Tumbling: Difference between revisions

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→‎Trivia: It wasn't fixed. I have heard this before myself. A good way to test this is in Temple, New Pork City or Palu's Temple.
(→‎Trivia: It wasn't fixed. I have heard this before myself. A good way to test this is in Temple, New Pork City or Palu's Temple.)
 
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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
[[File:SSBU PacMan Tumble.png|220px|thumb|{{SSBU|Pac-Man}} tumbling in ''[[Ultimate]]''.]]
[[File:SSBU PacMan Tumble.png|220px|thumb|{{SSBU|Pac-Man}} tumbling in ''[[Ultimate]]''.]]
'''Tumbling''' (or '''DamageFall''' internally in ''Melee'' and ''Brawl'' files) is an airborne state that a character may enter after being hit or pushed in certain ways; for example, [[edge slip]]ping can cause a character to tumble. A tumbling character can easily be identified by their defensive, rotating animation. Characters may tumble after being hit through the air by an attack with strong enough [[knockback]], [[footstool]]ed in midair, pushed off a ledge, after walking off an edge while carrying a [[crate]] or other heavy [[item]], or by sliding off of an [[edge]] while [[shield]]ing.
'''Tumbling''' (or '''DamageFall''' internally in ''Melee'' onwards) is an airborne state that a character may enter after being hit or pushed in certain ways; for example, [[edge slip]]ping can cause a character to tumble. A tumbling character can easily be identified by their defensive, rotating animation. Characters may tumble after being hit through the air by an attack with strong enough [[knockback]], [[footstool]]ed in midair, pushed off a ledge, after walking off an edge while carrying a [[crate]] or other heavy [[item]], or by sliding off of an [[edge]] while [[shield]]ing.


In the original ''Super Smash Bros.'', the minimum knockback that must be inflicted to cause tumbling is roughly 60 units and in later games, this would be increased to around 80 units.
In the original ''[[Super Smash Bros.]]'', the minimum knockback that must be inflicted to cause tumbling is roughly 60 units and in later games, this would be increased to around 80 units.
 
The benefit from tumble compared to non tumble hitstun varies from game to game. In ''Smash 64'' and ''[[Super Smash Bros. Melee]]'', tumble is not beneficial because it leaves the opponent in more hitstun than a non tumble state. In ''[[Super Smash Bros. Brawl]]'' however, tumble leaves the opponent at a bigger advantage than a non tumble state. Tumble enables the opponent to perform [[hitstun cancelling]] (and subsequently [[momentum cancelling]]) which is not possible in a non tumble state. It also enables the opponent to [[DI]] which they cannot do from non tumble hitstun starting from ''Brawl'' and the [[gravity]] penalty also now takes effect once the opponent enters tumble. This enables characters with high gravity (such as {{SSBB|Fox}}) to fly much higher once they enter tumble preventing chain grabs and strings to connect against them. In ''[[Super Smash Bros. 4]]'', hitstun cancelling's effect was greatly reduced making tumble less beneficial than in ''Brawl'' although it still has the same advantages besides hitstun cancelling. With ''[[Super Smash Bros. Ultimate]]'' homogenising the effect of [[falling speed]] and gravity against moves with an angle between 70°-110°, tumble has become less beneficial again although it still enables the opponent to DI.


The benefit from tumble compared to non tumble hitstun varies from game to game. In ''Smash 64'' and ''Melee'', tumble is not beneficial since it leaves the opponent in more hitstun than a non tumble state. In ''Brawl'' however, tumble leaves the opponent at a bigger advantage than a non tumble state. Tumble enables the opponent to perform [[hitstun cancelling]] (and subsequently [[momentum cancelling]]) which is not possible in a non tumble state. It also enables the opponent to [[DI]] which they cannot do from non tumble hitstun starting from ''Brawl'' and the [[gravity]] penalty also now takes effect once the opponent enters tumble. This enables characters with high gravity (such as {{SSBB|Fox}}) to fly much higher once they enter tumble preventing chain grabs and strings to connect against them. In ''Smash 4'', hitstun cancelling's effect was greatly reduced making tumble less beneficial than in ''Brawl'' although it still has the same advantages besides hitstun cancelling. With ''Ultimate'' homogenising the effect of [[falling speed]] and gravity against moves with an angle between 70°-110°, tumble has become less beneficial again although it still enables the opponent to DI.
==Actions possible while tumbling==
==Actions possible while tumbling==
Tumbling is not the same state as [[helpless]]ness; after [[hitstun]] ends, tumbling characters can carry out most normal airborne actions while tumbling:
Tumbling is not the same state as [[helpless]]ness; after [[hitstun]] ends, tumbling characters can carry out most normal airborne actions while tumbling:
*They can move horizontally through the air as per normal.
*They can move horizontally through the air as per normal.
*They can perform aerial attacks, use any remaining jumps, and use any special moves, all of which end the tumbling state.
*They can perform aerial attacks, use any remaining jumps, and use any special moves, all of which end the tumbling state.
*In ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', [[air dodging]] can also be performed as per normal and will end tumbling—this was not possible in ''[[Super Smash Bros. Melee]]''. It is not possible to use a [[grab aerial]] while tumbling, though, as attempting to do so results in an air dodge (aerial attack in ''SSB4''); this was changed in ''Ultimate'', however, so any character with a grab aerial can now use said move out of tumbling.
*In ''Brawl'', ''Smash 4'' and ''Ultimate'', [[air dodging]] can also be performed as per normal and will end tumbling—this was not possible in ''Melee''. It is not possible to use a [[grab aerial]] while tumbling, though, as attempting to do so results in an air dodge (aerial attack in ''SSB4''); this was changed in ''Ultimate'', however, so any character with a grab aerial can now use said move out of tumbling.
*In ''Melee'' and ''Brawl'', they can end the tumble and resume their normal aerial state by tapping horizontally on the [[Control Stick]].
*In ''Melee'' and ''Brawl'', they can end the tumble and resume their normal aerial state by tapping horizontally on the [[Control Stick]].
*They can [[tech]] if they are about to hit a platform. In ''Brawl'' and ''SSB4'', if the tumbling was caused by a [[footstool jump]], however, there is a short period during which the character cannot tech; this was changed in ''Ultimate'' so that characters can always tech if they land after getting footstooled.
*They can [[tech]] if they are about to hit a platform. In ''Brawl'' and ''SSB4'', if the tumbling was caused by a [[footstool jump]], however, there is a short period during which the character cannot tech; this was changed in ''Ultimate'' so that characters can always tech if they land after getting footstooled.
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==Gallery==
==Gallery==
<gallery>
<gallery>
Yoshitumble.png|{{SSB|Yoshi}} tumbling in ''[[Super Smash Bros.]]''
Yoshitumble.png|{{SSB|Yoshi}} tumbling in ''Super Smash Bros.''
Jigglypufftumble.png|{{SSBM|Jigglypuff}} tumbling in ''[[Melee]]''.
Jigglypufftumble.png|{{SSBM|Jigglypuff}} tumbling in ''Melee''.
Marth tumble.jpg|{{SSBB|Marth}} tumbling in ''[[Brawl]]''.
Marth tumble.jpg|{{SSBB|Marth}} tumbling in ''Brawl''.
Wolfflash.jpg|{{SSBB|Falco}} reeling as a result of a sweetspotted [[Wolf Flash]] in ''[[Brawl]]''.
Wolfflash.jpg|{{SSBB|Falco}} reeling as a result of a sweetspotted [[Wolf Flash]] in ''Brawl''.
G&WtumbleSSB4.jpg|{{SSB4|Mr. Game & Watch}} tumbling in ''[[Smash for 3DS]]''.
G&WtumbleSSB4.jpg|{{SSB4|Mr. Game & Watch}} tumbling in ''for Nintendo 3DS''.
PalutenaReeling.jpg|{{SSB4|Palutena}} reeling in ''[[Smash for 3DS]]''.
PalutenaReeling.jpg|{{SSB4|Palutena}} reeling in ''for Nintendo 3DS''.
</gallery>
</gallery>


==Trivia==
==Trivia==
*The animation for tumbling is the same used in the character's [[Star KO]] animation, as well as the [[Screen KO]] in ''[[Smash 64]]'', ''[[Melee]]'' (right before they hit the screen) and ''[[Brawl]]''.
*The animation for tumbling is the same used in the character's [[Star KO]] animation, as well as the [[Screen KO]] in ''Smash 64'', ''Melee'' (right before they hit the screen) and ''Brawl''.
*A unique tumbling animation is used for characters who are [[footstool]]ed in midair. This same animation is also used for when characters enter [[door]]s in midair.
*A unique tumbling animation is used for characters who are [[footstool]]ed in midair. This same animation is also used for when characters enter [[door]]s in midair.
*Whenever {{SSBB|Wolf}} is in tumbling animation, his left arm will detach from his elbow. This can be clearly seen when pausing the game. This was later fixed in ''Ultimate''.
*Whenever {{SSBB|Wolf}} is in tumbling animation, his left arm will detach from his elbow. This can be clearly seen when pausing the game. This was later fixed in ''Ultimate''.
*Characters' facial expressions when tumbling has changed over the series, in ''[[Smash 64]]'' and ''[[Brawl]]'', every character will have a wincing look on their face, while in ''[[Melee]]'', ''[[Smash 4]]'', and ''[[Ultimate]]'' characters will have a more surprised look besides [[Mr. Game and Watch]].
*Characters' facial expressions when tumbling has changed over the series, in ''Smash 64'' and ''Brawl'', every character will have a wincing look on their face, while in ''Melee'', ''Smash 4'', and ''Ultimate'' characters will have a more surprised look besides [[Mr. Game & Watch]].
*In ''Smash 4'', when {{SSB4|Meta Knight}} goes into his reeling animation, he will grunt twice. This was fixed in ''Ultimate''.
*In ''Smash 4'' and ''Ultimate'', when [[Meta Knight]] goes into his reeling animation, he will grunt twice.
*In ''Ultimate'', being hit and put in tumble will not make the victim face the attacker, and they will instead remain in the direction they were facing before the hit. This was not present in previous games.
*In ''Ultimate'', being hit and put in tumble will not make the victim face the attacker, and they will instead remain in the direction they were facing before the hit. This was not present in previous games.
*In {{forwiiu}}, a character's tumbling animation will play in reverse if they are sent into their tumbling animation after bouncing off a wall.
*In {{forwiiu}}, a character's tumbling animation will play in reverse if they are sent into their tumbling animation after bouncing off a wall.
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