Editing Reverse

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[[File:Mario Side B SSBU 2.gif|thumb|250px|{{SSBU|Mario}}’s [[Cape]] is an example of a move with the reverse effect.]]  
[[File:Mario Side B SSBU 2.gif|thumb|250px|{{SSBU|Mario}}’s [[Cape]] is an example of a move with the reverse effect.]]  
[[File:Mario Side B SSBU 3.gif|thumb|250px|{{SSBU|Mario}}’s [[Cape]] being used on {{SSBU|Terry}}.]]
[[File:Mario Side B SSBU 3.gif|thumb|250px|{{SSBU|Mario}}’s [[Cape]] being used on {{SSBU|Terry}}.]]
'''Reverse''' is an attack [[effect]] in the ''{{b|Super Smash Bros.|series}}'' series that debuted in ''[[Super Smash Bros. Melee]]'' and has appeared in every subsequent game. A fighter hit by a reverse attack is forcibly turned around to face the opposite direction instead of [[flinch]]ing, putting them at a positional disadvantage due to facing the opposite direction and having to wait until their current action (if any) can be interrupted, and possibly [[KO]]ing them if this means an attack with a lot of movement (such as a [[recovery]] move) propels them offstage.
'''Reverse''' is an attack [[effect]] in the ''{{b|Super Smash Bros.|series}}'' series that debuted in ''[[Super Smash Bros. Melee]]'' and has appeared in every subsequent game. A fighter hit by a reverse attack is forcibly turned around to face the opposite direction instead of [[flinch]]ing.


In ''Melee'', reverse hitboxes apply a fixed amount of [[knockback]], equal to a launch speed of 2.0 on aerial victims and 2.25 (with the vertical part negated) on grounded ones. In later games they generally do not cause knockback, though some do, and there are situations where they can also boost the momentum of an airborne character. Reverse attacks typically also [[reflect]] [[projectile]]s, but this is solely a design convention and not a property of the reverse effect.
A fighter flipped by a reverse attack turns away from the screen and assumes a mirrored stance, showing their backside, the reverse effect is the only way to see this pose. If the opponent is performing an action while being reversed, they continue the animation as if nothing happened, putting them at a positional disadvantage due to facing the opposite direction and having to wait until the animation can be interrupted.


[[Stance mirroring]] was introduced in ''[[Super Smash Bros. 4]]''. The reverse effect does not always respect mirroring, causing the character to spin and end up in a non-mirrored stance. This is quickly if not immediately corrected by the character's current or next action, so its effects are minimal, but the visual effect is jarring.
While hitboxes with the reverse effect generally do not cause [[knockback]], there are situations where they can boost the momentum of an airborne character. Reverse attacks typically also [[reflect]] [[projectile]]s, but this is solely a design convention and is not a property of the reverse effect.


In ''[[Super Smash Bros. Ultimate]]'', {{SSBU|Ryu}}, {{SSBU|Ken}}, {{SSBU|Terry}}, and {{SSBU|Kazuya}} always face their opponent when one is left standing (including teammates if [[Team Attack|Friendly Fire]] is on), but if one of them is hit by an attack with the reverse effect, they immediately turn back to face the opponent again. {{SSBU|Min Min}} cannot be reversed while in any part of her ARM attacks besides neutral aerial, including the charge frames of forward smash.
In ''[[Super Smash Bros. Ultimate]]'', {{SSBU|Ryu}}, {{SSBU|Ken}}, {{SSBU|Terry}}, and {{SSBU|Kazuya}} always face their opponent when one is left standing (including teammates if [[Team Attack|Friendly Fire]] is on), but if one of them is hit by an attack with the reverse effect, they immediately turn back to face the opponent again. {{SSBU|Min Min}} cannot be reversed while in any part of her ARM attacks besides neutral aerial, including the charge frames of forward smash.

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