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[[File:G&WtumbleSSB4.jpg|220px|thumb|{{SSB4|Mr. Game & Watch}} tumbling in [[Smash 4]].]] | [[File:G&WtumbleSSB4.jpg|220px|thumb|{{SSB4|Mr. Game & Watch}} tumbling in ''[[Smash 4]]''.]] | ||
'''Tumbling''' (or '''DamageFall''' internally in ''Melee'' and ''Brawl'' files) is an airborne state that a character may enter after being hit or pushed in certain ways; for example, [[edge slip | '''Tumbling''' (or '''DamageFall''' internally in ''Melee'' and ''Brawl'' files) is an airborne state that a character may enter after being hit or pushed in certain ways; for example, [[edge slip]]ping can cause a character to tumble. A tumbling character can easily be identified by their defensive, rotating animation. Characters may tumble after being hit through the air by an attack with strong enough [[knockback]], [[footstool]]ed in midair, pushed off a ledge, after walking off an edge while carrying a [[crate]] or other heavy [[item]], or by sliding off of an [[edge]] while [[shield]]ing. | ||
In all ''Super Smash Bros.'' games, the minimum knockback that must be inflicted to cause tumbling is roughly 80 units. | |||
==Actions possible while tumbling== | ==Actions possible while tumbling== | ||
Tumbling is not the same state as [[helpless]]ness; after [[hitstun]] ends, tumbling characters can carry out most normal airborne actions while tumbling: | Tumbling is not the same state as [[helpless]]ness; after [[hitstun]] ends, tumbling characters can carry out most normal airborne actions while tumbling: | ||
*They can move | *They can move horizontally through the air as per normal. | ||
*They can perform aerial attacks, use any remaining jumps, and use any special moves, all of which end the tumbling state. | *They can perform aerial attacks, use any remaining jumps, and use any special moves, all of which end the tumbling state. | ||
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Smash 4]]'', [[air dodging]] can also be performed as per normal and will end tumbling - this was not possible in ''[[Super Smash Bros. Melee]]''. It is not possible to use a | *In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', [[air dodging]] can also be performed as per normal and will end tumbling - this was not possible in ''[[Super Smash Bros. Melee]]''. It is not possible to use a [[grab aerial]] while tumbling, though, as attempting to do so results in an air dodge (aerial attack in ''Smash 4''). | ||
*In ''Melee'' and ''Brawl'', they can end the tumble and resume their normal aerial state by tapping the [[ | *In ''Melee'' and ''Brawl'', they can end the tumble and resume their normal aerial state by tapping horizontally on the [[Control Stick]]. | ||
*They can [[tech]] if they are about to hit a platform | *They can [[tech]] if they are about to hit a platform. If the tumbling was caused by a [[footstool jump]], however, there is a short period during which the character cannot tech. | ||
*They can still grab ledges as usual. In ''Melee'', they can tech on them if facing the opposite side | *They can still grab ledges as usual. In ''Melee'', they can tech on them if facing the opposite side, and canceling a tumbling state by grabbing a ledge awards the Life on the Edge [[List of bonuses|bonus]], which gives 800 points for each time this is achieved. | ||
If tumbling characters hit the ground without teching, they will land into a lying position and must then use a [[floor recovery]]. | If tumbling characters hit the ground without teching, they will land into a lying position and must then use a [[floor recovery]]. Characters undergo a flopping animation upon hitting the ground before they can use their floor recovery, leaving them vulnerable for a short while. | ||
The tumbling animation is used after a [[shield jump]], though no action can be performed during this time. It is also used at the end of [[End of Day|Olimar's Final Smash]] (after emerging from the [[Hocotate Ship]]), but Olimar will be unable to do anything other than move | The tumbling animation is used after a [[shield jump]], though no action can be performed during this time. It is also used at the end of [[End of Day|Olimar's Final Smash]] (after emerging from the [[Hocotate Ship]]), but Olimar will be unable to do anything other than move horizontally. | ||
==Reeling== | ==Reeling== | ||
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'''Reeling''' (or '''DamageFlyRoll''') is a state similar to hitstun, except the characters enter a helix motion. Characters may reel after being hit by an attack with very powerful knockback; in all games, this only occurs once the character is at 100% or more, and occurs 30% of the time. During this state, characters cannot do anything except [[DI]], or tech if they come into contact with a wall or ceiling. Once the knockback diminishes and the character slows down, reeling ends and tumbling begins. Teching is useful for characters with high damage, or during [[Sudden Death]] matches, since being attacked under such circumstances often causes reeling. Reeling can also occur after using the {{b|Bullet Bill|item}}; however, it does not end naturally, and can be canceled by using an [[aerial attack]] or [[air dodge]], or landing. | '''Reeling''' (or '''DamageFlyRoll''') is a state similar to hitstun, except the characters enter a helix motion. Characters may reel after being hit by an attack with very powerful knockback; in all games, this only occurs once the character is at 100% or more, and occurs 30% of the time. During this state, characters cannot do anything except [[DI]], or tech if they come into contact with a wall or ceiling. Once the knockback diminishes and the character slows down, reeling ends and tumbling begins. Teching is useful for characters with high damage, or during [[Sudden Death]] matches, since being attacked under such circumstances often causes reeling. Reeling can also occur after using the {{b|Bullet Bill|item}}; however, it does not end naturally, and can be canceled by using an [[aerial attack]] or [[air dodge]], or landing. | ||
Because of the character's two-dimensional nature, [[Mr. Game & Watch]] has a unique reeling animation. Instead of spinning, he | Because of the character's two-dimensional nature, [[Mr. Game & Watch]] has a unique reeling animation. Instead of spinning, he repeatedly cartwheels as he is launched. | ||
In ''Smash 4'', the reeling animation does not allow characters to tech on the floor until the hitstun cancel window starts. However, it does allow {{SSB4|Cloud}} to tech if he is hit near the apex of [[Climhazzard]], where teching is otherwise impossible. | In ''Smash 4'', the reeling animation does not allow characters to tech on the floor until the hitstun cancel window starts. However, it does allow {{SSB4|Cloud}} to tech if he is hit near the apex of [[Climhazzard]], where teching is otherwise impossible. | ||
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==Trivia== | ==Trivia== | ||
*The animation for tumbling is the same used in the character's [[Star KO]] animation, as well as the [[Screen KO]] in ''[[Smash 64]]'' and ''[[Brawl]]''. | *The animation for tumbling is the same used in the character's [[Star KO]] animation, as well as the [[Screen KO]] in ''[[Smash 64]]'' and ''[[Brawl]]''. | ||
*A unique tumbling animation is used for characters who are [[ | *A unique tumbling animation is used for characters who are [[footstool]]ed in midair. This same animation is also used for when characters enter [[door]]s in midair. | ||
*Whenever {{SSBB|Wolf}} is in tumbling animation, his left arm will detach from his elbow. This can be clearly seen when pausing the game. | *Whenever {{SSBB|Wolf}} is in tumbling animation, his left arm will detach from his elbow. This can be clearly seen when pausing the game. | ||
*Characters' facial expressions when tumbling has changed over the series, in ''[[Smash 64]]'' and ''[[Brawl]]'', every character will have a wincing look on their face, while in ''[[Melee]]'' and ''[[Smash 4]]'' characters will have a more surprised look. | *Characters' facial expressions when tumbling has changed over the series, in ''[[Smash 64]]'' and ''[[Brawl]]'', every character will have a wincing look on their face, while in ''[[Melee]]'' and ''[[Smash 4]]'' characters will have a more surprised look. | ||
[[Category:Game physics]] | [[Category:Game physics]] |