Rising Tackle: Difference between revisions

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===Input Rising Tackle===
===Input Rising Tackle===
If the player performs the command input (hold down ↓, 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.
 
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.


===Canceling===
===Canceling===
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