Rising Tackle: Difference between revisions

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'''Rising Tackle''' ({{ja|ライジングタックル|Raijingu Takkuru}}, ''Rising Tackle'') is [[Terry]]'s [[up special move]] in ''[[Super Smash Bros. Ultimate]]''.
'''Rising Tackle''' ({{ja|ライジングタックル|Raijingu Takkuru}}, ''Rising Tackle'') is [[Terry]]'s [[up special move]].


==Overview==
==Overview==
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===Charge partitioning===
===Charge partitioning===
[[File:MomochiChargePartitioning.gif|thumb|300px|right|Charge partitioning in action<ref>[https://twitter.com/momochi212/status/1192831101703618560 Momochi's discovery of charge partitioning in ''Ultimate'']</ref>.]]
[[File:MomochiChargePartitioning.gif|thumb|300px|Charge partitioning in action<ref>[https://twitter.com/momochi212/status/1192831101703618560 Momochi's discovery of charge partitioning in ''Ultimate'']</ref>.]]
Originally discovered in ''Ultimate'' by ''Street Fighter'' player Momochi, Charge partitioning is an [[advanced technique]] that currently only works with Rising Tackle, but theoretically works with potential future charge inputs. When down is released, there is an 11 frame leeway to continue charging, and a 9 frame leeway to perform the move. Within this leeway time, other actions (such as [[walk]]ing, [[jump]]ing, or even [[DI]]) can be taken, and the charge will be resumed as long as down is pressed again in time. Down can also be held during certain actions, such as [[dash]]ing, which counts toward the charge. As such, this allows for storing the charged Rising Tackle over a longer span of time without leaving Terry vulnerable. It is considerably easier to perform on a [[Smash Box]], thanks to easier access to downward inputs.  
Originally discovered in ''Ultimate'' by ''Street Fighter'' player Momochi, Charge partitioning is an [[advanced technique]] that currently only works with Rising Tackle, but theoretically works with potential future charge inputs. When down is released, there is an 11 frame leeway to continue charging, and a 9 frame leeway to perform the move. Within this leeway time, other actions (such as [[walk]]ing, [[jump]]ing, or even [[DI]]) can be taken, and the charge will be resumed as long as down is pressed again in time. Down can also be held during certain actions, such as [[dash]]ing, which counts toward the charge. As such, this allows for storing the charged Rising Tackle over a longer span of time without leaving Terry vulnerable. It is considerably easier to perform on a [[Smash Box]] and similarly designed controllers, thanks to easier access to downward inputs.  
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Rising Tackle is Terry's anti-air move that has stuck with him since the original ''Fatal Fury: King of Fighters'', making an appearance alongside him in every following ''Fatal Fury'' title (except for ''Fatal Fury 3'' and ''Garou: Mark of the Wolves''; in the latter game, the move is instead used by Rock Howard) and later in the ''King of Fighters'' series. Terry's battle cries of "Rising Tackle!" come from ''Fatal Fury 2'' and most other titles, "Bingo!" from ''The King of Fighters 2002'' onward, and the yell from ''The King of Fighters XIV''.
Rising Tackle is Terry's anti-air move that has stuck with him since the original ''Fatal Fury: King of Fighters'', making an appearance alongside him in every following ''Fatal Fury'' title (except for ''Fatal Fury 3'' and ''Garou: Mark of the Wolves''; in the latter game, the move is instead used by Rock Howard) and later in the ''King of Fighters'' series. Terry's battle cries of "Rising Tackle!" come from ''Fatal Fury 2'' and most other titles, "Bingo!" from ''The King of Fighters 2002'' onward, and the yell from ''The King of Fighters XIV''.


[[File:ChargePartitioning3S.gif|thumb|right|Alex using charge partitioning to dash and then attack Ken in ''Street Fighter III: Third Strike''.]]
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''.]]
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.
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