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''' (or '''DamageFlyRoll''') is a state similar to hitstun, except the characters enter a helix motion. 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''' (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.


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. [[Steve]] also has a unique reeling animation which is just his tumbling animation with his body oriented in the direction of his knockback.
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.


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 walls and ceilings if he is hit near the apex of [[Climhazzard]], where teching is otherwise impossible. In ''Ultimate'', reeling 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==