Rising Tackle: Difference between revisions

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===Charge partitioning===
===Charge partitioning===
[[File:MomochiChargePartitioning.gif|thumb|300px|right|Charge partitioning in action<ref>[https://twitter.com/momochi212/status/1192831101703618560 Momochi's discovery of charge partitioning in ''Ultimate'']</ref>.]]
[[File:MomochiChargePartitioning.gif|thumb|300px|right|Charge partitioning in action<ref>[https://twitter.com/momochi212/status/1192831101703618560 Momochi's discovery of charge partitioning in ''Ultimate'']</ref>.]]
Charge Partitioning is an [[advanced technique]] that theoretically works with all charge inputs, thought that only means Rising Tackle at the moment. when down is released, there is an 11 frame leeway to continue charging, and a 9 frame leeway to perform the move. Within this leeway time, other actions (such as [[walk]]ing or [[jump]]ing) can be taken, and the charge will be resumed as long as down is pressed again in time. Down can also be held during certain actions, such as [[dash]]ing, which counts toward the charge. As such, this allows for storing the charged Rising Tackle over a longer span of time without leaving Terry vulnerable. It is considered simpler to perform on a [[SmashBox]], due to easier access to downward inputs.  
Charge Partitioning is an [[advanced technique]] that theoretically works with all charge inputs, thought that only means Rising Tackle at the moment. when down is released, there is an 11 frame leeway to continue charging, and a 9 frame leeway to perform the move. Within this leeway time, other actions (such as [[walk]]ing or [[jump]]ing) can be taken, and the charge will be resumed as long as down is pressed again in time. Down can also be held during certain actions, such as [[dash]]ing, which counts toward the charge. As such, this allows for storing the charged Rising Tackle over a longer span of time without leaving Terry vulnerable. It is considered simpler to perform on a [[Smash Box]], due to easier access to downward inputs.  
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