Rising Tackle: Difference between revisions

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===Input Rising Tackle===
===Input Rising Tackle===
If the player performs Rising Tackle's [[Command Input Special Moves|command input]] (hold down ↓ for 24 frames, then input ↑+attack/special within 10 frames), 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. This makes Input Rising Tackle an extremely strong — albeit committal — [[out of shield]] and anti-air option, making jumping in against Terry a dangerous prospect. If used during [[ladder combo]]s on stages like [[Battlefield]], it isn't uncommon to see Input Rising Tackle allowing Terry to take stocks extremely early.
If the player performs Rising Tackle's [[command input]] (hold down ↓ for 24 frames, then input ↑+attack/special within 10 frames), 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. This makes Input Rising Tackle an extremely strong — albeit committal — [[out of shield]] and anti-air option, making jumping in against Terry a dangerous prospect. If used during [[ladder combo]]s on stages like [[Battlefield]], it isn't uncommon to see Input Rising Tackle allowing Terry to take stocks extremely early.


The game will recognise the charge input as long as the player is holding their control stick down, and is lenient enough to the point that it can even read a downward input while dashing with precise inputs. Additionally, thanks to the [[charge partitioning]] mechanic, dropping the charge input isn't the end of the world, and players can return to charging the input if quick enough. Plus, the charge can be "hidden" through other animations, such as shielding or attacking. For example, by tilting shield down, it is also possible to store charge for Rising Tackle, though other techniques such as [[COIL]] can make this much more efficient.  
The game will recognise the charge input as long as the player is holding their control stick down, and is lenient enough to the point that it can even read a downward input while dashing with precise inputs. Additionally, thanks to the [[charge partitioning]] mechanic, dropping the charge input isn't the end of the world, and players can return to charging the input if quick enough. Plus, the charge can be "hidden" through other animations, such as shielding or attacking. For example, by tilting shield down, it is also possible to store charge for Rising Tackle, though other techniques such as [[COIL]] can make this much more efficient.


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