Editing Rising Tackle

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 38: Line 38:
Rising Tackle is typically performed by holding ↓ for a certain amount of time, then pressing ↑ + light/heavy punch immediately afterwards. This move also occasionally has an alternative input of → ↓ ↘ + light/heavy punch. The heavy version has more hits, damage, and invincibility frames, but has much more recovery time to compensate.
Rising Tackle is typically performed by holding ↓ for a certain amount of time, then pressing ↑ + light/heavy punch immediately afterwards. This move also occasionally has an alternative input of → ↓ ↘ + light/heavy punch. The heavy version has more hits, damage, and invincibility frames, but has much more recovery time to compensate.


[[File:ChargePartitioning3S.gif|thumb|Alex using charge partitioning to dash and then attack Ken in ''Street Fighter III: Third Strike''.]]
[[File:ChargePartitioning3S.gif|thumb|right|Alex using charge partitioning to dash and then attack Ken in ''Street Fighter III: Third Strike''.]]
Charge partitioning was originally a glitch first discovered in ''Street Fighter III: The New Generation''<ref>https://www.youtube.com/watch?v=NKd6UuN_mJs</ref>. However, it was adopted by several future fighting games as an intentional mechanic to make charge inputs easier to do, though it was eventually replaced with techniques like charge [[buffer]]ing. It's typically very difficult to do, with small frame windows; compared to traditional fighting games, ''Ultimate''{{'}}s iteration of charge partitioning is considerably easier to perform.
Charge partitioning was originally a glitch first discovered in ''Street Fighter III: The New Generation''<ref>https://www.youtube.com/watch?v=NKd6UuN_mJs</ref>. However, it was adopted by several future fighting games as an intentional mechanic to make charge inputs easier to do, though it was eventually replaced with techniques like charge [[buffer]]ing. It's typically very difficult to do, with small frame windows; compared to traditional fighting games, ''Ultimate''{{'}}s iteration of charge partitioning is considerably easier to perform.
{{clr}}
{{clr}}

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)