Tripping: Difference between revisions

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When sitting down, a character has the same [[floor recovery|options]] as when lying down; however, a tripped character is more vulnerable. Unlike prone or supine fighters, sitting fighters can be [[grab]]bed; getup attacks from a sitting position are weaker than from a lying down position, usually dealing 5% as opposed to 6%, lacking [[transcendent priority]], and possessing only 8 [[intangibility|intangible]] [[frame]]s (getup attacks are usually intangible until the attack's hitboxes end); and rolls and stand-ups are generally subpar to their lying down counterparts, possessing fewer invincibility frames while still retaining their long animations.
When sitting down, a character has the same [[floor recovery|options]] as when lying down; however, a tripped character is more vulnerable. Unlike prone or supine fighters, sitting fighters can be [[grab]]bed; getup attacks from a sitting position are weaker than from a lying down position, usually dealing 5% as opposed to 6%, lacking [[transcendent priority]], and possessing only 8 [[intangibility|intangible]] [[frame]]s (getup attacks are usually intangible until the attack's hitboxes end); and rolls and stand-ups are generally subpar to their lying down counterparts, possessing fewer invincibility frames while still retaining their long animations.


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==Causes of tripping==
==Causes of tripping==
[[File:Brawl-Tripping.gif|thumb|200px|[[Dash-dancing]] is based on the intial dash animation, so tripping can occur during dash-dancing.]]
[[File:Brawl-Tripping.gif|thumb|200px|[[Dash-dancing]] is based on the intial dash animation, so tripping can occur during dash-dancing.]]
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*In ''Ultimate'', the Earthquake effect in [[Spirit Battle|spirit battles]] causes players to trip constantly unless they have a Falling Immunity spirit effect active.
*In ''Ultimate'', the Earthquake effect in [[Spirit Battle|spirit battles]] causes players to trip constantly unless they have a Falling Immunity spirit effect active.


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==List of tripping attacks in ''Brawl''==
==List of tripping attacks in ''Brawl''==
Most attacks can only make an opponent trip if the target is not already sitting down and the attack knockback does not knock the target into the air. However, some have the [[slip]] effect and will therefore result in a trip regardless of these circumstances; these are represented in this list with "Always".
Most attacks can only make an opponent trip if the target is not already sitting down and the attack knockback does not knock the target into the air. However, some have the [[slip]] effect and will therefore result in a trip regardless of these circumstances; these are represented in this list with "Slip".


{|class="wikitable" align="center"
{|class="wikitable" align="center"
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|Forward air (sour spot)||30%
|Forward air (sour spot)||30%
|-
|-
|{{SSBB|Diddy Kong}}||{{b|Banana Peel|move}}||Always
|{{SSBB|Diddy Kong}}||{{b|Banana Peel|move}}||Slip
|-
|-
|rowspan=2|{{SSBB|Donkey Kong}}||Forward tilt (angled down)||15%
|rowspan=2|{{SSBB|Donkey Kong}}||Forward tilt (angled down)||15%
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|Down smash (before frame 32)||30%
|Down smash (before frame 32)||30%
|-
|-
|[[Wario Waft]] (uncharged)||Always
|[[Wario Waft]] (uncharged)||Slip
|-
|-
|rowspan=5|{{SSBB|Wolf}}||Down tilt||40%
|rowspan=5|{{SSBB|Wolf}}||Down tilt||40%
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|Down smash||30%
|Down smash||30%
|-
|-
|rowspan=4|[[Items]]||[[Banana Peel]]||Always
|rowspan=4|[[Items]]||[[Banana Peel]]||Slip
|-
|-
|[[Fan]] neutral||10%
|[[Fan]] neutral||10%
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==List of tripping attacks in ''SSB4''==
==List of tripping attacks in ''SSB4''==
As in ''Brawl'', attacks can only trip if they do not knock the target into the air, so most attacks with trip chances will never trip or will only trip at low percents. Some attacks have the ''slip'' effect and cause soft trips that immobilize for around 30 frames, while attacks with trip chances cause hard trips that immobilize for around 40 frames. Attacks with ''slip'' are noted here with ''Always''.
As in ''Brawl'', attacks can only trip if they do not knock the target into the air, so most attacks with trip chances will never trip or will only trip at low percents. Some attacks have the ''slip'' effect and cause soft trips that immobilize for around 30 frames, while attacks with trip chances cause hard trips that immobilize for around 40 frames. Attacks with ''slip'' are again noted here with ''Slip''.


{|class="wikitable" align="center"
{|class="wikitable" align="center"
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|rowspan=2|{{SSB4|Bowser}}||Down tilt||30%
|rowspan=2|{{SSB4|Bowser}}||Down tilt||30%
|-
|-
|[[Slip Bomb]]||Always
|[[Slip Bomb]]||Slip
|-
|-
|rowspan=2|{{b|Giga Bowser|Final Smash}}||Forward tilt||50%
|rowspan=2|{{b|Giga Bowser|Final Smash}}||Forward tilt||50%
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|[[Flying Monkey Flip]] (kick and footstool)||30%
|[[Flying Monkey Flip]] (kick and footstool)||30%
|-
|-
|{{b|Banana Peel|move}}||Always
|{{b|Banana Peel|move}}||Slip
|-
|-
|rowspan=3|{{SSB4|Donkey Kong}}||Forward tilt (angled down)||15%
|rowspan=3|{{SSB4|Donkey Kong}}||Forward tilt (angled down)||15%
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|rowspan=2|{{SSB4|R.O.B.}}||Down tilt||20%
|rowspan=2|{{SSB4|R.O.B.}}||Down tilt||20%
|-
|-
|[[Slip Gyro]]||Always
|[[Slip Gyro]]||Slip
|-
|-
|rowspan=2|{{SSB4|Rosalina}}||Down smash (R)||30%
|rowspan=2|{{SSB4|Rosalina}}||Down smash (R)||30%
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|rowspan=2|{{SSB4|Villager}}||Down tilt||30%
|rowspan=2|{{SSB4|Villager}}||Down tilt||30%
|-
|-
|[[Timber Counter]] (sapling)||Always
|[[Timber Counter]] (sapling)||Slip
|-
|-
|rowspan=6|{{SSB4|Wario}}||Down tilt||20%
|rowspan=6|{{SSB4|Wario}}||Down tilt||20%
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|Down smash (clean, mid)||30%
|Down smash (clean, mid)||30%
|-
|-
|[[Garlic Breath]] (far)||Always
|[[Garlic Breath]] (far)||Slip
|-
|-
|[[Wario Waft]] (uncharged)||Always
|[[Wario Waft]] (uncharged)||Slip
|-
|-
|[[Quick Waft]] (uncharged, slightly charged)||Always
|[[Quick Waft]] (uncharged, slightly charged)||Slip
|-
|-
|rowspan=3|[[Wario-Man]]||Down tilt||40%
|rowspan=3|[[Wario-Man]]||Down tilt||40%
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|-
|-
|{{SSB4|Zero Suit Samus}}||Down tilt||20%<!--Note for future reference: Fully charged Paralyzer (default) has a trip chance of -100% (negative one hundred percent). Perhaps this is to guarantee it can never trip via the typical "low attacks might trip grounded people" mechanic?-->
|{{SSB4|Zero Suit Samus}}||Down tilt||20%<!--Note for future reference: Fully charged Paralyzer (default) has a trip chance of -100% (negative one hundred percent). Perhaps this is to guarantee it can never trip via the typical "low attacks might trip grounded people" mechanic?-->
|-
|rowspan=2|[[Items]]||[[Banana Peel]]||Slip
|-
|[[Inkay]]: Topsy-Turvy||Slip
|}
|}


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==List of tripping attacks in ''Ultimate''==
==List of tripping attacks in ''Ultimate''==
While some moves have been added, removed, and some probabilities have been altered, tripping has largely been unchanged from ''Smash 4''.
While some moves have been added, removed, and some probabilities have been altered, tripping has largely been unchanged from ''Smash 4''. Attacks with ''slip'' are again noted here with ''Slip''.


{|class="wikitable" align="center"
{|class="wikitable" align="center"
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|[[Monkey Flip]] (kick, footstool)||30%
|[[Monkey Flip]] (kick, footstool)||30%
|-
|-
|[[Banana Peel (move)|Banana Peel]]||100%
|[[Banana Peel (move)|Banana Peel]]||Slip
|-
|-
|rowspan=3|{{SSBU|Donkey Kong}}||Forward tilt (angled down)||15%
|rowspan=3|{{SSBU|Donkey Kong}}||Forward tilt (angled down)||15%
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|Down smash||30%
|Down smash||30%
|-
|-
|[[Wario Waft]] (lowest charge)||always
|[[Wario Waft]] (lowest charge)||Slip
|-
|-
|{{SSBU|Wii Fit Trainer}}||Down tilt||40%
|{{SSBU|Wii Fit Trainer}}||Down tilt||40%
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|{{SSBU|Zero Suit Samus}}||Down tilt||20%
|{{SSBU|Zero Suit Samus}}||Down tilt||20%
|-
|-
|rowspan=3|[[Items]]||[[Banana Peel]]||Slip
|-
|[[Inkay]]: Topsy-Turvy||Slip
|-
|[[Ditto]]: Transform (if the summoner possesses slipping attacks)||Slip
|}
|}


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The randomness of ''Brawl''{{'}}s tripping mechanic was generally negatively received, viewed as counterproductive to the idea of a skill-based match with a minimum of disruptive, chance-based elements. Furthermore, unlike some other heavily chance-based elements such as [[stage]] selection or [[item]] availability, random tripping cannot be turned off in ''Brawl''. Owing to its negative reception, gameplay [[mod]]s generally remove random tripping from gameplay.
The randomness of ''Brawl''{{'}}s tripping mechanic was generally negatively received, viewed as counterproductive to the idea of a skill-based match with a minimum of disruptive, chance-based elements. Furthermore, unlike some other heavily chance-based elements such as [[stage]] selection or [[item]] availability, random tripping cannot be turned off in ''Brawl''. Owing to its negative reception, gameplay [[mod]]s generally remove random tripping from gameplay.


While random tripping is considered a detriment to tournament play, forced tripping by certain moves is generally better-received, since, unlike random tripping, its deliberate use can be planned for and planned against. As such, forced tripping is an integral part of some characters' metagames, such as in the case of {{SSBB|Diddy Kong}} and his banana peels. Despite random tripping being removed in ''SSB4'' and remaining absent in ''Ultimate'', forced tripping is still important in some characters' metagames in these two games, such as {{SSBU|Diddy Kong}}.
While random tripping is considered a detriment to tournament play, forced tripping by certain moves is generally better-received, since, unlike random tripping, its deliberate use can be planned for and planned against. As such, while random tripping was removed in ''SSB4'' and remained absent in ''Ultimate'', forced tripping is still important in some characters' metagames in these two games, such as {{SSBU|Diddy Kong}} and his banana peels.


==Trivia==
==Trivia==
*''[[Super Smash Bros. Melee]]'' features a [[List of bonuses|bonus]] called "Pratfaller". It has no relation to later games' tripping, and is instead awarded to players who always fall face-up after [[tumbling]].
*''[[Super Smash Bros. Melee]]'' features a [[List of bonuses|bonus]] called "Pratfaller". It has no relation to later games' tripping, and is instead awarded to players who always fall face-up after [[tumbling]].
*Tripping was first discovered during the ''Brawl'' demo at [[E for All]]. It was not recognized as random at the time, and some players tried to learn how to trigger it at will for use as a technique. For a time, it was known as Ink Dropping, as noted in {{Sm|Gimpyfish}}'s [http://www.smashboards.com/showthread.php?t=121329 famous SmashBoards thread].
*Tripping was first discovered during the ''Brawl'' demo at [[E for All]]. It was not recognized as random at the time, and some players tried to learn how to trigger it at will for use as a technique. For a time, it was known as Ink Dropping, as noted in {{Sm|Gimpyfish}}'s [http://www.smashboards.com/showthread.php?t=121329 famous SmashBoards thread].
*While characters from the ''{{uv|Kirby}}'' and ''{{uv|Kid Icarus}}'' universes generally use the "cartoonish" tripping sound, [[Meta Knight]] and [[Palutena]] use the "realistic" sound, even though they have similar aesthetics to the other characters in their respective series; this is presumably due to their being more "serious" and adultlike in terms of personality, although other such characters as [[Mewtwo]] or {{SSB4|Rosalina}} do not follow this rule.
*While characters from the {{uv|Kirby}} and {{uv|Kid Icarus}} universes generally use the "cartoonish" tripping sound, [[Meta Knight]] and [[Palutena]] use the "realistic" sound, even though they have similar aesthetics to the other characters in their respective series; this is presumably due to their being more "serious" and adultlike in terms of personality, although other such characters as [[Mewtwo]] or {{SSB4|Rosalina}} do not follow this rule.
** [[Toon Link]] is the only ''{{uv|The Legend of Zelda}}'' character to make the "cartoony" noise, but this is justified because of his being based on the cartoonish ''Wind Waker'' aesthetics rather than the more realistic  ones used by the other characters.
** [[Toon Link]] and [[Young Link]] are the only {{uv|The Legend of Zelda}} character to make the "cartoony" noise, but in Toon Link's case this is justified because of his being based on the cartoonish ''Wind Waker'' aesthetics rather than the more realistic  ones used by the other characters.
** {{SSBU|Wolf}} is also an example, as he uses the "realistic" tripping sound whereas {{SSBU|Fox}} and {{SSBU|Falco}} use the "cartoony" sound.
** {{SSBU|Wolf}} is also an example, as he uses the "realistic" tripping sound whereas {{SSBU|Fox}} and {{SSBU|Falco}} use the "cartoony" sound.
** {{SSBU|Sora}} uses the "realistic" tripping sound despite his cartoony proportions.
** {{SSBU|Sora}} uses the "realistic" tripping sound despite his cartoony proportions.
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