Editing Tripping
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[[File:Alternate costume.jpg|thumb|The Mario on the far right can be seen Prat Falling.]] | [[File:Alternate costume.jpg|thumb|The Mario on the far right can be seen Prat Falling.]] | ||
'''Tripping''' ({{ja|転倒|Tentō}}, ''Falling Down''; officially called '''prat falling''' and referred to in game files as '''slipping''') is a gameplay mechanic introduced in ''[[Super Smash Bros. Brawl]]'' in which a fighter trips, falls over, and sits in a prone state with a confused expression. Certain attacks can cause opponents to trip, and some [[item]]s (including [[Poké Ball]] Pokémon and [[Assist Trophies]]) will cause tripping without directly attacking at all. Most attacks have a chance to trip provided the [[knockback]] dealt does not lift the target off the ground, while a few attacks are [[slip|guaranteed to trip opponents]]. | '''Tripping''' ({{ja|転倒|Tentō}}, ''Falling Down''; officially called '''prat falling''' and referred to in game files as '''slipping''') is a gameplay mechanic introduced in ''[[Super Smash Bros. Brawl]]'' in which a fighter trips, falls over, and sits in a prone state with a confused expression. Certain attacks can cause opponents to trip, and some [[item]]s (including [[Poké Ball]] Pokémon and [[Assist Trophy|Assist Trophies]]) will cause tripping without directly attacking at all. Most attacks have a chance to trip provided the [[knockback]] dealt does not lift the target off the ground, while a few attacks are [[slip|guaranteed to trip opponents]]. | ||
In ''Brawl'' only, when the [[control stick]] is [[tap]]ped so that the character performs a [[dash]], there exists a 1% chance that the character will trip. In addition, if the character attempts to perform a turnaround during their run, there is a 1.25% chance that they will trip. ''Brawl'' keeps track of the total number of Prat Falls each character or [[name]] has experienced in [[Group Brawl]]s. | In ''Brawl'' only, when the [[control stick]] is [[tap]]ped so that the character performs a [[dash]], there exists a 1% chance that the character will trip. In addition, if the character attempts to perform a turnaround during their run, there is a 1.25% chance that they will trip. ''Brawl'' keeps track of the total number of Prat Falls each character or [[name]] has experienced in [[Group Brawl]]s. | ||
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The sound effect for tripping changes depending on whether the character tripping is from a "cartoony" or "realistic" series. In general, characters from more serious or "realistic" franchises make a light, quick whooshing sound, followed by an unimpressive falling-down noise, while more cartoonish characters make a swabbing noise, like a sliding mop, before landing with a distinctive timpani noise. This sound effect is significantly louder in ''SSB4'' than in ''Brawl''. | The sound effect for tripping changes depending on whether the character tripping is from a "cartoony" or "realistic" series. In general, characters from more serious or "realistic" franchises make a light, quick whooshing sound, followed by an unimpressive falling-down noise, while more cartoonish characters make a swabbing noise, like a sliding mop, before landing with a distinctive timpani noise. This sound effect is significantly louder in ''SSB4'' than in ''Brawl''. | ||
When sitting down, a character has the same [[floor recovery|options]] as when lying down; however, a tripped character is more vulnerable. Unlike prone or supine fighters, sitting fighters can be [[grab]] | When sitting down, a character has the same [[floor recovery|options]] as when lying down; however, a tripped character is more vulnerable. Unlike prone or supine fighters, sitting fighters can be [[grab|grabbed]]; attacks from a sitting position are weaker than from a lying down position, usually dealing 5% as opposed to 6%, lacking [[transcendent priority]], and possessing only 8 [[intangibility|intangible]] [[frame|frames]] (getup attacks are usually intangible until the attack's hitboxes end); and rolls and stand-ups are generally subpar to their lying down counterparts, possessing fewer invincibility frames while still retaining their long animations. | ||
{{clear}} | |||
==Causes of tripping== | ==Causes of tripping== | ||
[[File:Brawl-Tripping.gif|thumb|200px|[[Dash-dancing]] is based on the | [[File:Brawl-Tripping.gif|thumb|200px|[[Dash-dancing]] is based on the intial dash animation, so tripping can occur during dash-dancing.]] | ||
*In ''Brawl'', whenever the [[control stick]] is smashed left or right to input a dash or running-turnaround, there is a 1% / 1.25% chance for the player to trip, respectively. Note that by doing a side-smash or side-special input, they will usually start with some dash frames, so these can also have a 1% chance to trip. | *In ''Brawl'', whenever the [[control stick]] is smashed left or right to input a dash or running-turnaround, there is a 1% / 1.25% chance for the player to trip, respectively. Note that by doing a side-smash or side-special input, they will usually start with some dash frames, so these can also have a 1% chance to trip. | ||
**[[Terrain]] with a lack of traction, such as ice, increases the chance of tripping by 2.5x. | |||
**[[Terrain]] with | |||
*Any attack with more than 55 units of knockback, and an angle that doesn't lift the foe off the ground has a low chance of tripping them. This rate is 13.5% in ''Brawl'', and from version 1.1.4 of ''SSB4'' onward and in ''Ultimate'', it was changed to 7%. | *Any attack with more than 55 units of knockback, and an angle that doesn't lift the foe off the ground has a low chance of tripping them. This rate is 13.5% in ''Brawl'', and from version 1.1.4 of ''SSB4'' onward and in ''Ultimate'', it was changed to 7%. | ||
**In addition, some attacks have an additional trip chance. For example, a move with an additional trip chance of 40% has a combined trip chance of 53.5% (''Brawl'', old ''SSB4'') or 47% (current ''SSB4'', ''Ultimate''). Even with less than 55 units of knockback, moves with a bonus trip chance always add the base trip chance. | **In addition, some attacks have an additional trip chance. For example, a move with an additional trip chance of 40% has a combined trip chance of 53.5% (''Brawl'', old ''SSB4'') or 47% (current ''SSB4'', ''Ultimate''). Even with less than 55 units of knockback, moves with a bonus trip chance always add the base trip chance. | ||
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*Luigi's [[Negative Zone]] can cause incessant tripping. | *Luigi's [[Negative Zone]] can cause incessant tripping. | ||
*Certain hazards such as the wall on Port Town Aero Dive can cause tripping. | *Certain hazards such as the wall on Port Town Aero Dive can cause tripping. | ||
{{ | {{clear}} | ||
==List of tripping attacks in ''Brawl''== | ==List of tripping attacks in ''Brawl''== | ||
Most attacks can only make an opponent trip if the target is not already sitting down and the attack knockback does not knock the target into the air. However, some have the [[slip]] effect and will therefore result in a trip regardless of these circumstances; these are represented in this list with " | Most attacks can only make an opponent trip if the target is not already sitting down and the attack knockback does not knock the target into the air. However, some have the [[slip]] effect and will therefore result in a trip regardless of these circumstances; these are represented in this list with "Always". | ||
{|class="wikitable" align="center" | {|class="wikitable" align="center" | ||
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|Forward air (sour spot)||30% | |Forward air (sour spot)||30% | ||
|- | |- | ||
|{{SSBB|Diddy Kong}}||{{b|Banana Peel|move}}|| | |{{SSBB|Diddy Kong}}||{{b|Banana Peel|move}}||Always | ||
|- | |- | ||
|rowspan=2|{{SSBB|Donkey Kong}}||Forward tilt (angled down)||15% | |rowspan=2|{{SSBB|Donkey Kong}}||Forward tilt (angled down)||15% | ||
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|{{SSBB|Ganondorf}}||Down tilt||35% | |{{SSBB|Ganondorf}}||Down tilt||35% | ||
|- | |- | ||
|rowspan=3|{{SSBB|King Dedede}}||Neutral attack (hit 2)||20% | |rowspan=3|{{SSBB|King Dedede}}||Neutral attack (hit 2)<!--Hitbox 1 only-->||20% | ||
|- | |- | ||
|Down tilt||40% | |Down tilt||40% | ||
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|Down smash (before frame 32)||30% | |Down smash (before frame 32)||30% | ||
|- | |- | ||
|[[Wario Waft]] (uncharged)|| | |[[Wario Waft]] (uncharged)||Always | ||
|- | |- | ||
|rowspan=5|{{SSBB|Wolf}}||Down tilt||40% | |rowspan=5|{{SSBB|Wolf}}||Down tilt||40% | ||
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|Down smash||30% | |Down smash||30% | ||
|- | |- | ||
|rowspan=4|[[Items]]||[[Banana Peel]]|| | |rowspan=4|[[Items]]||[[Banana Peel]]||Always | ||
|- | |- | ||
|[[Fan]] neutral||10% | |[[Fan]] neutral||10% | ||
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|Fan smash||30% | |Fan smash||30% | ||
|} | |} | ||
<nowiki>*</nowiki>Copy abilities not mentioned are the same as their originals. | |||
==List of tripping attacks in ''SSB4''== | ==List of tripping attacks in ''SSB4''== | ||
As in ''Brawl'', attacks can only trip if they do not knock the target into the air, so most attacks with trip chances will never trip or will only trip at low percents. Some attacks have the | As in ''Brawl'', attacks can only trip if they do not knock the target into the air, so most attacks with trip chances will never trip or will only trip at low percents. Some attacks have the ''slip'' effect and cause soft trips that immobilize for around 30 frames, while attacks with trip chances cause hard trips that immobilize for around 40 frames. Attacks with ''slip'' are noted here with ''Always''. | ||
{|class="wikitable" align="center" | {|class="wikitable" align="center" | ||
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|rowspan=2|{{SSB4|Bowser}}||Down tilt||30% | |rowspan=2|{{SSB4|Bowser}}||Down tilt||30% | ||
|- | |- | ||
|[[Slip Bomb]]|| | |[[Slip Bomb]]||Always | ||
|- | |- | ||
|rowspan=2|{{b|Giga Bowser|Final Smash}}||Forward tilt||50% | |rowspan=2|{{b|Giga Bowser|Final Smash}}||Forward tilt||50% | ||
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|[[Flying Monkey Flip]] (kick and footstool)||30% | |[[Flying Monkey Flip]] (kick and footstool)||30% | ||
|- | |- | ||
|{{b|Banana Peel|move}}|| | |{{b|Banana Peel|move}}||Always | ||
|- | |- | ||
|rowspan=3|{{SSB4|Donkey Kong}}||Forward tilt (angled down)||15% | |rowspan=3|{{SSB4|Donkey Kong}}||Forward tilt (angled down)||15% | ||
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|{{SSB4|King Dedede}}||Down tilt||40% | |{{SSB4|King Dedede}}||Down tilt||40% | ||
|- | |- | ||
|{{SSB4|Kirby}}||Down tilt|| | |{{SSB4|Kirby}}||Down tilt||35% (foot)<br>30% (toe) | ||
|- | |- | ||
|rowspan=2|{{SSB4|Link}}||Down tilt||20% | |rowspan=2|{{SSB4|Link}}||Down tilt||20% | ||
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|rowspan=2|{{SSB4|R.O.B.}}||Down tilt||20% | |rowspan=2|{{SSB4|R.O.B.}}||Down tilt||20% | ||
|- | |- | ||
|[[Slip Gyro]]|| | |[[Slip Gyro]]||Always | ||
|- | |- | ||
|rowspan=2|{{SSB4|Rosalina}}||Down smash (R)||30% | |rowspan=2|{{SSB4|Rosalina}}||Down smash (R)||30% | ||
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|rowspan=2|{{SSB4|Villager}}||Down tilt||30% | |rowspan=2|{{SSB4|Villager}}||Down tilt||30% | ||
|- | |- | ||
|[[Timber Counter]] (sapling)|| | |[[Timber Counter]] (sapling)||Always | ||
|- | |- | ||
|rowspan=6|{{SSB4|Wario}}||Down tilt||20% | |rowspan=6|{{SSB4|Wario}}||Down tilt||20% | ||
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|Down smash (clean, mid)||30% | |Down smash (clean, mid)||30% | ||
|- | |- | ||
|[[Garlic Breath]] (far)|| | |[[Garlic Breath]] (far)||Always | ||
|- | |- | ||
|[[Wario Waft]] (uncharged)|| | |[[Wario Waft]] (uncharged)||Always | ||
|- | |- | ||
|[[Quick Waft]] (uncharged, slightly charged)|| | |[[Quick Waft]] (uncharged, slightly charged)||Always | ||
|- | |- | ||
|rowspan=3|[[Wario-Man]]||Down tilt||40% | |rowspan=3|[[Wario-Man]]||Down tilt||40% | ||
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|{{SSB4|Zero Suit Samus}}||Down tilt||20%<!--Note for future reference: Fully charged Paralyzer (default) has a trip chance of -100% (negative one hundred percent). Perhaps this is to guarantee it can never trip via the typical "low attacks might trip grounded people" mechanic?--> | |{{SSB4|Zero Suit Samus}}||Down tilt||20%<!--Note for future reference: Fully charged Paralyzer (default) has a trip chance of -100% (negative one hundred percent). Perhaps this is to guarantee it can never trip via the typical "low attacks might trip grounded people" mechanic?--> | ||
|- | |- | ||
|rowspan= | |rowspan=14|[[Items]]||[[Banana Peel]]||Always | ||
|- | |- | ||
| | |[[Barrel]]||10% | ||
|- | |- | ||
| | |[[Beam Sword]] (neutral and side swipes)|| 20% | ||
|- | |- | ||
|[[Bumper]]||30% | |||
|- | |- | ||
| | |[[Crate]]||20% | ||
|- | |- | ||
| | |[[Fire Bar]] (neutral swipe)||20% | ||
|- | |- | ||
| | |[[Home-Run Bat]] (thrown or dropped)||10% | ||
|- | |- | ||
| | |[[Inkay]]||Always | ||
|- | |- | ||
| | |[[Lip's Stick]] (thrown or dropped)||70% | ||
|- | |- | ||
| | |[[Mr. Saturn]]||30% | ||
|- | |- | ||
| | |[[Ore Club]] (thrown or dropped)||20% | ||
|- | |- | ||
| | |[[Riki]] (Roly Poly)||Always | ||
|- | |- | ||
| | |[[Star Rod]] (neutral swipe)||10% | ||
|- | |- | ||
|[[Tingle]] (banana peels)||Always | |||
|[[ | |||
|} | |} | ||
<nowiki>*</nowiki> The unused fourth variation of this move has a trip chance of 40% instead.<br/> | |||
<nowiki>**</nowiki> As this causes the [[stun]] effect, it can only cause tripping if the target cannot be stunned. | |||
==Controversy== | ==Controversy== | ||
''Brawl''{{'}}s addition of random tripping was highly controversial. Though sometimes a mere annoyance in a brawl, random tripping has the potential to significantly impact matches. Since tripping leaves the player in a significant state of vulnerability while moving them a small distance forward, it is a common occurrence for players to unintentionally trip into an otherwise avoidable attack; the effects of this can range from minor damage to a premature KO. Tripping also leaves a player in a vulnerable position, akin to a [[tech-chase]] situation. Upon tripping, a player has three main getup options; rolling, standing up, or using a [[getup attack]], and this means that an opponent can more successfully [[read|predict]] the action of the tripped player, often using this to land an easy combo or KO. | ''Brawl''{{'}}s addition of random tripping was highly controversial. Though sometimes a mere annoyance in a brawl, random tripping has the potential to significantly impact matches. Since tripping leaves the player in a significant state of vulnerability while moving them a small distance forward, it is a common occurrence for players to unintentionally trip into an otherwise avoidable attack; the effects of this can range from minor damage to a premature KO. Tripping also leaves a player in a vulnerable position, akin to a [[tech-chase]] situation. Upon tripping, a player has three main getup options; rolling, standing up, or using a [[getup attack]], and this means that an opponent can more successfully [[read|predict]] the action of the tripped player, often using this to land an easy combo or KO. | ||
On the other hand, in rare cases random tripping can also make it slightly more difficult to read an opponent; a fighter may read an opponent's action and input a punish, but instead, the opponent trips, keeping them out of the [[reach]] of the attack. | On the other hand, in rare cases random tripping can also make it slightly more difficult to read an opponent; a fighter may [[read]] an opponent's action and input a punish, but instead, the opponent trips, keeping them out of the [[reach]] of the attack. | ||
The randomness of ''Brawl''{{'}}s tripping mechanic was generally negatively received, viewed as counterproductive to the idea of a skill-based match with a minimum of disruptive, chance-based elements. Furthermore, unlike some other heavily chance-based elements such as [[stage]] selection or [[item]] availability, random tripping cannot be turned off in ''Brawl''. Owing to its negative reception, gameplay [[mod]]s generally remove random tripping from gameplay. | The randomness of ''Brawl''{{'}}s tripping mechanic was generally negatively received, viewed as counterproductive to the idea of a skill-based match with a minimum of disruptive, chance-based elements. Furthermore, unlike some other heavily chance-based elements such as [[stage]] selection or [[item]] availability, random tripping cannot be turned off in ''Brawl''. Owing to its negative reception, gameplay [[mod]]s generally remove random tripping from gameplay. | ||
While random tripping is considered a detriment to tournament play, forced tripping by certain moves is generally better-received, since, unlike random tripping, its deliberate use can be planned for and planned against. As such, | While random tripping is considered a detriment to tournament play, forced tripping by certain moves is generally better-received, since, unlike random tripping, its deliberate use can be planned for and planned against. As such, forced tripping is an integral part of some characters' metagames, such as in the case of {{SSBB|Diddy Kong}} and his banana peels. Despite random tripping being removed in ''Smash 4'', forced tripping is still important in some characters' metagames, such as {{SSB4|Diddy Kong}} again. | ||
==Trivia== | ==Trivia== | ||
*''[[Super Smash Bros. Melee]]'' features a [[List of bonuses|bonus]] called "Pratfaller". It has no relation to | *''[[Super Smash Bros. Melee]]'' features a [[List of bonuses|bonus]] called "Pratfaller". It has no relation to ''Brawl''{{'}}s and ''SSB4'''s tripping, and is instead awarded to players who always fall face-up after [[tumbling]]. | ||
*Tripping was first discovered during the ''Brawl'' demo at [[E for All]]. It was not recognized as random at the time, and some players tried to learn how to trigger it at will for use as a technique. For a time, it was known as Ink Dropping, as noted in {{Sm|Gimpyfish}}'s [http://www.smashboards.com/showthread.php?t=121329 famous SmashBoards thread]. | *Tripping was first discovered during the ''Brawl'' demo at [[E for All]]. It was not recognized as random at the time, and some players tried to learn how to trigger it at will for use as a technique. For a time, it was known as Ink Dropping, as noted in {{Sm|Gimpyfish}}'s [http://www.smashboards.com/showthread.php?t=121329 famous SmashBoards thread]. | ||
*While characters from the {{uv|Kirby}} and {{uv|Kid Icarus}} universes generally use the "cartoonish" tripping sound, [[Meta Knight]] and [[Palutena]] use the "realistic" sound, even though they have similar aesthetics to the other characters in their respective series; this is presumably due to their being more "serious" and adultlike in terms of personality, although other such characters as [[Mewtwo]] or | *While characters from the ''{{uv|Kirby}}'' and ''{{uv|Kid Icarus}}'' universes generally use the "cartoonish" tripping sound, [[Meta Knight]] and [[Palutena]] use the "realistic" sound, even though they have similar aesthetics to the other characters in their respective series; this is presumably due to their being more "serious" and adultlike in terms of personality, although other such characters as [[Mewtwo]] or [[Rosalina & Luma (SSB4)|Rosalina]] do not follow this rule. Similarly, [[Toon Link]] is the only ''{{uv|The Legend of Zelda}}'' character to make the "cartoony" noise, but this is justified because of his being based on the cartoonish ''Wind Waker'' aesthetics rather than the more realistic ones used by the other characters. Additionally, [[Mii Brawler (SSB4)|Mii Brawler]]s use the "cartoon" tripping sound effect, while [[Mii Gunner (SSB4)|Mii Gunner]]s and [[Mii Swordfighter (SSB4)|Mii Swordfighter]]s use the "realistic" noise. | ||
[[Category:Game controls]] | [[Category:Game controls]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |