Tech: Difference between revisions

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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. ''[[Brawl]]'' removed the ability to ledge tech, as well as buffer a tech before one even received a hit. Additionally, 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. ''[[Brawl]]'' removed the ability to ledge tech, as well as buffer a tech before one even received a hit. Additionally, 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]]''{{'}}s tech mechanics are fundamentally similar to ''Brawl''{{'}}s, but some significant changes become evident in certain situations. Techs can no longer be inputted or buffered during [[hitlag]], and hitlag now overlaps with the lag suffered by the character when getting stuck to a wall before bouncing of off it. If the hitlag would have ended before the character's recoil lag ends, the hitlag and recoil lag synchronize. Effectively, these changes mean that if a character is hit while touching a wall, they cannot tech on that wall, potentially leading to unavoidable stage spikes. Additionally, characters can no longer tech on the ground while reeling. However, [[meteor smash]]es that land on grounded opponents are now techable, provided their hitlag does not exceed the length of the tech input window. The only meteor smash with enough hitlag to be untechable under normal circumstances is {{SSB4|Ganondorf}}'s down aerial, although {{SSB4|Falco}}'s down aerial also had this property prior to update [[1.0.8]]. Finally, [[tumbling#Reeling|reeling]] animations do not allow for floor teching when they occur over the normal tumbling animation, for at least until the hitstun cancel window begins. However, {{SSB4|Cloud}} is allowed to tech if he is hit near the apex of his [[Climhazzard]] with the reeling animation, which otherwise does not allow for any kind of tech.
''[[Smash 4]]''{{'}}s tech mechanics are fundamentally similar to ''Brawl''{{'}}s, but some significant changes become evident in certain situations. Techs can no longer be inputted or buffered during [[hitlag]], and hitlag now overlaps with the lag suffered by the character when getting stuck to a wall before bouncing off of it. If the hitlag would have ended before the character's recoil lag ends, the hitlag and recoil lag synchronize. Effectively, these changes mean that if a character is hit while touching a wall, they cannot tech on that wall, potentially leading to unavoidable stage spikes. Additionally, characters can no longer tech on the ground while reeling. However, [[meteor smash]]es that land on grounded opponents are now techable, provided their hitlag does not exceed the length of the tech input window. The only meteor smash with enough hitlag to be untechable under normal circumstances is {{SSB4|Ganondorf}}'s down aerial, although {{SSB4|Falco}}'s down aerial also had this property prior to update [[1.0.8]]. Finally, [[tumbling#Reeling|reeling]] animations do not allow for floor teching when they occur over the normal tumbling animation, for at least until the hitstun cancel window begins. However, {{SSB4|Cloud}} is allowed to tech if he is hit near the apex of his [[Climhazzard]] with the reeling animation, which otherwise does not allow for any kind of tech.


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