Turn: Difference between revisions

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m (→‎In Melee: there is no "normal turn", turns (except run turns) are always tilt turns or smash turns. Calling the general / introduction section "turn in general" makes more sense.)
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===Turn in general===
===Turn in general===
[[File:Input_Output_Diagram_of_the_Wait_animation.png|right|thumbnail|Input-output map of the control stick during Wait.]]
[[File:Input_Output_Diagram_of_the_Wait_animation.png|right|thumbnail|Input-output map of the control stick during Wait.]]
Turning around can be triggered at the end of all grounded moves, during neutral stand and during dash. The turn animation has a total length of 11 frames for all characters. Most moves are available during all 11 frames, but there are a few exceptions:
Turning around can be triggered at the end of all grounded moves, during neutral stand and during dash (smash turn only). The turn animation has a total length of 11 frames for all characters. Most moves are available during all 11 frames, but there are a few exceptions:
* [[Dashing]] is only possible after frame 1 (for '''smash turns''') / frame 5-9 (for '''tilt turns'''; varies between characters). This fact makes [[dash-dancing]] possible. A dash from a turn can be canceled into another turn from its first frame on, opposed to dashes done from other action states, which can only be canceled into turn starting from frame 4.
* [[Dashing]] is only possible after frame 1 (for '''smash turns''') / frame 5-9 (for '''tilt turns'''; varies between characters). This fact makes [[dash-dancing]] possible. A dash from a turn can be canceled into another turn from its first frame on, opposed to dashes done from other action states, which can only be canceled into turn starting from frame 4.
* [[Neutral special move]]s cannot be used at all.
* [[Neutral special move]]s cannot be used at all.