Rising Tackle: Difference between revisions

Added more details on Charge Partitioning and Special Cancelling.
(Added more details on Charge Partitioning and Special Cancelling.)
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==Overview==
==Overview==
Terry flips onto his arms and propels himself upward, performing an upward corkscrew kick and hitting five times in the process. Terry yells "Rising Tackle!", "Hee-yah!" or "Bingo!" while using the move. It renders his entire lower body [[intangible]] from frames 9 to 20, and deals decent damage and knockback. It has light and heavy variants depending on whether the button is tapped or held; for the heavy version, Terry travels farther, and the move's final hit deals more damage. However, the move does not snap to the ledge immediately, leaving him vulnerable to edgeguards.
Terry flips onto his arms and propels himself upward, performing an upward corkscrew kick and hitting five times in the process. Terry yells "Rising Tackle!", "Hee-yah!" or "Bingo!" while using the move. It renders his entire lower body [[intangible]] from frames 9 to 20, and deals decent damage and knockback. It has light and heavy variants depending on whether the button is tapped or held; for the heavy version, Terry travels farther, and the move's final hit deals more damage. However, the move does not snap to the ledge immediately without precise spacing, leaving him vulnerable to edgeguards, even with the intangibility.


===Input Rising Tackle===
===Input Rising Tackle===
If the player performs the command input (hold down ↓ for 24 frames, then input ↑+attack/special), Terry will perform an enhanced version of the move, which hits nine times instead of five, deals even more damage and knockback, goes a slightly higher distance, and grants him full-body intangibility from frames 5 to 17 in addition to lower-body intangibility on frames 18 to 25. The charge can be "hidden" through other animations, such as shielding or attacking.
If the player performs the command input (hold down ↓ for 24 frames, then input ↑+attack/special), Terry will perform an enhanced version of the move, which hits nine times instead of five, deals even more damage and knockback, goes a slightly higher distance, and grants him full-body intangibility from frames 5 to 17 in addition to lower-body intangibility on frames 18 to 25. The charge can be "hidden" through other animations, such as shielding or attacking. By tilting shield down, it is also possible to store charge for Rising Tackle, enabling it to be used as a powerful out of shield option.  


When the player presses down, charging the move effectively starts, and when the player aborts the down input, the move still stores its charge for 11 frames. The player can perform other actions during those 11 frames and can input down anytime before the 12th frame to reset the storage timer and keep building the charge, allowing a player to act while accumulating the charge in bursts until the 24-frame trigger is reached, after which the input Rising Tackle can be executed. This method of building charge in parts while doing other actions in between is known as "charge partitioning" and is a staple advanced technique in various fighting games, including the ''Fatal Fury'' series.
===Charge Partitioning===
The concept of building charge in parts while doing other actions in between is known as "charge partitioning", and is a staple advanced technique in various fighting games, including the ''Fatal Fury'' series. When the player presses down, charging Rising Tackle effectively starts, and when the player aborts the down input, the move still stores its charge for 11 frames. The player can perform other actions during those 11 frames and can input down anytime before the 12th frame to reset the storage timer and keep building the charge, allowing a player to act while accumulating the charge in bursts until the 24-frame trigger is reached, after which the input Rising Tackle can be executed. A notable example of where this is used is to cancel [[neutral attack]] Hit 2 into Input Rising Tackle.  


===Canceling===
===Canceling===
Terry can perform a Rising Tackle out of some standard attacks, as part of his special-canceling mechanic. By pressing the up special input or command input after connecting with one of certain standard attacks, Terry will cancel the ending lag of the attack and perform a Rising Tackle. This can be used for combos.
Terry can perform a Rising Tackle out of some standard attacks, as part of his special-canceling mechanic. By pressing the up special input or command input after connecting with one of certain standard attacks, Terry will cancel the endlag of the attack and perform a Rising Tackle. This can be used for combos. The most common moves this is used is out of are [[neutral attack]] or [[up aerial]], allowing for kill options or general damage building.  


==Origin==
==Origin==