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The Mario on the far right can be seen Prat Falling.

Tripping (officially called prat falling; referred to in game files as slipping) is a gameplay mechanic introduced in Super Smash Bros. Brawl. Whenever a character begins to dash or turn while running, there is a 1% chance that the character will trip, fall over, and sit down in a prone state with a confused expression. While apparently intended to stop excessive dashing and pivoting (such as while dash-dancing), characters can also trip while performing any button input that involves tapping the control stick to the left or right, most notably those of a forward smash or side special move. A character can also be tripped from getting hit by certain attacks and items. Brawl keeps track of the total number of Prat Falls each character or name has experienced in Group Brawls.

Kirby in his tripped position after stepping on a Banana peel.

Interestingly, the sound effect for tripping (when not induced by an opponent or item) changes depending on whether the character tripping is from a cartoonish or realistic universe. The 'realistic' characters make make a light, quick whoosh sound, followed by an unimpressive falling-down noise, while 'cartoonish' characters (that is, most of the cast) make a swabbing noise like a sliding mop before landing with a distinctive timpani noise.

While sitting down, a character has the same options as if they are lying down. However, a tripped character is in a more vulnerable position than a lying down character. Attacks from a sitting position are weaker than attacks from a lying down position, usually dealing 5% as opposed to 6% and lacking transcendent priority, and the character is only safe for 8 frames (attacking while lying down usually keeps the character safe until the attack's hitboxes end). The other options are generally subpar as well, having fewer invincibility frames yet comparably long animations. Additionally, sitting opponents can be grabbed, unlike lying down opponents.

In Super Smash Bros. 4, random tripping no longer occurs, though characters can still trip by getting hit by hitboxes that induce it.

Causes of tripping in Brawl[edit]

Because dash-dancing is based on the intial dash animation, tripping can occur during dash-dancing.
  • Whenever the control stick is smashed left or right, whether from inputting a dash or an attack, there is a 1% chance for the player to trip.
    • Surfaces with a lack of traction, namely ice, have a higher likelihood of causing tripping.
  • Certain attacks have chances of tripping the opponent when they hit (several down tilts, and weaker attacks that otherwise hit low to the ground, are designed to trip opponents).
    • In addition, if an attack hits targets at a low angle (such as the Sakurai angle) and the target does not leave the ground from the knockback, there is an additional chance to trip.
  • Being hit with/stepping on a Banana Peel causes tripping.
  • When Tingle rains down banana peels (note these are 2D sprites, not actual Banana Peels), it causes constant tripping to all opponents until he leaves the screen.
  • Luigi's Negative Zone can cause incessant tripping.

List of tripping attacks in Brawl[edit]

Most attacks can only make an opponent trip if their target does not leave the ground from the attack's knockback, and is not already in a sitting down state. However, some have the slip effect and will therefore result in a trip regardless of these circumstances; these are represented in this list with "Always".

Attack Trip chance
Bowser Forward tilt (angled down) 40%
Down tilt 30%
Giga Bowser Forward tilt (angled side) 50%
Forward tilt (angled down) 100%
Up tilt 50%
Captain Falcon Down tilt 50%
Forward air (sour spot) 30%
Diddy Kong Banana Peel Always
Donkey Kong Forward tilt (angled down) 15%
Down tilt 40%
Falco Down tilt 40%
Down smash 40%
Reflector 40%
Fox Down tilt 40%
Down smash 35%
Ganondorf Down tilt 35%
King Dedede Neutral attack (hit 2) 20%
Down tilt 40%
Back aerial 30%
Kirby Down tilt 35% (foot)
30% (toe)
Link Down tilt 40%
Down smash 30%
Lucas Down tilt (foot) 40%
Down smash 40%
Luigi Down tilt 35%
Dash attack (last hit) 30%
Negative Zone Unknown
Mario Down tilt 40%
Cape 30%
Meta Knight Down tilt 30%
Mr. Game & Watch Judge #2 20%
Ness Down tilt 30%
Peach Down tilt 30%
Down smash 20%
Pikachu Neutral attack 10%
Down tilt 30%
Down smash (last hit) 30%
Skull Bash 30%
Samus Down tilt 40%
Down smash 30%
Sheik Down tilt 40%
Down smash 40% (hit 1)
30% (hits 2-3)
Toon Link Down tilt 40%
Dash attack 30%
Down smash 30%
Neutral air 30%
Wario Down tilt 40%
Down smash (before frame 32) 30%
Wario Waft (uncharged) Always
Wolf Down tilt 40%
Forward smash (rear segment) 60%
Down smash 35%
Up air 35%
Blaster 40% (claw front)
37% (claw back)
Yoshi Down tilt (clean) 30%
Down tilt (tip) 40%
Zelda Down tilt 40%
Down smash 30%
Zero Suit Samus Forward tilt 20% (angled side)
60% (angled down)
Down tilt 40%
Down smash 30%
Items Banana Peel Always
Fan neutral 10%
Fan tilt 20%
Fan smash 30%

*Copy abilities not mentioned are the same as their originals.


Random tripping is one of the more, if not the most, controversial additions to Brawl, being a gameplay mechanic that is universally panned by competitive and casual players alike.

Random tripping is seen as an annoyance in general; it can suddenly interrupt a player's action whenever they input a dash or attack, to no fault of their own, while leaving them in a vulnerable position. However, this has a large potential to impact a match beyond simple annoyance. As tripping leaves the player in a significant state of vulnerability while moving them a small distance forward, it is a common occurrence for players to trip into an attack which they otherwise would not have gotten hit by. This can be as minor as a one-hit inconsequential punish, or as major as the tripping player getting KO'd prematurely and even losing the match to an event that was not in their control. It works in the reverse, too, where a player going to punish an opponent's vulnerability trips, preventing them from hitting the opponent with their attack that would otherwise land. This can merely save the opponent from a weak, insignificant punish, or save their stock and delay the player's victory, or even give the opponent a chance to come back and win a match they should have otherwise lost. There is also the rarer occurrence of a player reading the opponent's movement/action and inputting an attack that will punish them, but then the opponent trips, halting their action while keeping them out of the reach of the player's attack, saving them from the player's punish that should have hit them.

Random tripping has been cited by many players as an unnecessary and detrimental addition to the game, as it not only adds nothing worthwhile to the game in their view, but introduces a constant element of chance that not only disrupts gameplay and annoys players, but has the capability to give a player the chance to win by being luckier than their opponent despite being the worse player. Random tripping is also said to harm the metagame of Brawl, as it cannot be used as part of any strategy, since it is impossible to predict consistently enough.

While random tripping is generally considered a detriment to tournament play, forced tripping is generally seen as acceptable and is looked upon much more favorably. Unlike random tripping, it does not interrupt a player's input, while giving players the ability to control inflicting tripping on the opponent. Because of this, strategies can be built around forced tripping, making it an integral part of some characters' metagames; this is especially true for Diddy Kong and his Banana Peels, which is among the strongest reasons for his top-tier placement.

Because it is universally disliked amongst the community, random tripping is usually removed in fan-made edits of Brawl, with the four major Brawl mods - Brawl+, Brawl Minus, Balanced Brawl, and Project M - each removing it. Forced tripping from items and attacks, however, are retained in each. Masahiro Sakurai, the lead developer of Brawl, is commonly thought to have added random tripping into the game, for which he has become somewhat infamous; as a result, references to Sakurai are commonly made when a trip results in significant consequences.


  • The Super Smash Bros. Melee bonus, Pratfaller, does not have anything to do with Brawl's "prat falling". Instead, it is awarded if a character always lands face up after tumbling.
  • If a Fighting Alloy is hacked into a normal match and loses, their losing animation is their sitting pose.
  • Tripping was first discovered during the Brawl demo at E for All. It was not recognized as being random at the time, leading to some players trying to learn how to trigger it at will for use as a technique. For a time it was known as Ink Dropping, as noted in Gimpyfish's famous SWF thread.