Turn: Difference between revisions

750 bytes added ,  9 years ago
→‎Normal turn: added tilt turn specifics
(→‎Normal turn: added tilt turn specifics)
Line 8: Line 8:
===Normal turn===
===Normal turn===
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. 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 (for ''tilt turns''). This fact makes [[dash-dancing]] possible.  
* [[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.  
* [[Neutral special move]]s cannot be used at all.
* [[Neutral special move]]s cannot be used at all.


Line 17: Line 17:


====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 128, minor variations don't make a difference) is 65-105. For turns to the right, it is 151-191.
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 128, minor variations don't make a difference) is 65-105. For turns to the right, it is 151-191.
After ''Turn 5'', the control stick is read. If a smash input in the turn direction is active, ''Dash'' is triggered. Because smash inputs buffer for 4 frames, it is possible to trigger a tilt turn and hold strong backward on the frame after (''Turn 2'') until ''Turn 5'' and interrupt ''Turn'' with ''Dash''.
After ''Turn 5-9'', the control stick is read. If a smash input in the turn direction is active, a dash is triggered. Because smash inputs buffer for 4 frames, it is possible to trigger a tilt turn and hold strong backward on the frame after (''Turn 2'') until ''Turn 5'' and interrupt ''Turn'' with ''Dash'' for characters with 5 tilt turn frames.
Tilt turns turn the character around on frame 5. For example, if a Fox player 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.
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.
 
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 8: Ganondorf
Characters for which tilt turns turn around properly and allow dash on frame 9: Donkey Kong, Bowser; Giga Bowser


===Run turn===
===Run turn===
408

edits