Turn: Difference between revisions

355 bytes added ,  8 months ago
m (Text replacement - "|right|thumbnail" to "|thumb")
Line 19: Line 19:
If the smash input is still present after the first frame of ''Turn'', a dash is triggered. If the x value changes to the middle section (-0.78 to 0.78), the ''Turn'' animation will continue without another opportunity to dash until its 11 frames have passed.
If the smash input is still present after the first frame of ''Turn'', a dash is triggered. If the x value changes to the middle section (-0.78 to 0.78), the ''Turn'' animation will continue without another opportunity to dash until its 11 frames have passed.


Smash turns turn the character around on frame 1. For example, if a player controlling {{SSBM|Fox}} makes him stand in his ''Wait'' animation facing right, holds strong left (smash input to the left) for 1 frame and then presses a jump button on the next frame, Fox will jump facing left.  
Smash turns turn the character around on frame 1. For example, if a player controlling {{SSBM|Fox}} makes him stand in his ''Wait'' animation facing right, holds strong left (smash input to the left) for 1 frame and then presses a jump button on the next frame, Fox will jump facing left.
 
Performing a jump out of a Smash Turn is known as a '''Smash Turn Jump.''' It can be performed while standing in 'Wait'' to turnaround and jump in place, or out of a dash by [[pivot]]ing, or out of a walk by performing a [[PC walk#PC_Smash_Turn_Jump|PC Turnaround Jump]], the ladder of which transfers the momentum from the walk into the Smash Turn Jump.


====Tilt turn====
====Tilt turn====
55

edits