb aerial ability, and in particular, its aerial back A.