Editing Tripping

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|ssbb=y|ssb4=yes|ssbu=yes|unofficial=yes}}
{{ArticleIcons|ssbb=y|ssb4=yes|unofficial=yes}}
[[File:Alternate costume.jpg|thumb|The Mario on the far right can be seen Prat Falling.]]
[[File:Alternate costume.jpg|thumb|The Mario on the far right can be seen Prat Falling.]]
'''Tripping''' ({{ja|転倒|Tentō}}, ''Falling Down''; officially called '''prat falling''' and referred to in game files as '''slipping''') is a gameplay mechanic introduced in ''[[Super Smash Bros. Brawl]]'' in which a fighter trips, falls over, and sits in a prone state with a confused expression. Certain attacks can cause opponents to trip, and some [[item]]s (including [[Poké Ball]] Pokémon and [[Assist Trophies]]) will cause tripping without directly attacking at all. Most attacks have a chance to trip provided the [[knockback]] dealt does not lift the target off the ground, while a few attacks are [[slip|guaranteed to trip opponents]].
'''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 very small 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, characters can also trip when they intend to use a [[forward smash]] or [[side special move]] with the [[control stick]]. A character can also be tripped from getting hit by certain attacks and [[item]]s. The game keeps track of the total number of Prat Falls each character or name has experienced in [[Group Brawl]]s.
[[File:Kirby tripping.jpg|200px|thumb|left|{{SSBB|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 cartoon-ish or realistic universe: the realistic characters make unimpressive falling-down noises, while cartoon-ish characters (that is, most of the cast) make a distinctive timpani noise. The 'slip' sound effect for realistic characters (and some cartoon-ish characters) make a light, quick woosh sound, while most of the cartoon-ish characters make a swabbing noise like a sliding mop.


In ''Brawl'' only, when the [[control stick]] is [[tap]]ped so that the character performs a [[dash]], there exists a 1% chance that the character will trip. In addition, if the character attempts to perform a turnaround during their run, there is a 1.25% chance that they will trip. ''Brawl'' keeps track of the total number of Prat Falls each character or [[name]] has experienced in [[Group Brawl]]s.
While sitting down, a character has the same [[Floor Recovery|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 [[invincible|safe]] for 8 [[frame]]s (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 [[grab]]bed unlike lying down opponents.
[[File:Kirby tripping.jpg|200px|thumb|left|{{SSBB|Kirby}} in his tripped position after stepping on a [[Banana Peel]].]]


The sound effect for tripping changes depending on whether the character tripping is from a "cartoony" or "realistic" series. In general, characters from more serious or "realistic" franchises make a light, quick whooshing sound, followed by an unimpressive falling-down noise, while more cartoonish characters make a swabbing noise, like a sliding mop, before landing with a distinctive timpani noise. This sound effect is significantly louder in ''SSB4'' than in ''Brawl''.
In an interview with Kotaku, [[Masahiro Sakurai]] confirmed that tripping would not return in ''[[Super Smash Bros. 4]]''.<ref>[http://kotaku.com/no-more-tripping-in-the-new-smash-bros-513187770 Kotaku: No More Tripping In The New Smash Bros]</ref> It was unclear at the time if he was referring to just random tripping or forced tripping as well, though a later snapshot of [[:File:SSB4_-_Diddy_Kong_Screen-10.jpg|Fox tripping over a banana peel]] confirmed forced tripping will return.  


When sitting down, a character has the same [[floor recovery|options]] as when lying down; however, a tripped character is more vulnerable. Unlike prone or supine fighters, sitting fighters can be [[grab]]bed; getup attacks from a sitting position are weaker than from a lying down position, usually dealing 5% as opposed to 6%, lacking [[transcendent priority]], and possessing only 8 [[intangibility|intangible]] [[frame]]s (getup attacks are usually intangible until the attack's hitboxes end); and rolls and stand-ups are generally subpar to their lying down counterparts, possessing fewer invincibility frames while still retaining their long animations.
{{clear}}
 
==Causes of tripping in [[Brawl]]==
{{clr}}
[[File:Brawl-Tripping.gif|thumb|200px|Because [[dash-dancing]] is based on the intial dash animation, tripping can occur during dash-dancing.]]
==Causes of tripping==
*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.
[[File:Brawl-Tripping.gif|thumb|200px|[[Dash-dancing]] is based on the intial dash animation, so tripping can occur during dash-dancing.]]
**Surfaces with a lack of traction (such as ice) have a higher likelihood of causing tripping.
*In ''Brawl'', whenever the [[control stick]] is smashed left or right to input a dash or running-turnaround, there is a 1% / 1.25% chance for the player to trip, respectively. Note that by doing a side-smash or side-special input, they will usually start with some dash frames, so these can also have a 1% chance to trip.
*Certain attacks have chances of tripping the opponent when they hit (most [[down tilt]]s and other low attacks are designed to trip opponents).
**[[Terrain]] with a lack of traction, such as ice, increases the chance of tripping by 2.5x.
**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.
*Any attack with more than 55 units of knockback, and an angle that doesn't lift the foe off the ground has a low chance of tripping them. This rate is 13.5% in ''Brawl'', and from version 1.1.4 of ''SSB4'' onward and in ''Ultimate'', it was changed to 7%.
*Being hit with/stepping on a [[Banana Peel]] causes tripping.
**In addition, some attacks have an additional trip chance. For example, a move with an additional trip chance of 40% has a combined trip chance of 53.5% (''Brawl'', old ''SSB4'') or 47% (current ''SSB4'', ''Ultimate''). Even with less than 55 units of knockback, moves with a bonus trip chance always add the base trip chance.
*When [[Tingle]] rains down banana peels (note these are 2D sprites, not actual [[Banana Peel]]s), it causes constant tripping to all opponents until he leaves the screen.
*[[Tingle]] from the [[Assist Trophy]] can summon a banana peel effect, causing constant tripping to all opponents until he leaves the screen.
*Luigi's [[Negative Zone]] can cause incessant tripping.
*Luigi's [[Negative Zone]] can cause incessant tripping.
*Certain hazards such as the wall on Port Town Aero Dive can cause tripping.
*In ''Ultimate'', the Earthquake effect in [[Spirit Battle|spirit battles]] causes players to trip constantly unless they have a Falling Immunity spirit effect active.


{{clr}}
{{clear}}


==List of tripping attacks in ''Brawl''==
==List of tripping attacks in Brawl==
Most attacks can only make an opponent trip if the target is not already sitting down and the attack knockback does not knock the target into the air. However, some have the [[slip]] effect and will therefore result in a trip regardless of these circumstances; these are represented in this list with "Slip".
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".


{{incomplete}}
{|class="wikitable" align="center"
{|class="wikitable" align="center"
|-
|-
Line 45: Line 44:
|Forward air (sour spot)||30%
|Forward air (sour spot)||30%
|-
|-
|{{SSBB|Diddy Kong}}||{{b|Banana Peel|move}}||Slip
|{{SSBB|Diddy Kong}}||{{b|Banana Peel|move}}||Always
|-
|-
|rowspan=2|{{SSBB|Donkey Kong}}||Forward tilt (angled down)||15%
|rowspan=2|{{SSBB|Donkey Kong}}||Forward tilt (angled down)||15%
Line 63: Line 62:
|{{SSBB|Ganondorf}}||Down tilt||35%
|{{SSBB|Ganondorf}}||Down tilt||35%
|-
|-
|rowspan=3|{{SSBB|King Dedede}}||Neutral attack (hit 2)||20%
|rowspan=3|{{SSBB|King Dedede}}||Neutral attack (hit 2)<!--Hitbox 1 only-->||20%
|-
|-
|Down tilt||40%
|Down tilt||40%
Line 127: Line 126:
|Down smash (before frame 32)||30%
|Down smash (before frame 32)||30%
|-
|-
|[[Wario Waft]] (uncharged)||Slip
|[[Wario Waft]] (uncharged)||Always
|-
|-
|rowspan=5|{{SSBB|Wolf}}||Down tilt||40%
|rowspan=5|{{SSBB|Wolf}}||Down tilt||40%
Line 153: Line 152:
|Down smash||30%
|Down smash||30%
|-
|-
|rowspan=4|[[Items]]||[[Banana Peel]]||Slip
|rowspan=4|[[Items]]||[[Banana Peel]]||Always
|-
|-
|[[Fan]] neutral||10%
|[[Fan]] neutral||10%
Line 164: Line 163:
<nowiki>*</nowiki>Copy abilities not mentioned are the same as their originals.
<nowiki>*</nowiki>Copy abilities not mentioned are the same as their originals.


==List of tripping attacks in ''SSB4''==
==Controversy==
As in ''Brawl'', attacks can only trip if they do not knock the target into the air, so most attacks with trip chances will never trip or will only trip at low percents. Some attacks have the ''slip'' effect and cause soft trips that immobilize for around 30 frames, while attacks with trip chances cause hard trips that immobilize for around 40 frames. Attacks with ''slip'' are again noted here with ''Slip''.
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 players and disliked even by many casual ones.


{|class="wikitable" align="center"
Random tripping is seen as an annoyance in general, as it can suddenly interrupt a player's action whenever they input a dash, to no fault of their own, while leaving them in a vulnerable position. This has a large potential to impact a match however 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 opponent's attack they would have otherwise not get hit by, which can be as minor as a one hit inconsequential [[punish]], or 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 one-hit inconsequential punish, or save their [[stock]] and delay 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 [[read]]ing 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.
|-
!colspan=2|Attack!!Trip chance
|-
|rowspan=2|{{SSB4|Bowser}}||Down tilt||30%
|-
|[[Slip Bomb]]||Slip
|-
|rowspan=2|{{b|Giga Bowser|Final Smash}}||Forward tilt||50%
|-
|Up tilt||50%
|-
|{{SSB4|Bowser Jr.}}||Down tilt (hit 3)||40%
|-
|rowspan=2|{{SSB4|Captain Falcon}}||Down tilt||50%
|-
|Forward air (late)||20%
|-
|rowspan=2|{{SSB4|Charizard}}||Down tilt||30%
|-
|Down smash||40%
|-
|rowspan=2|{{SSB4|Dark Pit}}||Down tilt||20%
|-
|Down smash||30%
|-
|rowspan=4|{{SSB4|Diddy Kong}}||Down tilt||20%
|-
|[[Monkey Flip]] (kick and footstool)||30%
|-
|[[Flying Monkey Flip]] (kick and footstool)||30%
|-
|{{b|Banana Peel|move}}||Slip
|-
|rowspan=3|{{SSB4|Donkey Kong}}||Forward tilt (angled down)||15%
|-
|Down tilt||40%
|-
|[[Hand Slap]] (aerial, all variations)||20%
|-
|rowspan=2|{{SSB4|Dr. Mario}}||Down tilt||40%
|-
|[[Super Sheet]] (all variations*)||30%
|-
|rowspan=4|{{SSB4|Falco}}||Down tilt||40%
|-
|Down smash||40%
|-
|[[Reflector]]||25%
|-
|[[Accele-Reflector]]||25%
|-
|rowspan=2|{{SSB4|Fox}}||Down tilt||40%
|-
|Down smash||35%
|-
|rowspan=2|{{SSB4|Ike}}||Down tilt||35%
|-
|Down smash||20%
|-
|rowspan=3|{{SSB4|Jigglypuff}}||Down tilt||35%
|-
|[[Pound]]||40%
|-
|[[Sideways Pound]]||40%
|-
|{{SSB4|King Dedede}}||Down tilt||40%
|-
|{{SSB4|Kirby}}||Down tilt||30% (foot)<br>35% (toe)
|-
|rowspan=2|{{SSB4|Link}}||Down tilt||20%
|-
|Down smash||30%
|-
|{{SSB4|Little Mac}}<br>[[Giga Mac]]||Down tilt||20%
|-
|rowspan=2|{{SSB4|Lucario}}<br/>[[Mega Lucario]]||Down tilt||40%
|-
|[[Force Palm]] (all variations) (blast)||20%
|-
|{{SSB4|Lucina}}||Down tilt||20%
|-
|rowspan=2|{{SSB4|Luigi}}||Down tilt||25%
|-
|Dash attack (hit 7)||30%
|-
|rowspan=2|{{SSB4|Mario}}||Down tilt||40%
|-
|[[Cape]] (all variations*)||30%
|-
|{{SSB4|Marth}}||Down tilt||35%
|-
|{{SSB4|Mega Man}}||Down tilt||40%
|-
|{{SSB4|Meta Knight}}||Down tilt||25%
|-
|rowspan=2|{{SSB4|Mii Brawler}}||Down tilt||20%
|-
|[[Head-On Assault]] (ground leap)||100%
|-
|rowspan=3|{{SSB4|Mii Swordfighter}}||Down tilt||30%
|-
|Down smash||20%
|-
|[[Reversal Slash]]||20%
|-
|{{SSB4|Mii Gunner}}||Down tilt||20%
|-
|rowspan=3|{{SSB4|Mr. Game & Watch}}||[[Chef]] (food)||10%
|-
|[[Short-Order Chef]] (food)||10%
|-
|[[Judge]] #2||20%
|-
|{{SSB4|Ness}}||Down tilt||30%
|-
|rowspan=2|{{SSB4|Olimar}}||Down tilt||40%
|-
|Down smash||20%
|-
|{{SSB4|Pac-Man}}||Down tilt||25%
|-
|{{SSB4|Peach}}||Down tilt||30%
|-
|rowspan=2|{{SSB4|Pikachu}}||Down tilt||30%
|-
|Down smash (hit 6)||30%
|-
|rowspan=2|{{SSB4|Pit}}||Down tilt||20%
|-
|Down smash||30%
|-
|rowspan=2|{{SSB4|R.O.B.}}||Down tilt||20%
|-
|[[Slip Gyro]]||Slip
|-
|rowspan=2|{{SSB4|Rosalina}}||Down smash (R)||30%
|-
|[[Shooting Star Bit]]||100%
|-
|{{SSB4|Roy}}||Down tilt||35%
|-
|rowspan=2|{{SSB4|Ryu}}||Forward tilt (tapped)||50%
|-
|Down tilt (held)||30%
|-
|rowspan=3|{{SSB4|Samus}}||Down tilt||40%
|-
|Down smash||30%
|-
|[[Slip Bomb]]||100%
|-
|rowspan=2|{{SSB4|Sheik}}||Down tilt||40%
|-
|Down smash (hit 2)||30%
|-
|{{SSB4|Shulk}}||Down tilt||30%
|-
|{{SSB4|Sonic}}||Down tilt||20%
|-
|rowspan=3|{{SSB4|Toon Link}}||Dash attack||30%
|-
|Down tilt||50%
|-
|Neutral air||30%
|-
|rowspan=2|{{SSB4|Villager}}||Down tilt||30%
|-
|[[Timber Counter]] (sapling)||Slip
|-
|rowspan=6|{{SSB4|Wario}}||Down tilt||20%
|-
|Dash attack (late)||100%
|-
|Down smash (clean, mid)||30%
|-
|[[Garlic Breath]] (far)||Slip
|-
|[[Wario Waft]] (uncharged)||Slip
|-
|[[Quick Waft]] (uncharged, slightly charged)||Slip
|-
|rowspan=3|[[Wario-Man]]||Down tilt||40%
|-
|Down smash (clean, mid)||30%
|-
|[[Wario Waft]]||100%**
|-
|{{SSB4|Wii Fit Trainer}}||Down tilt||40%
|-
|{{SSB4|Yoshi}}||Down tilt||30% (base)<br/>40% (tip)
|-
|rowspan=3|{{SSB4|Zelda}}||Down tilt||20%
|-
|Down smash||20%
|-
|[[Nayru's Rejection]] (last hit)||30%
|-
|{{SSB4|Zero Suit Samus}}||Down tilt||20%<!--Note for future reference: Fully charged Paralyzer (default) has a trip chance of -100% (negative one hundred percent). Perhaps this is to guarantee it can never trip via the typical "low attacks might trip grounded people" mechanic?-->
|-
|rowspan=2|[[Items]]||[[Banana Peel]]||Slip
|-
|[[Inkay]]: Topsy-Turvy||Slip
|}


<nowiki>*</nowiki> The unused fourth variation of this move has a trip chance of 40% instead.<br/>
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.
<nowiki>**</nowiki> As this causes the [[stun]] effect, it can only cause tripping if the target cannot be stunned.


==List of tripping attacks in ''Ultimate''==
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 it on the opponent. And since the players are in control of inducing it, strategies can be built around it. Forced tripping is an integral part of some characters' metagames; this is especially true for {{SSBB|Diddy Kong}} and his Banana Peels, which is among the strongest reasons for his top-tier placement.
While some moves have been added, removed, and some probabilities have been altered, tripping has largely been unchanged from ''Smash 4''. Attacks with ''slip'' are again noted here with ''Slip''.


{|class="wikitable" align="center"
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'', has become somewhat infamous for adding random tripping into the game, and references to Sakurai are commonly made when a trip results in significant consequences.
|-
!colspan=2|Attack!!Trip chance
|-
|{{SSBU|Bayonetta}}||Down tilt||30%
|-
|{{SSBU|Bowser}}||Down tilt||30%
|-
|rowspan=2|{{SSBU|Captain Falcon}}||Down tilt||50%
|-
|Forward air (late)||20%
|-
|{{SSBU|Charizard}}||Down tilt||30%
|-
|{{SSBU|Chrom}}||Down tilt||20%
|-
|{{SSBU|Cloud}}||Down tilt||20%
|-
|rowspan=2|{{SSBU|Dark Pit}}||Down tilt||20%
|-
|Down smash||30%
|-
|rowspan=2|{{SSBU|Dark Samus}}||Down tilt||40%
|-
|Down smash||30%
|-
|rowspan=3|{{SSBU|Diddy Kong}}||Down tilt||20%
|-
|[[Monkey Flip]] (kick, footstool)||30%
|-
|[[Banana Peel (move)|Banana Peel]]||Slip
|-
|rowspan=3|{{SSBU|Donkey Kong}}||Forward tilt (angled down)||15%
|-
|Down tilt||40%
|-
|[[Hand Slap]] (aerial hands)||20%
|-
|{{SSBU|Dr. Mario}}||Down tilt||40%
|-
|rowspan=2|{{SSBU|Falco}}||Down tilt||40%
|-
|Down smash||40%
|-
|{{SSBU|Fox}}||Down smash||35%
|-
|{{SSBU|Ganondorf}}||Down tilt||35%
|-
|{{SSBU|Ice Climbers}}||Down tilt||40%
|-
|rowspan=2|{{SSBU|Ike}}||Down tilt||35%
|-
|Down smash||20%
|-
|{{SSBU|Isabelle}}||Down tilt||30%
|-
|rowspan=2|{{SSBU|Ivysaur}}||Down tilt||40%
|-
|Down smash||40%
|-
|rowspan=2|{{SSBU|Jigglypuff}}||Down tilt||35%
|-
|[[Pound]]||40%
|-
|{{SSBU|Kazuya}}||Stature Smash (down-back tilt)||100%
|-
|rowspan=2|{{SSBU|Ken}}||Forward tilt (tapped far)||50%
|-
|Down tilt (held)||30%
|-
|{{SSBU|King Dedede}}||Down tilt||35%
|-
|{{SSBU|Kirby}}||Down tilt (close, tip)||30%, 35%
|-
|{{SSBU|Link}}||Down smash||30%
|-
|{{SSBU|Little Mac}}||Down tilt||20%
|-
|rowspan=2|{{SSBU|Lucario}}||Down tilt||40%
|-
|[[Force Palm]] (blast)||20%
|-
|{{SSBU|Lucina}}||Down tilt||20%
|-
|{{SSBU|Mario}}||Down tilt||40%
|-
|{{SSBU|Marth}}||Down tilt||35%
|-
|{{SSBU|Mega Man}}||Down tilt||40%
|-
|{{SSBU|Meta Knight}}||Down tilt||25%
|-
|{{SSBU|Mii Brawler}}||Down tilt||20%
|-
|{{SSBU|Mii Gunner}}||Down tilt||20%
|-
|rowspan=2|{{SSBU|Mii Swordfighter}}||Down tilt||30%
|-
|Down smash||20%
|-
|{{SSBU|Mr. Game & Watch}}||[[Chef]] (food)||10%
|-
|rowspan=2|{{SSBU|Olimar}}||Down tilt||40%
|-
|Down smash||20%
|-
|{{SSBU|Pichu}}||Forward tilt||100%
|-
|{{SSBU|Pikachu}}||Down smash (final hit)||30%
|-
|{{SSBU|Piranha Plant}}||Down tilt||40%
|-
|rowspan=2|{{SSBU|Pit}}||Down tilt||20%
|-
|Down Smash||30%
|-
|{{SSBU|R.O.B.}}||Down tilt||20%
|-
|{{SSBU|Rosalina & Luma}}||Down smash (Rosalina)||30%
|-
|{{SSBU|Roy}}||Down tilt||35%
|-
|rowspan=2|{{SSBU|Ryu}}||Forward tilt (tapped far)||50%
|-
|Down tilt (held)||30%
|-
|rowspan=2|{{SSBU|Samus}}||Down tilt||40%
|-
|Down smash||30%
|-
|rowspan=2|{{SSBU|Sheik}}||Down tilt||40%
|-
|Down smash||30%
|-
|{{SSBU|Shulk}}||Down tilt||30%
|-
|{{SSBU|Sonic}}||Down tilt||20%
|-
|{{SSBU|Squirtle}}||Down tilt||40%
|-
|{{SSBU|Terry}}||Down tilt||40%
|-
|rowspan=3|{{SSBU|Toon Link}}||Dash attack||30%
|-
|Down tilt||50%
|-
|Neutral air|| 30%
|-
|{{SSBU|Villager}}||Down tilt||30%
|-
|rowspan=3|{{SSBU|Wario}}||Down tilt||20%
|-
|Down smash||30%
|-
|[[Wario Waft]] (lowest charge)||Slip
|-
|{{SSBU|Wii Fit Trainer}}||Down tilt||40%
|-
|rowspan=2|{{SSBU|Wolf}}||Down tilt||40%
|-
|Down smash||35%
|-
|{{SSBU|Yoshi}}||Down tilt (close, tip)||30%, 40%
|-
|{{SSBU|Zelda}}||Down smash||20%
|-
|{{SSBU|Zero Suit Samus}}||Down tilt||20%
|-
|rowspan=3|[[Items]]||[[Banana Peel]]||Slip
|-
|[[Inkay]]: Topsy-Turvy||Slip
|-
|[[Ditto]]: Transform (if the summoner possesses slipping attacks)||Slip
|}


==Controversy==
==Trivia==
''Brawl''{{'}}s addition of random tripping was highly controversial. Though sometimes a mere annoyance in a brawl, random tripping has the potential to significantly impact matches. Since 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 unintentionally trip into an otherwise avoidable attack; the effects of this can range from minor damage to a premature KO. Tripping also leaves a player in a vulnerable position, akin to a [[tech-chase]] situation. Upon tripping, a player has three main getup options; rolling, standing up, or using a [[getup attack]], and this means that an opponent can more successfully [[read|predict]] the action of the tripped player, often using this to land an easy combo or KO.
*The ''[[Super Smash Bros. Melee]]'' [[List of bonuses|bonus]], ''Pratfaller'', does not have anything to do with ''[[Super Smash Bros. Brawl|Brawl's]]'' "prat falling". Instead, it is awarded if a character always lands face up after [[tumble|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 {{Sm|Gimpyfish}}'s [http://www.smashboards.com/showthread.php?t=121329 famous SWF thread].


On the other hand, in rare cases random tripping can also make it slightly more difficult to read an opponent; a fighter may [[read]] an opponent's action and input a punish, but instead, the opponent trips, keeping them out of the [[reach]] of the attack.
==References==
 
{{reflist}}
The randomness of ''Brawl''{{'}}s tripping mechanic was generally negatively received, viewed as counterproductive to the idea of a skill-based match with a minimum of disruptive, chance-based elements. Furthermore, unlike some other heavily chance-based elements such as [[stage]] selection or [[item]] availability, random tripping cannot be turned off in ''Brawl''. Owing to its negative reception, gameplay [[mod]]s generally remove random tripping from gameplay.
 
While random tripping is considered a detriment to tournament play, forced tripping by certain moves is generally better-received, since, unlike random tripping, its deliberate use can be planned for and planned against. As such, while random tripping was removed in ''SSB4'' and remained absent in ''Ultimate'', forced tripping is still important in some characters' metagames in these two games, such as {{SSBU|Diddy Kong}} and his banana peels.
 
==Trivia==
*''[[Super Smash Bros. Melee]]'' features a [[List of bonuses|bonus]] called "Pratfaller". It has no relation to later games' tripping, and is instead awarded to players who always fall face-up after [[tumbling]].
*Tripping was first discovered during the ''Brawl'' demo at [[E for All]]. It was not recognized as random at the time, and some players tried 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 {{Sm|Gimpyfish}}'s [http://www.smashboards.com/showthread.php?t=121329 famous SmashBoards thread].
*While characters from the {{uv|Kirby}} and {{uv|Kid Icarus}} universes generally use the "cartoonish" tripping sound, [[Meta Knight]] and [[Palutena]] use the "realistic" sound, even though they have similar aesthetics to the other characters in their respective series; this is presumably due to their being more "serious" and adultlike in terms of personality, although other such characters as [[Mewtwo]] or {{SSB4|Rosalina}} do not follow this rule.
** [[Toon Link]] and [[Young Link]] are the only {{uv|The Legend of Zelda}} character to make the "cartoony" noise, but in Toon Link's case this is justified because of his being based on the cartoonish ''Wind Waker'' aesthetics rather than the more realistic  ones used by the other characters.
** {{SSBU|Wolf}} is also an example, as he uses the "realistic" tripping sound whereas {{SSBU|Fox}} and {{SSBU|Falco}} use the "cartoony" sound.
** {{SSBU|Sora}} uses the "realistic" tripping sound despite his cartoony proportions.
** {{SSB4|Mii Brawler}}s use the "cartoon" tripping sound effect, while {{SSB4|Mii Gunner}}s and {{SSB4|Mii Swordfighter}}s use the "realistic" noise.


[[Category:Game controls]]
[[Category:Game Controls]]
[[Category:Game mechanics]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: