Tumbling: Difference between revisions

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[[Image:Marth tumble.jpg|150px|thumb|Marth tumbling]]
[[Image:Marth tumble.jpg|150px|thumb|Marth tumbling]]
'''Tumbling''' is the state which characters go into when they take a good amount of knockback while still in the end up in the air after taking enough [[knockback]], being [[Footstool Jump|footstooled]] in midair, and walking off an edge while carrying a [[crate]] or other heavy object. Tumbling is not the same as being [[helpless]]. In this state, characters can do most of the things other characters can do in midair, such as the following:
'''Tumbling''' is an airborne state that a character may enter after being hit or pushed in certain ways. A tumbling character may be identified by his or her defensive, rotating animation. Characters may tumble after being hit through the air by an attack with strong enough [[knockback]], after being [[Footstool Jump|footstooled]] in midair, after being pushed off a ledge, or after walking off an edge while carrying a [[crate]] or other heavy [[item]]. Tumbling is not the same state as [[helpless|helplessness]]: tumbling characters can perform most things they can normally perform while airborne, including the following:
*They can move left and right normally.
*They can move left and right through the air as per normal.
*They can do anything else a character can normally do in midair to cancel their tumbling (except [[Air dodge|air dodging]] in [[Super Smash Bros. Melee|Melee]] and using a Grab-Air [[Tether Recovery]] in [[Super Smash Bros. Brawl|Brawl]], as that causes an air dodge.)
*They can perform arial attacks, use any remaining jumps, and use any special moves, all of which end the tumbling state.
*They can tap the [[Control Stick]] sideways in an attempt to end the tumble and enter their normal falling state except in the original [[Super Smash Bros.]].
*In [[Super Smash Bros. Brawl|Brawl]], [[Air dodge|air dodging]] can also be performed as per normal and will end tumbling, however this is not possible in [[Super Smash Bros. Melee|Melee]].
*In [[Super Smash Bros. Brawl|Brawl]], tumbling characters cannot [[Tether Recovery|Grab Air]] while tumbling, as attempting to do so results in an air dodge.
*They can attempt to end the tumble and resume their normal arial state by tapping the [[Control Stick]] sideways. This, however, does not work in the original [[Super Smash Bros.]].
*They can [[tech]] if they are about to hit the ground.
*They can [[tech]] if they are about to hit the ground.
If tumbling characters hit the ground without teching, they will remain lying down until they use a [[Floor Recovery]]. In this aspect, teching becomes very important in matches, since Floor Recoveries cannot be executed for a certain amount of time after impact.
If tumbling characters hit the ground without teching, they will land into a lying down position, and must then use a [[Floor Recovery]]. Floor Recoveries cannot be executed for a certain amount of time after landing, so teching may be important.


[[Image:Wolfflash.jpg|150px|thumb|Falco reeling from a sweetspoted [[Wolf Flash]]]]
[[Image:Wolfflash.jpg|150px|thumb|Falco reeling from a sweetspoted [[Wolf Flash]]]]
'''Reeling''' is a state similar to tumbling, entered during the knockback of a powerful hit. During this state, characters cannot perform anything except [[Directional Influence|DI]]. Once the character is no longer greatly affected by the knockback, the character enters tumbling. Also, characters can tech against a wall or ceiling to halt their knockback, useful for characters with high damage or [[Sudden Death]] matches, in which reeling can be caused by strong attacks.
'''Reeling''' is a state similar to tumbling, which characters may enter after being hit by an attack with very powerful knockback. During this state, characters cannot do anything except [[Directional Influence|DI]], or tech if they come into contact with a wall or ceiling. Once the knockback diminishes and the character slows down, reeling ends and tumbling begins. Teching is useful for characters with high damage, or during [[Sudden Death]] matches, since being attacked under such circumstances often causes reeling.


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[[Category:Game Physics]]
[[Category:Game Physics]]

Revision as of 05:54, April 9, 2010

Marth tumbling

Tumbling is an airborne state that a character may enter after being hit or pushed in certain ways. A tumbling character may be identified by his or her defensive, rotating animation. Characters may tumble after being hit through the air by an attack with strong enough knockback, after being footstooled in midair, after being pushed off a ledge, or after walking off an edge while carrying a crate or other heavy item. Tumbling is not the same state as helplessness: tumbling characters can perform most things they can normally perform while airborne, including the following:

  • They can move left and right through the air as per normal.
  • They can perform arial attacks, use any remaining jumps, and use any special moves, all of which end the tumbling state.
  • In Brawl, air dodging can also be performed as per normal and will end tumbling, however this is not possible in Melee.
  • In Brawl, tumbling characters cannot Grab Air while tumbling, as attempting to do so results in an air dodge.
  • They can attempt to end the tumble and resume their normal arial state by tapping the Control Stick sideways. This, however, does not work in the original Super Smash Bros..
  • They can tech if they are about to hit the ground.

If tumbling characters hit the ground without teching, they will land into a lying down position, and must then use a Floor Recovery. Floor Recoveries cannot be executed for a certain amount of time after landing, so teching may be important.

Falco reeling from a sweetspoted Wolf Flash

Reeling is a state similar to tumbling, which characters may enter after being hit by an attack with very powerful knockback. During this state, characters cannot do anything except DI, or tech if they come into contact with a wall or ceiling. Once the knockback diminishes and the character slows down, reeling ends and tumbling begins. Teching is useful for characters with high damage, or during Sudden Death matches, since being attacked under such circumstances often causes reeling.


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