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{{disambig2|the action that can be performed while [[tumbling]]|other uses|Technical skill}}
{{disambig2|the action that can be performed while [[tumbling]]|other uses|Technical skill}}
{{redirect|Ukemi|the similarly named smasher|Smasher:Umeki}}
{{redirect|Ukemi|the similarly named smasher|Smasher:Umeki}}
[[File:SSB4 Mega Man Tech.gif|thumb|{{SSB4|Mega Man}} teching in {{SSB4|Sonic}}'s reveal trailer.]]
[[File:SSB4 Mega Man Tech.gif|thumb|{{SSB4|Mega Man}} teching in {{SSB4|Sonic}}'s reveal trailer.]]
A '''tech''', officially referred to as a '''breakfall''' in ''[[Super Smash Bros.]]'', '''absorbing damage''' in ''[[Super Smash Bros. Melee]]'', an '''ukemi''' ({{ja|受け身}}) in ''[[Super Smash Bros. Brawl]]'', '''breaking your fall''' in ''[[Super Smash Bros. 4]]'', a '''fall break''' in ''[[Super Smash Bros. Ultimate]]'', and '''Passive''' internally by the games, is an action that can be performed when the player's [[character]] hits the [[ground]], a [[wall]], or a [[ceiling]] while [[tumbling]] (or [[reeling]]). To tech, the user must press a [[shield]] button a certain period of time (20 [[frame]]s in all games except ''Smash 4'' and ''Ultimate'', which provide 8 frames and 11 frames respectively) before hitting the surface. After that, a player won't be able to tech for 40 frames (30 in ''Smash 4''), preventing them from simply [[mash]]ing the button to execute it. Additional button or control stick inputs can cause different types of techs.
A '''tech''', officially referred to as a '''breakfall''' in ''[[Super Smash Bros.]]'', '''absorbing damage''' in ''[[Super Smash Bros. Melee]]'', an '''ukemi''' ({{ja|受け身}}) in ''[[Super Smash Bros. Brawl]]'', '''breaking your fall''' in ''[[Super Smash Bros. 4]]'', and a '''fall break''' in ''[[Super Smash Bros. Ultimate]]'', and '''Passive''' internally by the games, is an action that can be performed when the player's [[character]] hits the [[ground]], a [[wall]], or a [[ceiling]] while [[tumbling]] (or [[reeling]]). To tech, the user must press a [[shield]] button a certain period of time (20 [[frame]]s in all games except ''Smash 4'' and ''Ultimate'', which provide 8 frames and 11 frames respectively) before hitting the surface. After that, a player won't be able to tech for 40 frames (30 in ''Smash 4''), preventing them from simply [[mash]]ing the button to execute it. If this is done right, the user will negate most lag and prevent themselves from being on the wrong end of potential punish opportunities. Additional button or control stick input can cause different types of techs.  
 
When performed, the user will negate most lag and prevent themselves from being on the wrong end of potential punish opportunities while on the floor (known as a “missed tech”). A successful tech grants the performer [[intangibility]] during most of its animation, but leaves them completely vulnerable for a few frames at the end of the animation, after which the character becomes actionable again. This short window of vulnerability forms the basis of [[tech-chasing]], the act of punishing an opponent after their tech.


The word "{{s|wikipedia|ukemi}}" refers to a rolling technique used in Japanese martial arts when taking an attack. The name has found its way into several (mostly fighting) games, such as the ''Soul'' series, to describe similar fall recovery moves. The Japanese word ''ukemi'' can also mean "passive", hence the internal name.
The word "{{s|wikipedia|ukemi}}" refers to a rolling technique used in Japanese martial arts when taking an attack. The name has found its way into several (mostly fighting) games, such as the ''Soul'' series, to describe similar fall recovery moves. The Japanese word ''ukemi'' can also mean "passive", hence the internal name.


The word "tech" is borrowed from the competitive communities of other fighting games and traces its origin back to technical bonuses awarded in [[Capcom]] games for performing special maneuvers to escape grab attacks and get much less damage and more recovery time.
The word "tech" is borrowed from the competitive communities of other fighting games and traces its origin back to technical bonuses awarded in {{s|wikipedia|Capcom}} games for performing special maneuvers to escape grab attacks and get much less damage and more recovery time.


==Types of techs==
==Types of techs==
[[File:SSBM Amsah Tech.gif|thumb|{{Sm|Amsah}} forming an Amsah tech against an attack in ''Melee'']]
[[File:Wall Tech Fox SSBM.png|thumb|{{SSBM|Fox}} performing a wall tech in ''Melee''.]]
[[File:Ledge tech SSBM.png|thumb|{{SSBM|Captain Falcon}} ledge teching {{SSBM|Marth}}'s forward smash]]
[[File:Ceilingtech.jpg|thumb|{{SSBM|Sheik}} performing a ceiling tech.]]
===Standard tech===
===Standard tech===
A '''standing tech''', '''standard tech''', or '''neutral tech''' is a neutral, ground-based tech performed by simply pressing a shield button before a tumbling character comes in contact with the floor. The character will experience a brief period of [[intangibility]] and quickly bounce from the ground into a standing animation. The player will also grab any items that they come into contact with.
A '''standing tech''', '''standard tech''', or '''neutral tech''' is a neutral, ground-based tech performed by simply pressing a shield button before a tumbling character comes in contact with the floor. The character will experience a brief period of [[intangibility]] and quickly bounce from the ground into a standing animation. The player will also grab any items that he or she comes in contact with.
 
A common variant of the this tech in Melee is the '''ASDI down tech''', which is performed by holding the control stick down (or sometimes in a neutral position), the C-Stick down for ASDI, and pressing shield before hitlag. This causing a standing tech, and is useful against moves that knock down at a low percent that might otherwise combo, such as Fox's [[Fox (SSBM)/Up smash|Up smash]].


===Rolling tech===
===Rolling tech===
A '''rolling tech''' (or '''PassiveStandF''' and '''PassiveStandB''', depending on the direction chosen), also called a '''techroll''', is a ground-based tech performed by tilting the control stick left or right when teching. The character will bounce from the ground into a roll-like animation during which the character moves left or right while intangible. This can allow characters to roll away from their impact point to complicate [[tech-chasing]], but takes longer to [[interrupt]] than a standing tech while granting the same amount of intangibility. Rolling against an edge will halt the roll's sideways movement.
A '''rolling tech''' (or '''PassiveStandF''' and '''PassiveStandB''', depending on the direction chosen), also called a '''techroll''', is a ground-based tech performed by tilting the control stick left or right when teching. The character will bounce from the ground into a roll-like animation during which the character moves left or right while intangible. This can allow characters to roll away from their impact point to complicate [[tech-chasing]], but takes longer to [[interrupt]] than a standing tech while granting the same amount of intangibility. Rolling against an edge will halt the roll's sideways movement.


[[File:SSBM Amsah Tech.gif|thumb|{{Sm|Amsah|c1=Sheik|g=SSBM|size=12}} performing an Amsah tech against a [[down smash]] from {{Sm|Zhu|c1=Falco|g=SSBM|size=12}} in ''Melee''.]]
An '''Amsah tech''' (named after Dutch player [[Amsah]]) is the combination of a rolling tech and [[directional influence]] in ''Melee'' that can be used to survive low knockback-angle attacks like {{SSBM|Falco}}'s [[down smash]]. It is performed by DIing down and either towards or away from the attacking character (away allows to survive longer), holding the C-Stick down for ASDI, and pressing shield during [[hitlag]]. It is also referred to as an '''Over tech''', named after Spanish player [[Overtriforce]].
An '''Amsah tech''' (named after Dutch player {{Sm|Amsah}}) is the combination of a rolling tech and [[directional influence]] in ''Melee'' that can be used to survive low knockback-angle attacks like {{SSBM|Falco}}'s [[down smash]]. It is performed by DIing down and either towards or away from the attacking character (away allows to survive longer, because it moves the trajectory closer to the ground), holding the C-Stick down for ASDI, and pressing shield before [[hitlag]]. It is also referred to as an '''Over tech''', named after Spanish player {{Sm|Overtriforce}}. While an Amsah tech can allow the player to survive to very high percents that would otherwise be impossible to live with standard DI, it can be immediately punished during its ending animation by a prepared opponent. Amsah teching is still used as a situational defensive mixup in competitive play, particularly against {{SSBM|Marth}}, who has a difficult time punishing Amsah techs due to the high ending lag of his best finishers.
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===Wall tech===
===Wall tech===
[[File:Wall Tech Fox SSBM.png|thumb|{{SSBM|Fox}} performing a wall tech in ''Melee''.]]
A '''wall tech''' (or '''PassiveWall''') is a tech against a [[wall]]. To wall tech, the player must press a shield button before hitting a wall while tumbling, though unlike with ground techs, the character must be in [[hitstun]] for it to work; simply moving towards the wall after it ends and pressing shield without canceling the animation does not allow a wall tech. As with ground techs, the wall teching character experiences a few intangibility frames, and the tech absorbs the player's momentum. However, wall techs are interruptible much faster, as the character gets off the wall almost immediately afterward instead of recomposing themselves into a standing animation. Wall teching is useful even on simple stages with no onstage walls, as the player can tech the side of the stage when hit offstage to avoid being [[stage spike]]d.
A '''wall tech''' (or '''PassiveWall''') is a tech against a [[wall]]. To wall tech, the player must press a shield button before hitting a wall while tumbling, though unlike with ground techs, the character must be in [[hitstun]] for it to work; simply moving towards the wall after it ends and pressing shield without canceling the animation does not allow a wall tech. As with ground techs, the wall teching character experiences a few intangibility frames, and the tech absorbs the player's momentum. However, wall techs are interruptible much faster, as the character gets off the wall almost immediately afterward instead of recomposing themselves into a standing animation. Wall teching is useful even on simple stages with no onstage walls, as the player can tech the side of the stage when hit offstage to avoid being [[stage spike]]d.


====Wall tech jump/Wall jump tech====
====Wall tech jump/Wall jump tech====
If a jump input is active when a wall tech is performed (such as holding up or pressing a jump button), then the teching character will [[wall jump]]. This is known as a '''wall tech jump''' (or '''PassiveWallJump'''). Every character can wall tech jump, even those who cannot wall jump normally. Wall tech jumps are especially useful offstage, as they can be used to recover more effectively from stage spikes, and since wall jumps incur no lag, allow the character to counterattack immediately if the opponent is in range; a notable example of this is getting grabbed by [[Captain Falcon]]'s [[Falcon Dive]] offstage, which (except in ''Ultimate'') can be easily [[punish]]ed by wall tech jumping it and then hitting Falcon with an aerial attack ([[Tech Check]]). Combined with [[DI]] and [[SDI]], it can even be used to survive other stronger moves if the player is close enough to the wall, such as the [[Ice Climbers]]' [[forward aerial]] that often ends their [[chaingrab]]s. Another notable use of wall tech jumping is when using a [[bomb recovery]] to get launched towards the stage, as it can further aid the character's [[recovery]] and prevent them from stage spiking themselves.
If a jump input is active when a wall tech is performed (such as holding up or pressing a jump button), then the teching character will [[wall jump]]. This is known as a '''wall tech jump''' (or '''PassiveWallJump'''). Every character can wall tech jump, even those who cannot wall jump normally. Wall tech jumps are especially useful offstage, as they can be used to recover more effectively from stage spikes, and since wall jumps incur no lag, allow the character to counterattack immediately if the opponent is in range; a notable example of this is getting grabbed by [[Captain Falcon]]'s [[Falcon Dive]] offstage, which can be easily [[punish]]ed by wall tech jumping it and then hitting Falcon with an aerial attack. Combined with [[DI]] and [[SDI]], it can even be used to survive other stronger moves if the player is close enough to the wall, such as the [[Ice Climbers]]' [[forward aerial]] that often ends their [[chaingrab]]s. Another notable use of wall tech jumping is when using a [[bomb recovery]] to get launched towards the stage, as it can further aid the character's [[recovery]] and prevent them from stage spiking themselves.
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====Ledge tech====
In ''Melee'' only, it is possible to perform wall techs on [[ledge]]s. This is particularly useful when a recovering character is hit with an attack very near to a stage's ledge, as they can [[SDI]] towards it and wall tech to absorb all the knockback of the opponent's attack. This is usually performed by pressing the shield button to wall tech ''before'' pressing the control stick to SDI, because of the 20-frame window in which the player can input the tech before hitting the wall.


===Ceiling tech===
===Ceiling tech===
[[File:Ceilingtech.jpg|thumb|{{SSBM|Sheik}} performing a ceiling tech.]]
A '''ceiling tech''' (or '''PassiveCeil''') is a tech against a ceiling. To ceiling tech, the player must press the shield button before hitting the ceiling and while in hitstun. The ceiling teching character experiences a few intangibility frames, and the tech absorbs most of the momentum, with the character falling afterwards. It is shown on the ''Super Smash Bros. Brawl'' tutorial video on the Nintendo Channel that it can even save a character at 999%. There are few situations where there is a ceiling for a player to tech off of, but it can occur if the player is hit underneath the stage, and frequently in the [[caves of life]] in some stages, most notably [[Temple]]. Strangely enough, a few characters such as {{SSBM|Peach}} and {{SSBM|Zelda}} in ''Melee'' do not get any intangibility from their ceiling tech, leaving them vulnerable for its entire duration.
A '''ceiling tech''' (or '''PassiveCeil''') is a tech against a ceiling. To ceiling tech, the player must press the shield button before hitting the ceiling and while in hitstun. The ceiling teching character experiences a few intangibility frames, and the tech absorbs most of the momentum, with the character falling afterwards. It is shown on the ''Super Smash Bros. Brawl'' tutorial video on the Nintendo Channel that it can even save a character at 999%. There are few situations where there is a ceiling for a player to tech off of, but it can occur if the player is hit underneath the stage, and frequently in the [[caves of life]] in some stages, most notably [[Temple]]. Strangely enough, a few characters such as {{SSBM|Peach}} and {{SSBM|Zelda}} in ''Melee'' do not get any intangibility from their ceiling tech, leaving them vulnerable for its entire duration.
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==Changes between games==
==Changes between games==
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===''[[Super Smash Bros. Melee]]''===
===''[[Super Smash Bros. Melee]]''===
In ''Melee'', nearly all characters are vulnerable for 6 frames at the end of their tech animations before becoming actionable; the exceptions are {{SSBM|Pikachu}} and {{SSBM|Pichu}}, who are only vulnerable for 2 frames.
In addition to normal techs, ''Melee'' introduced wall techs, wall jump techs, and ceiling techs. The mechanics to initiate a tech are fundamentally the same ones as the ''Smash 64'' mechanics, being able to be performed for the first 20 frames before the character touches the ground, a wall, an edge or the ceiling, plus the character's recoil frames when they hit a surface. However, any consecutive tech input in the 40 frames after the first input reduces the remaining tech frames to 0 and resets this counter. As a result, players not only have to time their tech properly, but may even be left unable to tech a hit at all if they are launched too quickly after executing a defensive action such as [[shield]]ing or [[dodging]]. However, as teching can only be done with a digital press of the [[L]] or [[R]] buttons, analog inputs of such buttons do not incur this penalty.
 
Any digital L or R press either opens a 20 frame tech window, or closes the tech window when there was another digital L or R press in the preceding 40 frames. When L or R was pressed during hitlag, it works as if the same button was pressed on all consecutive hitlag frames. As a result the tech window is 1 frame when L or R was pressed at any but the last hitlag frame, and 20 frames when pressed at the last hitlag frame. In any case, there is a 40 frame tech lockout after the
hitlag ends. [[SDI]] can be used to bump into a wall or ceiling, but not into the ground, and tech from it during hitlag. At the first frame after hitlag, ASDI can be used to bump into the ground, wall or ceiling and tech from it, even if the knockback direction points away from the object. It is possible to press L or R on the same frame as the character bumps into something and still get a tech. As a result, players not only have to time their tech properly, but may even be left unable to tech a hit at all if they are launched too quickly after executing a defensive action such as [[shield]]ing or [[dodging]]. However, as teching can only be done with a digital press of the [[L]] or [[R]] buttons, analog inputs of such buttons do not incur this penalty.


===''[[Super Smash Bros. Brawl]]''===
===''[[Super Smash Bros. Brawl]]''===
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In ''Ultimate'', the window to tech has been slightly increased from 8 frames to 11 frames, and the ability to buffer a tech in hitlag has been restored from previous games. It is also possible to tech while already making contact with walls and ceilings, but not the ground. To compensate, the shield button can be held for much longer than the 11 frame window and a tech can still be performed on the ground. Additionally, footstool jumps can now be teched, while grounded meteor smashes once again cannot be teched, regardless of hitlag modifiers. Teching while reeling works on the ground once more, like in previous games.
In ''Ultimate'', the window to tech has been slightly increased from 8 frames to 11 frames, and the ability to buffer a tech in hitlag has been restored from previous games. It is also possible to tech while already making contact with walls and ceilings, but not the ground. To compensate, the shield button can be held for much longer than the 11 frame window and a tech can still be performed on the ground. Additionally, footstool jumps can now be teched, while grounded meteor smashes once again cannot be teched, regardless of hitlag modifiers. Teching while reeling works on the ground once more, like in previous games.


While all of ''Smash 4''{{'}}s untechable situations have been removed (including hitting {{SSBU|Cloud}} at the peak of his Climhazzard), there is now a knockback-based threshold; sustaining too much knockback at a certain distance from a surface will prevent players from teching, making stage spikes guaranteed at high enough percents (or when hitting a surface with a current launch speed of 6 or higher). The visual indicator for an untechable move is the green shockwave of the rebounding character having a larger red shockwave surrounding it. This threshold is also much smaller for ground techs than walls and ceilings, making meteor smashes more effective on-stage on aerial opponents. Players can attempt to mitigate this threshold on walls by holding down while sustaining knockback, due to the unchanged [[directional influence]] and LSI mechanics from ''Smash 4''.<ref>https://www.youtube.com/watch?v=Q-ge7VRRWUo</ref>
While all of ''Smash 4''{{'}}s untechable situations have been removed (including hitting {{SSBU|Cloud}} at the peak of his Climhazzard), there is now a knockback-based threshold; sustaining too much knockback at a certain distance from a surface will prevent players from teching, making stage spikes guaranteed at high enough percents. The visual indicator for an untechable move is the green shockwave of the rebounding character having a larger red shockwave surrounding it. This threshold is also much smaller for ground techs than walls and ceilings, making meteor smashes more effective on-stage on aerial opponents. Players can attempt to mitigate this threshold on walls by holding down while sustaining knockback, due to the unchanged [[directional influence]] and LSI mechanics from ''Smash 4''.<ref>https://www.youtube.com/watch?v=Q-ge7VRRWUo</ref>
 
Update version 9.0.0 introduced {{SSBU|Steve}} and his ability to [[Mine / Craft / Create Block|place blocks]] around the stage. These blocks can be teched as long as they are active, which can lead to players that get launched into a block either saving themselves or [[Self-destruct]]ing depending on if they react fast enough.


==Usefulness and application==
==Usefulness and application==
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==Gallery==
==Gallery==
<gallery>
<gallery>
Ukemi.jpg|{{SSBB|Yoshi}} performing a tech in ''Brawl''.
File:Ukemi.jpg|{{SSBB|Yoshi}} performing a tech in ''Brawl''.
SSB Falcon Tech.png|{{SSB|Captain Falcon}} performing a tech in ''Smash 64''.
File:SSB Falcon Tech.png|{{SSB|Captain Falcon}} performing a tech in ''Smash 64''.
Marth_PassiveWallJump_to_AttackAirB.gif|{{SSBM|Marth}} wall jump teching the side of Final Destination. The second Marth's forward smash is [[smash DI]]'ed into the ledge, teched, and the tech's forward momentum is immediately cancelled with a back aerial.
File:Marth_PassiveWallJump_to_AttackAirB.gif|{{SSBM|Marth}} wall jump teching another Marth's forward smash by [[Smash DI]]'ing into the ledge and immediately cancelling the forward momentum of the wall jump with a back aerial.
Ganon-gimp.gif|{{SSBM|Ganondorf}} performing a wall jump tech, and counterattacking with a forward aerial.
File:Ganon-gimp.gif|{{SSBM|Ganondorf}} performing a wall jump tech, and counterattacking with a forward aerial.
Inkling Tech.png|{{SSBU|Inkling}} performing a tech in ''Ultimate''.
File:SSBM Platform Tech.gif|{{Sm|Ken}} ({{SSBM|Marth}}) teching {{Sm|PC Chris}} ({{SSBM|Falco}})'s down aerial attack on a [[platform]].
File:Inkling Tech.png|{{SSBU|Inkling}} performing a tech in ''Ultimate''.
</gallery>
</gallery>


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