Tech: Difference between revisions

689 bytes added ,  7 years ago
I wish you could tech for a longer time in Smash 4...
(→‎Changes between games: "of off" → "off of")
(I wish you could tech for a longer time in Smash 4...)
Line 6: Line 6:


{{SSB4|Mega Man}} teching in {{SSB4|Sonic}}'s reveal trailer.]]
{{SSB4|Mega Man}} teching in {{SSB4|Sonic}}'s reveal trailer.]]
A '''tech''', officially referred to as a '''breakfall''' in ''[[Super Smash Bros.]]'', an '''ukemi''' ({{ja|受け身}}) in ''[[Super Smash Bros. Brawl]]'', '''breaking your fall''' in ''[[Smash 4]]'', and '''passive''' internally in ''Melee'' and ''Brawl'', is an action that can be performed when the player's [[character]] hits the [[ground]], a [[wall]], or a [[ceiling]] while [[tumbling]] or in [[hitstun]]. To tech, the user must press the shield button 20 [[frame]]s or fewer before hitting the surface; after that, a player won't be able to tech for 40 frames. Additional button or control stick input can cause different types of techs.
A '''tech''', officially referred to as a '''breakfall''' in ''[[Super Smash Bros.]]'', an '''ukemi''' ({{ja|受け身}}) in ''[[Super Smash Bros. Brawl]]'', '''breaking your fall''' in ''[[Smash 4]]'', and '''passive''' internally in ''Melee'' and ''Brawl'', is an action that can be performed when the player's [[character]] hits the [[ground]], a [[wall]], or a [[ceiling]] while [[tumbling]] or in [[hitstun]]. To tech, the user must press the shield button a couple of [[frame]]s before hitting the surface; after that, a player won't be able to tech for fourty frames. Additional button or control stick input can cause different types of techs.


The word "[[wikipedia:Ukemi|ukemi]]" refers to a rolling technique used in Japanese martial arts when taking an attack. The name has found its way into several (mostly fighting) games, such as the ''Soul'' series, to describe similar fall recovery moves.
The word "[[wikipedia:Ukemi|ukemi]]" refers to a rolling technique used in Japanese martial arts when taking an attack. The name has found its way into several (mostly fighting) games, such as the ''Soul'' series, to describe similar fall recovery moves.
Line 18: Line 18:
[[File:Ceilingtech.jpg|thumb|{{SSBM|Sheik}} performing a ceiling tech.]]
[[File:Ceilingtech.jpg|thumb|{{SSBM|Sheik}} performing a ceiling tech.]]
===Standard tech===
===Standard tech===
A '''standing tech''', '''standard tech''', or '''neutral tech''' is a neutral, ground-based tech performed by pressing a [[shield]] button when a tumbling character comes in contact with the floor. The character will experience a brief period of [[invincibility]], and will quickly bounce from the ground into a standing animation. The player will grab any items that he or she comes in contact with. This is the easiest tech to do, and is commonly done, even by casual players.
A '''standing tech''', '''standard tech''', or '''neutral tech''' is a neutral, ground-based tech performed by pressing a [[shield]] button when a tumbling character comes in contact with the floor. The character will experience a brief period of [[invincibility]], and will quickly bounce from the ground into a standing animation. The player will also grab any items that he or she comes in contact with.


===Rolling tech===
===Rolling tech===
Line 26: Line 26:


===Wall tech===
===Wall tech===
A '''wall tech''' (or '''PassiveWall''') is a tech against a [[wall]]. To wall tech, the player must press a shield button 20 [[frame]]s or fewer before hitting the wall while tumbling, reeling, or in hitstun. 20 frames after each press is a 40 frame downtime window where a wall tech cannot be done, so [[button mashing]] reduces the player's likelihood of teching. As with normal techs, the wall teching [[character]] experiences a few invincibility frames, and the tech absorbs the player's momentum. Wall teching is useful even on simple stages with no onstage walls, as the player can tech the side of the stage to avoid being [[stage spike]]d.
A '''wall tech''' (or '''PassiveWall''') is a tech against a [[wall]]. To wall tech, the player must press a shield button before hitting a wall while tumbling, reeling, or in hitstun. Twenty frames after each press is a fourty frame downtime window where a wall tech cannot be done, so [[button mashing]] reduces the player's likelihood of teching. As with normal techs, the wall teching [[character]] experiences a few invincibility frames, and the tech absorbs the player's momentum. Wall teching is useful even on simple stages with no onstage walls, as the player can tech the side of the stage to avoid being [[stage spike]]d.


====Ledge tech====
====Ledge tech====
A [[recover]]ing character can use a form of wall tech to survive an [[edge-guarding|edge-guarder]]. If the recovering character is hit with an attack very near to the [[ledge]], he or she can [[smash DI]] towards the ledge and wall tech to absorb all the knockback of the enemy's attack. This is usually performed by pressing the shield button to wall tech ''before'' pressing the control stick to DI, because of the 20 frame window in which the player can input the tech before hitting the wall.
A [[recover]]ing character can use a form of wall tech to survive an [[edge-guarding|edge-guarder]]. If the recovering character is hit with an attack very near to a stage's [[edge]], they can [[smash DI]] towards the edge and wall tech to absorb all the knockback of the enemy's attack. This is usually performed by pressing the shield button to wall tech ''before'' pressing the control stick to DI, because of the 20 frame window in which the player can input the tech before hitting the wall.


====Wall tech jump/Wall jump tech====
====Wall tech jump/Wall jump tech====
Line 38: Line 38:


==Changes between games==
==Changes between games==
In ''[[Smash 64]]'', only ground techs are available (standing and rolling), so on stages with many walls it can be difficult to avoid bouncing combos. ''[[Melee]]'' provides the addition of wall techs, wall jump techs, and ceiling techs. ''[[Brawl]]'' removed the ability to ledge tech, as well as buffer a tech before one even received a hit. Additionally, as the new [[air dodge]] physics in ''Brawl'' allow airdodges to be used while tumbling, trying to tech too early will simply result in an air dodge. As a result, teching requires more precision to perform in ''Brawl''.
===''[[Super Smash Bros. (game|Super Smash Bros.]]''===
In ''Smash 64'', only ground techs are available (standing and rolling), so on stages with many walls it can be difficult to avoid bouncing combos. Teching is possible for the first twenty frames before the character touches the ground.


''[[Smash 4]]''{{'}}s tech mechanics are fundamentally similar to ''Brawl''{{'}}s, but some significant changes become evident in certain situations. Techs can no longer be inputted or buffered during [[hitlag]], and hitlag now overlaps with the lag suffered by the character when getting stuck to a wall before bouncing off of it. If the hitlag would have ended before the character's recoil lag ends, the hitlag and recoil lag synchronize. Effectively, these changes mean that if a character is hit while touching a wall, they cannot tech on that wall, potentially leading to unavoidable stage spikes. Additionally, characters can no longer tech on the ground while reeling. However, [[meteor smash]]es that land on grounded opponents are now techable, provided their hitlag does not exceed the length of the tech input window. The only meteor smash with enough hitlag to be untechable under normal circumstances is {{SSB4|Ganondorf}}'s down aerial, although {{SSB4|Falco}}'s down aerial also had this property prior to update [[1.0.8]]. Finally, [[tumbling#Reeling|reeling]] animations do not allow for floor teching when they occur over the normal tumbling animation, for at least until the hitstun cancel window begins. However, {{SSB4|Cloud}} is allowed to tech if he is hit near the apex of his [[Climhazzard]] with the reeling animation, which otherwise does not allow for any kind of tech.
===''[[Super Smash Bros. Melee]]''===
In addition to normal techs, ''Melee'' introduced of wall techs, wall jump techs, and ceiling techs. The mechanics to teching are fundamentally the same ones as the ''Smash 64'' mechanics, being able to be performed for the first twenty frames before the character touches the ground, a wall, an edge or the ceiling, plus the character's recoil frames when they hit a surface.
 
===''Super Smash Bros. Brawl]]''===
While the mechanics to teching are similar to those of ''Melee'', ''Brawl'' removed the ability to tech a hit while on the edge of a stage, as well as buffering a tech before one even received a hit. Additionally, as the new [[air dodge]] physics allow airdodges to be used while tumbling, trying to tech too early will simply result in an air dodge. As a result, teching often requires more precision to perform in ''Brawl''.
 
===''[[Super Smash Bros. 4]]''===
''Smash 4''{{'}}s mechanics to teching are fundamentally similar to ''Brawl''{{'}}s. However, the mechanics have gone under several significant changes: a tech now has a window of eight frames before it can be succesfully inputted, rather than twenty, but the forty frame penalty before a character can tech again remains. In addition, a tech can no longer be inputted or buffered during [[hitlag]], and hitlag now overlaps with the lag suffered by the character when recoiling from a surface before bouncing off of it. If the hitlag would have ended before the character's recoil lag ends, the hitlag and recoil lag synchronize. Effectively, these changes mean that if a character is hit while touching a wall, they cannot tech on that wall, potentially leading to unavoidable stage spikes. Additionally, characters can no longer tech on the ground while [[tumbling#Reeling|reeling]], for at least until the hitstun cancel window begins. However, [[meteor smash]]es that land on grounded opponents are now techable, provided their hitlag does not exceed the length of the tech input window. The only meteor smash with enough hitlag to be untechable under normal circumstances is {{SSB4|Ganondorf}}'s down aerial, although {{SSB4|Falco}}'s down aerial also had this property prior to update [[1.0.8]]. Because of this, teching now requires extreme precision in order to be inputted
 
Curiosly, {{SSB4|Cloud}} cannot tech a hit if he gets hit near the apex of [[Climhazzard]]. This does not apply to his reeling animation, and is most likely a bug.


==Usefulness and application==
==Usefulness and application==
4,053

edits