Editing Rising Tackle
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'''Rising Tackle''' ({{ja|ライジングタックル|Raijingu Takkuru}}, ''Rising Tackle'') is [[Terry]]'s [[up special move]]. | '''Rising Tackle''' ({{ja|ライジングタックル|Raijingu Takkuru}}, ''Rising Tackle'') is [[Terry]]'s [[up special move]] in ''[[Super Smash Bros. Ultimate]]''. | ||
==Overview== | ==Overview== | ||
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===Charge partitioning=== | ===Charge partitioning=== | ||
[[File:MomochiChargePartitioning.gif|thumb|300px|Charge partitioning in action<ref>[https://twitter.com/momochi212/status/1192831101703618560 Momochi's discovery of charge partitioning in ''Ultimate'']</ref>.]] | [[File:MomochiChargePartitioning.gif|thumb|300px|right|Charge partitioning in action<ref>[https://twitter.com/momochi212/status/1192831101703618560 Momochi's discovery of charge partitioning in ''Ultimate'']</ref>.]] | ||
Originally discovered by ''Street Fighter'' player Momochi, Charge partitioning is an [[advanced technique]] that only works with Rising Tackle. When down is released, there is an 11 frame leeway to continue charging, and a 9 frame leeway to perform the move. Within this leeway time, other actions (such as [[walk]]ing, [[jump]]ing, or even [[DI]]) can be taken, and the charge will be resumed as long as down is pressed again in time. Down can also be held during certain actions, such as [[dash]]ing, which counts toward the charge. As such, this allows for storing the charged Rising Tackle over a longer span of time without leaving Terry vulnerable. It is considerably easier to perform on a [[Smash Box]] | Originally discovered in ''Ultimate'' by ''Street Fighter'' player Momochi, Charge partitioning is an [[advanced technique]] that currently only works with Rising Tackle, but theoretically works with potential future charge inputs. When down is released, there is an 11 frame leeway to continue charging, and a 9 frame leeway to perform the move. Within this leeway time, other actions (such as [[walk]]ing, [[jump]]ing, or even [[DI]]) can be taken, and the charge will be resumed as long as down is pressed again in time. Down can also be held during certain actions, such as [[dash]]ing, which counts toward the charge. As such, this allows for storing the charged Rising Tackle over a longer span of time without leaving Terry vulnerable. It is considerably easier to perform on a [[Smash Box]], thanks to easier access to downward inputs. | ||
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Rising Tackle is typically performed by holding ↓ for a certain amount of time, then pressing ↑ + light/heavy punch immediately afterwards. This move also occasionally has an alternative input of → ↓ ↘ + light/heavy punch. The heavy version has more hits, damage, and invincibility frames, but has much more recovery time to compensate. | Rising Tackle is typically performed by holding ↓ for a certain amount of time, then pressing ↑ + light/heavy punch immediately afterwards. This move also occasionally has an alternative input of → ↓ ↘ + light/heavy punch. The heavy version has more hits, damage, and invincibility frames, but has much more recovery time to compensate. | ||
[[File:ChargePartitioning3S.gif|thumb|Alex using charge partitioning to dash and then attack Ken in ''Street Fighter III: Third Strike''.]] | [[File:ChargePartitioning3S.gif|thumb|right|Alex using charge partitioning to dash and then attack Ken in ''Street Fighter III: Third Strike''.]] | ||
Charge partitioning was originally a glitch first discovered in ''Street Fighter III: The New Generation''<ref>https://www.youtube.com/watch?v=NKd6UuN_mJs</ref>. However, it was adopted by several future fighting games as an intentional mechanic to make charge inputs easier to do, though it was eventually replaced with techniques like charge [[buffer]]ing. It's typically very difficult to do, with small frame windows; compared to traditional fighting games, ''Ultimate''{{'}}s iteration of charge partitioning is considerably easier to perform. | Charge partitioning was originally a glitch first discovered in ''Street Fighter III: The New Generation''<ref>https://www.youtube.com/watch?v=NKd6UuN_mJs</ref>. However, it was adopted by several future fighting games as an intentional mechanic to make charge inputs easier to do, though it was eventually replaced with techniques like charge [[buffer]]ing. It's typically very difficult to do, with small frame windows; compared to traditional fighting games, ''Ultimate''{{'}}s iteration of charge partitioning is considerably easier to perform. | ||
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