Tech: Difference between revisions

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(→‎Changes between games: Source: Impossible to tech by Beefy Smash Doods: https://youtu.be/a8rpifNUEYo)
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In ''[[Smash 64]]'', only ground techs are available (standing and rolling), so on stages with many walls it can be difficult to avoid bouncing combos. ''[[Melee]]'' provides the addition of wall techs, wall jump techs, and ceiling techs, while ''[[Brawl]]'' removed the ability to ledge tech, as well as buffering a tech before one even received a hit. However, as the new [[air dodge]] physics in ''Brawl'' allow airdodges to be used while tumbling, trying to tech too early will simply result in an air dodge. As a result, teching requires more precision to perform in ''Brawl''.
In ''[[Smash 64]]'', only ground techs are available (standing and rolling), so on stages with many walls it can be difficult to avoid bouncing combos. ''[[Melee]]'' provides the addition of wall techs, wall jump techs, and ceiling techs, while ''[[Brawl]]'' removed the ability to ledge tech, as well as buffering a tech before one even received a hit. However, as the new [[air dodge]] physics in ''Brawl'' allow airdodges to be used while tumbling, trying to tech too early will simply result in an air dodge. As a result, teching requires more precision to perform in ''Brawl''.


''[[Smash 4]]'' retains ''Brawl''{{'}}s tech physics without the need to account for air dodging, as hitstun canceling is no longer possible. However, the technique's physics hae also gone through a major change: techs can no longer be inputted or buffered during [[hitlag]]. In addition, hitlag now overlaps with the lag suffered by the character when it gets stuck to a wall while hitting it, meaning it happens at the same time, which makes the hit untechable. In the case the hitlag would have ended before the character's recoil lag ends, the hitlag and recoil lag synchronize, meaning the character would have no time left to tech, and still rendering the hit untechable. [[Meteor smash]]es that land on grounded opponents are now techable in ''Smash 4'' however, with {{SSB4|Ganondorf}}'s down aerial being the exception due to the fact that techs cannot be inputted during hitlag (this was also the case for Falco's down aerial post [[1.0.8]]).
''[[Smash 4]]'' retains ''Brawl''{{'}}s tech physics without the need to account for air dodging, as hitstun canceling is no longer possible. However, the technique's physics have also gone through a major change: techs can no longer be inputted or buffered during [[hitlag]]. In addition, hitlag now overlaps with the lag suffered by the character when it gets stuck to a wall while hitting it, meaning it happens at the same time, which makes the hit untechable. In the case the hitlag would have ended before the character's recoil lag ends, the hitlag and recoil lag synchronize, meaning the character would have no time left to tech, and still rendering the hit untechable. [[Meteor smash]]es that land on grounded opponents are now techable in ''Smash 4'' however, with {{SSB4|Ganondorf}}'s down aerial being the exception due to the fact that techs cannot be inputted during hitlag (this was also the case for Falco's down aerial post [[1.0.8]]).


==Usefulness and application==
==Usefulness and application==
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