Editing Tech

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{{redirect|Ukemi|the similarly named smasher|Smasher:Umeki}}
{{redirect|Ukemi|the similarly named smasher|Smasher:Umeki}}
[[File:SSB4 Mega Man Tech.gif|thumb|{{SSB4|Mega Man}} teching in {{SSB4|Sonic}}'s reveal trailer.]]
[[File:SSB4 Mega Man Tech.gif|thumb|{{SSB4|Mega Man}} teching in {{SSB4|Sonic}}'s reveal trailer.]]
A '''tech''', officially referred to as a '''breakfall''' in ''[[Super Smash Bros.]]'', '''absorbing damage''' in ''[[Super Smash Bros. Melee]]'', an '''ukemi''' ({{ja|受け身}}) in ''[[Super Smash Bros. Brawl]]'', '''breaking your fall''' in ''[[Super Smash Bros. 4]]'', and a '''fall break''' in ''[[Super Smash Bros. Ultimate]]'', and '''Passive''' internally by the games, is an action that can be performed when the player's [[character]] hits the [[ground]], a [[wall]], or a [[ceiling]] while [[tumbling]] (or [[reeling]]). To tech, the user must press a [[shield]] button a certain period of time (20 [[frame]]s in all games except ''Smash 4'' and ''Ultimate'', which provide 8 frames and 11 frames respectively) before hitting the surface. After that, a player won't be able to tech for 40 frames (30 in ''Smash 4''), preventing them from simply [[mash]]ing the button to execute it. Additional button or control stick inputs can cause different types of techs.
A '''tech''', officially referred to as a '''breakfall''' in ''[[Super Smash Bros.]]'', '''absorbing damage''' in ''[[Super Smash Bros. Melee]]'', an '''ukemi''' ({{ja|受け身}}) in ''[[Super Smash Bros. Brawl]]'', '''breaking your fall''' in ''[[Super Smash Bros. 4]]'', and a '''fall break''' in ''[[Super Smash Bros. Ultimate]]'', and '''Passive''' internally by the games, is an action that can be performed when the player's [[character]] hits the [[ground]], a [[wall]], or a [[ceiling]] while [[tumbling]] (or [[reeling]]). To tech, the user must press a [[shield]] button a certain period of time (20 [[frame]]s in all games except ''Smash 4'' and ''Ultimate'', which provide 8 frames and 11 frames respectively) before hitting the surface. After that, a player won't be able to tech for 40 frames (30 in ''Smash 4''), preventing them from simply [[mash]]ing the button to execute it. If this is done right, the user will negate most lag and prevent themselves from being on the wrong end of potential punish opportunities. Additional button or control stick input can cause different types of techs.  
 
When performed, the user will negate most lag and prevent themselves from being on the wrong end of potential punish opportunities while on the floor (known as a “missed tech”). A successful tech grants the performer [[intangibility]] during most of its animation, but leaves them completely vulnerable for a few frames at the end of the animation, after which the character becomes actionable again. This short window of vulnerability forms the basis of [[tech-chasing]], the act of punishing an opponent after their tech.


The word "{{s|wikipedia|ukemi}}" refers to a rolling technique used in Japanese martial arts when taking an attack. The name has found its way into several (mostly fighting) games, such as the ''Soul'' series, to describe similar fall recovery moves. The Japanese word ''ukemi'' can also mean "passive", hence the internal name.
The word "{{s|wikipedia|ukemi}}" refers to a rolling technique used in Japanese martial arts when taking an attack. The name has found its way into several (mostly fighting) games, such as the ''Soul'' series, to describe similar fall recovery moves. The Japanese word ''ukemi'' can also mean "passive", hence the internal name.
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===''[[Super Smash Bros. Melee]]''===
===''[[Super Smash Bros. Melee]]''===
In ''Melee'', nearly all characters are vulnerable for 6 frames at the end of their tech animations before becoming actionable; the exceptions are {{SSBM|Pikachu}} and {{SSBM|Pichu}}, who are only vulnerable for 2 frames.
Any digital L or R press either opens a 20 frame tech window, or closes the tech window when there was another digital L or R press in the preceding 40 frames.
Any digital L or R press either opens a 20 frame tech window, or closes the tech window when there was another digital L or R press in the preceding 40 frames.
When L or R was pressed during hitlag, it works as if the same button was pressed on all consecutive hitlag frames. As a result the tech window is 1 frame when L
When L or R was pressed during hitlag, it works as if the same button was pressed on all consecutive hitlag frames. As a result the tech window is 1 frame when L

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