Tumbling: Difference between revisions
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In the original ''[[Super Smash Bros.]]'', the minimum knockback that must be inflicted to cause tumbling is roughly 60 units and in later games, this would be increased to around 80 units. | In the original ''[[Super Smash Bros.]]'', the minimum knockback that must be inflicted to cause tumbling is roughly 60 units and in later games, this would be increased to around 80 units. | ||
The benefit from tumble compared to non tumble hitstun varies from game to game. In ''Smash 64'' and ''[[Super Smash Bros. Melee]]'', tumble is | The benefit from tumble compared to non tumble hitstun varies from game to game. In ''Smash 64'' and ''[[Super Smash Bros. Melee]]'', tumble is beneficial because it leaves the opponent in more hitstun than a non tumble state. In ''[[Super Smash Bros. Brawl]]'' however, tumble leaves the opponent at a bigger advantage than a non tumble state. Tumble enables the opponent to perform [[hitstun cancelling]] (and subsequently [[momentum cancelling]]) which is not possible in a non tumble state. It also enables the opponent to [[DI]] which they cannot do from non tumble hitstun starting from ''Brawl'' and the [[gravity]] penalty also now takes effect once the opponent enters tumble. This enables characters with high gravity (such as {{SSBB|Fox}}) to fly much higher once they enter tumble preventing chain grabs and strings to connect against them. In ''[[Super Smash Bros. 4]]'', hitstun cancelling's effect was greatly reduced making tumble less beneficial than in ''Brawl'' although it still has the same advantages besides hitstun cancelling. With ''[[Super Smash Bros. Ultimate]]'' homogenising the effect of [[falling speed]] and gravity against moves with an angle between 70°-110°, tumble has become less beneficial again although it still enables the opponent to DI. | ||
==Actions possible while tumbling== | ==Actions possible while tumbling== |