Editing Tumbling
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'''Tumbling''' (or '''DamageFall''' internally in ''Melee'' onwards) is an airborne state that a character may enter after being hit or pushed in certain ways; for example, [[edge slip]]ping can cause a character to tumble. A tumbling character can easily be identified by their defensive, rotating animation. Characters may tumble after being hit through the air by an attack with strong enough [[knockback]], [[footstool]]ed in midair, pushed off a ledge, after walking off an edge while carrying a [[crate]] or other heavy [[item]], or by sliding off of an [[edge]] while [[shield]]ing. | '''Tumbling''' (or '''DamageFall''' internally in ''Melee'' onwards) is an airborne state that a character may enter after being hit or pushed in certain ways; for example, [[edge slip]]ping can cause a character to tumble. A tumbling character can easily be identified by their defensive, rotating animation. Characters may tumble after being hit through the air by an attack with strong enough [[knockback]], [[footstool]]ed in midair, pushed off a ledge, after walking off an edge while carrying a [[crate]] or other heavy [[item]], or by sliding off of an [[edge]] while [[shield]]ing. | ||
In the original ''[[Super Smash Bros.]]'', the minimum knockback that must be inflicted to cause tumbling is roughly 60 units and in later games, this would be increased to around 80 units. | |||
The benefit from tumble compared to non tumble hitstun varies from game to game. In ''Smash 64'' and ''[[Super Smash Bros. Melee]]'', tumble is not beneficial because it leaves the opponent in more hitstun than a non tumble state. In ''[[Super Smash Bros. Brawl]]'' however, tumble leaves the opponent at a bigger advantage than a non tumble state. Tumble enables the opponent to perform [[hitstun cancelling]] (and subsequently [[momentum cancelling]]) which is not possible in a non tumble state. It also enables the opponent to [[DI]] which they cannot do from non tumble hitstun starting from ''Brawl'' and the [[gravity]] penalty also now takes effect once the opponent enters tumble. This enables characters with high gravity (such as {{SSBB|Fox}}) to fly much higher once they enter tumble preventing chain grabs and strings to connect against them. In ''[[Super Smash Bros. 4]]'', hitstun cancelling's effect was greatly reduced making tumble less beneficial than in ''Brawl'' although it still has the same advantages besides hitstun cancelling. With ''[[Super Smash Bros. Ultimate]]'' homogenising the effect of [[falling speed]] and gravity against moves with an angle between 70°-110°, tumble has become less beneficial again although it still enables the opponent to DI. | The benefit from tumble compared to non tumble hitstun varies from game to game. In ''Smash 64'' and ''[[Super Smash Bros. Melee]]'', tumble is not beneficial because it leaves the opponent in more hitstun than a non tumble state. In ''[[Super Smash Bros. Brawl]]'' however, tumble leaves the opponent at a bigger advantage than a non tumble state. Tumble enables the opponent to perform [[hitstun cancelling]] (and subsequently [[momentum cancelling]]) which is not possible in a non tumble state. It also enables the opponent to [[DI]] which they cannot do from non tumble hitstun starting from ''Brawl'' and the [[gravity]] penalty also now takes effect once the opponent enters tumble. This enables characters with high gravity (such as {{SSBB|Fox}}) to fly much higher once they enter tumble preventing chain grabs and strings to connect against them. In ''[[Super Smash Bros. 4]]'', hitstun cancelling's effect was greatly reduced making tumble less beneficial than in ''Brawl'' although it still has the same advantages besides hitstun cancelling. With ''[[Super Smash Bros. Ultimate]]'' homogenising the effect of [[falling speed]] and gravity against moves with an angle between 70°-110°, tumble has become less beneficial again although it still enables the opponent to DI. | ||
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Due to his two-dimensional nature, [[Mr. Game & Watch]] has a unique reeling animation, spinning in a cartwheeling motion instead of a spiraling motion. [[Steve]] also has a unique reeling animation, which is just his tumbling animation with his body oriented in the direction of his knockback. | Due to his two-dimensional nature, [[Mr. Game & Watch]] has a unique reeling animation, spinning in a cartwheeling motion instead of a spiraling motion. [[Steve]] also has a unique reeling animation, which is just his tumbling animation with his body oriented in the direction of his knockback. | ||
Some attacks in later games are capable of forcing reeling regardless of the target's damage percentage, namely the tornadoes in [[Hyrule Castle]] (from ''Smash 4'' onward) and [[PictoChat 2]], as well as the {{SSBU|Mii Swordfighter}}'s [[Gale Strike]] | Some attacks in later games are capable of forcing reeling regardless of the target's damage percentage, namely the tornadoes in [[Hyrule Castle]] (from ''Smash 4'' onward) and [[PictoChat 2]], as well as the {{SSBU|Mii Swordfighter}}'s [[Gale Strike]] in ''Ultimate''. The {{b|Bullet Bill|item}} item also puts characters in state similar to reeling after its use; however, it does not end naturally, and can be canceled with an [[aerial attack]], an [[air dodge]], or by landing. | ||
==Gallery== | ==Gallery== |