Editing Button mashing

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<gallery heights="200px">
<gallery heights="200px">
CaptureWait button mash no pummel.gif|Marth uses button mashing to escape another Marth's grab quickly.
File:CaptureWait button mash no pummel.gif|Marth uses button mashing to escape another Marth's grab quickly.
CaptureWait button mash pummel.gif|The grabbing Marth does a pummel to delay the grab escape.
File:CaptureWait button mash pummel.gif|The grabbing Marth does a pummel to delay the grab escape.
</gallery>
</gallery>


===Restrictions===
===Restrictions===
In the original ''[[Super Smash Bros.]]'', ''Melee'', and ''Brawl'', control stick and button inputs are treated separately. Each frame only allows one stick input and one button input to be registered, but it is still possible to combine both, allowing for two inputs per frame. Therefore, the most optimal button mashing in these games generally involves spinning the control stick while alternating between two buttons.
In ''[[Super Smash Bros.]]'', ''Melee'', and ''Brawl'', control stick and button inputs are treated separately. Each frame only allows one stick input and one button input to be registered, but it is still possible to combine both, allowing for two inputs per frame. Therefore, the most optimal button mashing in these games generally involves spinning the control stick while alternating between two buttons.


In ''Smash 4'', button mashing is generally weaker than in previous games. It is no longer possible to register stick and button inputs in conjunction, allowing for only one input per frame instead of two. Additionally, buttons assigned to the same action (such as the X and Y buttons to [[jump]] by default) are counted as the same input, and thus cannot be alternated every frame. Furthermore, button inputs have a different effect on mashing than stick inputs; their effectiveness is increased by 1.8× compared to stick inputs, but any subsequent input (including a stick input) is registered in 2 frames, instead of the frame right after. For example, if the default reduction by mashing for a grab is 8 frames, stick inputs still reduce its duration by this amount, but button inputs reduce it by 14.4 frames each; however, as only one button can be input in the same time as two stick inputs, they are slower by themselves. Because of this, optimal mashing in ''Smash 4'' generally only focuses on spinning the control stick as fast as possible, with button inputs serving as an occasional aid in case a stick input is missed.
In ''Smash 4'', button mashing is generally weaker than in previous games. It is no longer possible to register stick and button inputs in conjunction, allowing for only one input per frame instead of two. Additionally, buttons assigned to the same action (such as the X and Y buttons to [[jump]] by default) are counted as the same input, and thus cannot be alternated every frame. Furthermore, button inputs have a different effect on mashing than stick inputs; their effectiveness is increased by 1.8× compared to stick inputs, but any subsequent input (including a stick input) is registered in 2 frames, instead of the frame right after. For example, if the default reduction by mashing for a grab is 8 frames, stick inputs still reduce its duration by this amount, but button inputs reduce it by 14.4 frames each; however, as only one button can be input in the same time as two stick inputs, they are slower by themselves. Because of this, optimal mashing in ''Smash 4'' generally only focuses on spinning the control stick as fast as possible, with button inputs serving as an occasional aid in case a stick input is missed.


''Ultimate'' keeps the button mashing mechanics from ''Smash 4'', with one additional restriction for button inputs: while inputs assigned to the same action can still be registered every 2 frames, alternating between inputs for different actions causes them to be registered every 3 frames instead, even if the next one is a stick input.<ref>[https://twitter.com/drafix570/status/1095699078455783424 Cooldown between inputs in ''Ultimate'']</ref> As a result, simply spinning the control stick as fast as possible remains the most optimal mashing strategy.
''Ultimate'' keeps the button mashing mechanics from ''Smash 4'', with one additional restriction for button inputs: while inputs assigned to the same action can still be registered every 2 frames, alternating between inputs for different actions causes them to be registered every 3 frames instead, even if the next one is a stick input<ref>[https://twitter.com/drafix570/status/1095699078455783424 Cooldown between inputs in ''Ultimate'']</ref>. As a result, simply spinning the control stick as fast as possible remains the most optimal mashing strategy.


==Conditions affected by mashing==
==Conditions affected by mashing==
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***[[Wario]]'s [[Chomp]]; causes the throw to execute faster instead of forcing a grab release.
***[[Wario]]'s [[Chomp]]; causes the throw to execute faster instead of forcing a grab release.
***[[Yoshi]]'s [[Egg Lay]]; cannot be used to escape the grab itself, but reduces the time the victim is trapped in an egg.
***[[Yoshi]]'s [[Egg Lay]]; cannot be used to escape the grab itself, but reduces the time the victim is trapped in an egg.
***[[Incineroar]]'s [[Alolan Whip]]; button mashing has no effect once Incineroar releases the target towards the ropes, resulting in only 6 frames of leeway with perfect button mashing.
***Incenaroar’s [[Alolan Whip]]; frame perfect escape.
*Being [[asleep]], [[buried]], [[frozen]], or [[stun]]ned (including from a [[shield break]]).
*Being [[asleep]], [[buried]], [[frozen]], or [[stun]]ned (including from a [[shield break]]).
*Having the [[flower]] effect.
*Having the [[flower]] effect.
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==References==
==References==
<references />
<references />
{{AllGames|Techniques}}
{{AllGames|Techniques}}

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