Turn: Difference between revisions

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Forgot about the stupid double line breaks
(→‎Normal turn: added tilt turn specifics)
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A '''smash turn''' is a turn that is triggered by holding strong backward (referred to as a ''smash input'' from now on). For turns to the left, the control stick x value range (y is assumed to be neutral at 128, minor variations don't make a difference) is 0-64. For turns to the right, it is 192-256.
A '''smash turn''' is a turn that is triggered by holding strong backward (referred to as a ''smash input'' from now on). For turns to the left, the control stick x value range (y is assumed to be neutral at 128, minor variations don't make a difference) is 0-64. For turns to the right, it is 192-256.
If the smash input is still present after the first frame of ''Turn'', a dash is triggered. If the x value changes to the middle section (65-191), the ''Turn'' animation will continue without another opportunity to dash until its 11 frames have passed.
If the smash input is still present after the first frame of ''Turn'', a dash is triggered. If the x value changes to the middle section (65-191), the ''Turn'' animation will continue without another opportunity to dash until its 11 frames have passed.
Smash turns turn the character around on frame 1. For example, if a player controlling {{SSBM|Fox}} makes him stand in his ''Wait'' animation facing right, holds strong left (smash input to the left) for 1 frame and then presses a jump button on the next frame, Fox will jump facing left.
Smash turns turn the character around on frame 1. For example, if a player controlling {{SSBM|Fox}} makes him stand in his ''Wait'' animation facing right, holds strong left (smash input to the left) for 1 frame and then presses a jump button on the next frame, Fox will jump facing left.


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A '''tilt turn''' is a turn that is triggered by holding weak backward (referred to as a ''tilt input'' from now on). For turns to the left, the control stick x value range (y is assumed to be neutral at 128, minor variations don't make a difference) is 65-105. For turns to the right, it is 151-191.
A '''tilt turn''' is a turn that is triggered by holding weak backward (referred to as a ''tilt input'' from now on). For turns to the left, the control stick x value range (y is assumed to be neutral at 128, minor variations don't make a difference) is 65-105. For turns to the right, it is 151-191.
After ''Turn 5-9'', the control stick is read. If a smash input in the turn direction is active, a dash is triggered. Because smash inputs buffer for 4 frames, it is possible to trigger a tilt turn and hold strong backward on the frame after (''Turn 2'') until ''Turn 5'' and interrupt ''Turn'' with ''Dash'' for characters with 5 tilt turn frames.
After ''Turn 5-9'', the control stick is read. If a smash input in the turn direction is active, a dash is triggered. Because smash inputs buffer for 4 frames, it is possible to trigger a tilt turn and hold strong backward on the frame after (''Turn 2'') until ''Turn 5'' and interrupt ''Turn'' with ''Dash'' for characters with 5 tilt turn frames.
Tilt turns turn the character around on frame 5-9 (depending on character). For example, if a player controlling {{SSBM|Fox}} stands in his ''Wait'' animation facing right, holds weak left (tilt input to the left) for 1-4 frames and then presses a jump button on the frame afterwards, he will jump facing right. If he holds weak left for 5 frames and then presses a jump button on the frame afterwards, he will jump facing left.
Tilt turns turn the character around on frame 5-9 (depending on character). For example, if a player controlling {{SSBM|Fox}} stands in his ''Wait'' animation facing right, holds weak left (tilt input to the left) for 1-4 frames and then presses a jump button on the frame afterwards, he will jump facing right. If he holds weak left for 5 frames and then presses a jump button on the frame afterwards, he will jump facing left.


Characters for which tilt turns turn around properly and allow dash on frame 5: Sheik, Popo, Nana, Doctor Mario, Falco, Fox, Kirby, Luigi, Mario, Mewtwo, Ness, Pichu, Pikachu, Jigglypuff, Samus, Mr. Game&Watch; Master Hand, Crazy Hand, Sandbag
*Characters for which tilt turns turn around properly and allow dash on frame 5: Sheik, Popo, Nana, Doctor Mario, Falco, Fox, Kirby, Luigi, Mario, Mewtwo, Ness, Pichu, Pikachu, Jigglypuff, Samus, Mr. Game&Watch; Master Hand, Crazy Hand, Sandbag
Characters for which tilt turns turn around properly and allow dash on frame 7: Zelda, Captain Falcon, Young Link, Link, Marth, Peach, Yoshi, Roy; Male Wireframe, Female Wireframe
 
Characters for which tilt turns turn around properly and allow dash on frame 8: Ganondorf
*Characters for which tilt turns turn around properly and allow dash on frame 7: Zelda, Captain Falcon, Young Link, Link, Marth, Peach, Yoshi, Roy; Male Wireframe, Female Wireframe
Characters for which tilt turns turn around properly and allow dash on frame 9: Donkey Kong, Bowser; Giga Bowser
 
*Characters for which tilt turns turn around properly and allow dash on frame 8: Ganondorf
 
*Characters for which tilt turns turn around properly and allow dash on frame 9: Donkey Kong, Bowser; Giga Bowser


===Run turn===
===Run turn===
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