Tripping (転倒, Tumble/fall over; 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. Whenever the control stick is tapped, whether from dashing, turning, or performing a side special move or forward smash, there exists a 1% chance that the character will trip instead of perform the desired input. Furthermore, certain attacks and items can also cause tripping. Brawl keeps track of the total number of Prat Falls each character or name has experienced in Group Brawls.
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.
When sitting down, a character has the same options as when lying down; however, a tripped character is more vulnerable. Unlike prone or supine fighters, sitting fighters can be grabbed; 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 intangible frames (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.
Random tripping was removed in Super Smash Bros. 4. Certain hitboxes, however, can still cause tripping, such as those from the banana peel.
Causes of tripping
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 "Always".
*Copy abilities not mentioned are the same as their originals.
List of tripping attacks in SSB4
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 noted here with Always.
* The unused fourth variation of this move has a trip chance of 40% instead.
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. Though it is rare, random tripping also makes 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.
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 mods 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, forced tripping is an integral part of some characters' metagames, such as in the case of Diddy Kong and his banana peels. Despite random tripping being removed in Smash 4, forced tripping is still important in some characters' metagames, such as Diddy Kong again.
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