Tumbling: Difference between revisions
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==Reeling== | ==Reeling== | ||
[[File:SSBU Reeling Incineroar.png|220px|thumb|{{SSBU|Incineroar}} reeling in ''[[Ultimate]]''.]] | [[File:SSBU Reeling Incineroar.png|220px|thumb|{{SSBU|Incineroar}} reeling in ''[[Ultimate]]''.]] | ||
'''Reeling''' ( | '''Reeling''' (known as '''DamageFlyRoll''' internally) is an alternate hitstun state characters can experience if hit by a move with enough knockback to cause tumbling, denoted by their helix motion while flying. In all games, reeling has a 30% chance of occuring, and only if the target has at least 100% damage; this is checked after they get hit, so a tumble-inducing attack that brings them from below 100% damage to that amount or higher can cause reeling as well. | ||
Reeling's differences from the usual knockback animation are only aesthetic, though due to the change in animation shifting the character's [[hurtbox]]es, it can rarely cause them to get hit by attacks that would have otherwise missed, or vice versa. The exception to this is in ''Smash 4'', where reeling reduces [[hitstun]] inflicted on the target by one frame, and prevents them from [[tech]]ing on the ground until their hitstun cancel window starts. While the former difference is negligible, the latter effectively gives characters a [[random]] chance to be unable to avoid a [[Floor recovery|knockdown]], allowing for certain KO setups, such as {{SSB4|Fox}}'s [[forward tilt]] or [[neutral aerial]] into an [[up smash]]. However, and only in ''Smash 4'' as well, reeling allows {{SSB4|Cloud}} to tech walls and ceilings if he is hit near the apex of [[Climhazzard]], where teching is otherwise impossible. In ''Ultimate'', these discrepancies are removed, causing reeling's differences from the standard pre-tumble animation to be purely aesthetic again (aside from hurtbox placement), and it additionally cannot happen if a character is launched from behind. | |||
Due to his two-dimensional nature, [[Mr. Game & Watch]] has a unique reeling animation, spinning in a cartwheeling motion instead of a spiraling motion. [[Steve]] also has a unique reeling animation, which is just his tumbling animation with his body oriented in the direction of his knockback. | |||
Some attacks in later games are capable of forcing reeling regardless of the target's damage percentage, namely the tornadoes in [[Hyrule Castle]] (from ''Smash 4'' onward) and [[PictoChat 2]], as well as the {{SSBU|Mii Swordfighter}}'s [[Gale Strike]] in ''Ultimate''. | Some attacks in later games are capable of forcing reeling regardless of the target's damage percentage, namely the tornadoes in [[Hyrule Castle]] (from ''Smash 4'' onward) and [[PictoChat 2]], as well as the {{SSBU|Mii Swordfighter}}'s [[Gale Strike]] in ''Ultimate''. The {{b|Bullet Bill|item}} item also puts characters in state similar to reeling after its use; however, it does not end naturally, and can be canceled with an [[aerial attack]], an [[air dodge]], or by landing. | ||
==Gallery== | ==Gallery== |