Editing Rising Tackle
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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|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]] and similarly designed controllers, thanks to easier access to downward inputs. | Originally discovered by ''Street Fighter'' player Momochi, Charge partitioning is an [[advanced technique]] that currently 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]] and similarly designed controllers, thanks to easier access to downward inputs. | ||
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