Floor getup: Difference between revisions

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(Not sure if any other articles have this kind of info, but here it is.)
(added information about wakeup. will do an okizeme article soon)
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*[[Roll]]: Pressing sideways on the stick causes a character to roll in that direction, ending up in a standing position.
*[[Roll]]: Pressing sideways on the stick causes a character to roll in that direction, ending up in a standing position.
*[[Floor attack|Attack]]: Pressing an attack button causes a character to simultaneously stand up and perform a weak attack that hits on both sides to create space. The attack used depends on whether the character is sitting, lying face up, or lying face down. In almost all cases, it does 5% or 6% damage.
*[[Floor attack|Attack]]: Pressing an attack button causes a character to simultaneously stand up and perform a weak attack that hits on both sides to create space. The attack used depends on whether the character is sitting, lying face up, or lying face down. In almost all cases, it does 5% or 6% damage.
The strategies involving these techniques are often collectively referred to as '''Wakeup'''. The downed fighter usually has a brief moment to think of when and how to return to a standing position. While having several major differences, Wakeup is often used in conjunction and sometimes interchangeably with [[Okizeme]].


Skilled players usually attempt to avoid being in the lying position by [[tech]]ing when they hit the ground, because their opponent can capitalize on their vulnerable position. They try to vary the floor recovery they use each time, in order to avoid becoming predictable and be [[punishment|punished]] by repeatedly using the same floor recovery. Many attacks, such as {{SSBB|Mr. Game & Watch}}'s [[down throw]] [[tech-chase]] in ''Brawl'', rely on [[read]]ing the opponent's floor recovery to be continued.
Skilled players usually attempt to avoid being in the lying position by [[tech]]ing when they hit the ground, because their opponent can capitalize on their vulnerable position. They try to vary the floor recovery they use each time, in order to avoid becoming predictable and be [[punishment|punished]] by repeatedly using the same floor recovery. Many attacks, such as {{SSBB|Mr. Game & Watch}}'s [[down throw]] [[tech-chase]] in ''Brawl'', rely on [[read]]ing the opponent's floor recovery to be continued.