Editing Tech

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In ''Smash 64'', only ground techs are available (standing and rolling). Teching has an execution window of 20 frames after the player presses the [[Z button]], and can be inputted even before the character is struck, as well as during hitlag. Additionally, unlike the subsequent ''Smash'' games, ''Smash 64'' does not have a penalty period for techs after inputting one, meaning the shield button can be [[mash]]ed to easily get one with no penalty. However, due to the prevalence of true [[combo]]s, and the inability to tech on surfaces other than floors, alongside the lack of DI to get launched closer to them, the usefulness of teching is more limited than in later games, and combos that involve bumping characters into walls are effectively guaranteed, with [[Hyrule Castle]] being a notable example of a stage where they can be exploited.
In ''Smash 64'', only ground techs are available (standing and rolling). Teching has an execution window of 20 frames after the player presses the [[Z button]], and can be inputted even before the character is struck, as well as during hitlag. Additionally, unlike the subsequent ''Smash'' games, ''Smash 64'' does not have a penalty period for techs after inputting one, meaning the shield button can be [[mash]]ed to easily get one with no penalty. However, due to the prevalence of true [[combo]]s, and the inability to tech on surfaces other than floors, alongside the lack of DI to get launched closer to them, the usefulness of teching is more limited than in later games, and combos that involve bumping characters into walls are effectively guaranteed, with [[Hyrule Castle]] being a notable example of a stage where they can be exploited.


[[Meteor smash]]es hitting grounded targets cannot be teched, a property that remains true up to ''Brawl''. [[Edge slipping]] cannot be teched for most of its duration as well.
[[Meteor smash]]es hitting grounded targets also cannot be teched, a property that remains true up to ''Brawl''. [[Edge slipping]] cannot be teched for most of its duration as well.


===''[[Super Smash Bros. Melee]]''===
===''[[Super Smash Bros. Melee]]''===
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While the mechanics to teching are similar to those of ''Melee'', ''Brawl'' removed the ability to tech a hit on the edge of a stage, as well as buffering a tech before receiving a hit. Additionally, as [[air dodge]]s can now be performed out of tumbling, and due to the introduction of [[hitstun canceling]], teching even a few frames too early will result in an air dodge, unless the character hits a surface very quickly after entering tumbling so that they cannot hitstun cancel. As a result, teching requires more precision to perform in ''Brawl'' and is substantially less useful, being limited to a few notable [[tech-chasing]] moves like {{SSBB|Mr. Game & Watch}}'s [[down throw]], as DI and [[momentum canceling]] are usually better techniques for survival elsewhere.
While the mechanics to teching are similar to those of ''Melee'', ''Brawl'' removed the ability to tech a hit on the edge of a stage, as well as buffering a tech before receiving a hit. Additionally, as [[air dodge]]s can now be performed out of tumbling, and due to the introduction of [[hitstun canceling]], teching even a few frames too early will result in an air dodge, unless the character hits a surface very quickly after entering tumbling so that they cannot hitstun cancel. As a result, teching requires more precision to perform in ''Brawl'' and is substantially less useful, being limited to a few notable [[tech-chasing]] moves like {{SSBB|Mr. Game & Watch}}'s [[down throw]], as DI and [[momentum canceling]] are usually better techniques for survival elsewhere.


[[Footstool jump]]s on aerial opponents cannot be teched for most their duration, allowing them to set up guaranteed combos.
[[Footstool jump]]s cannot be teched for most their duration, allowing them to set up guaranteed combos on opponents.


===''[[Super Smash Bros. 4]]''===
===''[[Super Smash Bros. 4]]''===

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