Turn: Difference between revisions

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{{incomplete|Brawl onwards}}
{{incomplete|Brawl onwards}}


'''Turning around''' is a universal animation that allows characters to change their direction. All characters have at least two kinds of turning animations: regular turnaround (called ''Turn'' in [[Melee]]'s debug mode) and run turnaround (called ''TurnRun'' in Melee's debug mode).
'''Turning around''' is a universal animation that allows characters to change their direction. All characters have at least two kinds of turning animations: regular turnaround (called "Turn" in ''[[Super Smash Bros. Melee]]''{{'}}s debug mode) and run turnaround (called "TurnRun" in ''Melee''{{'}}s debug mode).


==In ''Smash 64''==
==In ''Smash 64''==
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====Smash turn====
====Smash turn====
A '''smash turn''' is a turn that is triggered by holding strong backward (referred to as a ''smash input'' from now on). For turns to the left, the control stick x value range (y is assumed to be neutral at 0, minor variations don't make a difference) is -1.0 to -0.8. For turns to the right, it's 0.8 to 1.0.
A '''smash turn''' is a turn that is triggered by holding strong backward (referred to as a "smash input" from now on). For turns to the left, the control stick x value range (y is assumed to be neutral at 0, minor variations don't make a difference) is -1.0 to -0.8. For turns to the right, it's 0.8 to 1.0. 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.
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 latter of which transfers the momentum from the walk into the smash turn jump.


====Tilt turn====
====Tilt turn====
A '''tilt turn''' is a turn that is triggered by holding weak backward (referred to as a ''tilt input'' from now on). For turns to the left, the control stick x value range (y is assumed to be neutral at 0, minor variations don't make a difference) is -0.78 to -0.28. For turns to the right, it's 0.28 to 0.78.
A '''tilt turn''' is a turn that is triggered by holding weak backward (referred to as a "tilt input" from now on). For turns to the left, the control stick x value range (y is assumed to be neutral at 0, minor variations don't make a difference) is -0.78 to -0.28. For turns to the right, it's 0.28 to 0.78. If by "Turn 2" smash input levels were detected, after "Turn 5-9", the control stick is read again. If a smash input in the turn direction is active, a dash is started on the next frame. That is true even when the stick is constantly held until then. (Usually, dash inputs are only active for three frames and then only trigger walking and tilting; here they can be active for up to 8 frames (for DK and Bowser, see list below).)
If by ''Turn 2'' smash input levels were detected, after ''Turn 5-9'', the control stick is read again. If a smash input in the turn direction is active, a dash is started on the next frame. That is true even when the stick is constantly held until then. (Usually, dash inputs are only active for three frames and then only trigger walking and tilting; here they can be active for up to 8 frames (for DK and Bowser, see list below).)


Tilt turns turn the character around on frame 5-9 (depending on character). For example, if a player controlling {{SSBM|Fox}} stands in his ''Wait'' animation facing right, holds weak left (tilt input to the left) for 1-4 frames and then presses a jump button on the frame afterwards, he will jump facing right. If he holds weak left for 5 frames and then presses a jump button on the frame afterwards, he will jump facing left. This direction reverting also applies for shielding and sliding off from a platform, but not for doing any kind of attack.
Tilt turns turn the character around on frame 5-9 (depending on character). For example, if a player controlling Fox stands in his "Wait" animation facing right, holds weak left (tilt input to the left) for 1-4 frames and then presses a jump button on the frame afterwards, he will jump facing right. If he holds weak left for 5 frames and then presses a jump button on the frame afterwards, he will jump facing left. This direction reverting also applies for shielding and sliding off from a platform, but not for doing any kind of attack.
 
*Characters for which tilt turns turn around properly and allow dash on frame 5: Sheik, Popo, Nana, Doctor Mario, Falco, Fox, Kirby, Luigi, Mario, Mewtwo, Ness, Pichu, Pikachu, Jigglypuff, Samus, Mr. Game&Watch; Master Hand, Crazy Hand, Sandbag


*Characters for which tilt turns turn around properly and allow dash on frame 5: Sheik, Popo, Nana, Doctor Mario, Falco, Fox, Kirby, Luigi, Mario, Mewtwo, Ness, Pichu, Pikachu, Jigglypuff, Samus, Mr. Game & Watch; Master Hand, Crazy Hand, Sandbag
*Characters for which tilt turns turn around properly and allow dash on frame 7: Zelda, Captain Falcon, Young Link, Link, Marth, Peach, Yoshi, Roy; Male Wireframe, Female Wireframe
*Characters for which tilt turns turn around properly and allow dash on frame 7: Zelda, Captain Falcon, Young Link, Link, Marth, Peach, Yoshi, Roy; Male Wireframe, Female Wireframe
*Characters for which tilt turns turn around properly and allow dash on frame 8: Ganondorf
*Characters for which tilt turns turn around properly and allow dash on frame 8: Ganondorf
*Characters for which tilt turns turn around properly and allow dash on frame 9: Donkey Kong, Bowser; Giga Bowser
*Characters for which tilt turns turn around properly and allow dash on frame 9: Donkey Kong, Bowser; Giga Bowser


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==External links==
==External links==
[http://www.meleeitonme.com/back-dashes-smash-turns Melee It On Me article by Kadano that explains how dashing backwards in ''Melee'' is hard to do because of tilt turns and how to cope with this]
*[http://www.meleeitonme.com/back-dashes-smash-turns Melee It On Me article by Kadano that explains how dashing backwards in ''Melee'' is hard to do because of tilt turns and how to cope with this]
 
*[https://www.youtube.com/watch?v=eF0QNxXyD4g Video by SquidTheCat explaining Smash Turn Jumps]
[https://www.youtube.com/watch?v=eF0QNxXyD4g Video by SquidTheCat explaining Smash Turn Jumps]
*[https://www.reddit.com/r/smashgifs/comments/e8sb92/melee_reverse_aerial_rush/ Reddit post discussing Smash Turn Jumps as a substitute for Reverse Aerial Rush]
 
[https://www.reddit.com/r/smashgifs/comments/e8sb92/melee_reverse_aerial_rush/ Reddit post discussing Smash Turn Jumps as a substitute for Reverse Aerial Rush]


[[Category:Terms]]
[[Category:Terms]]
[[Category:Game physics]]
[[Category:Game physics]]
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