Tech: Difference between revisions
→Super Smash Bros. Ultimate: "precent" -> "percent"
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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 can no longer 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 can no longer 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 | 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 shockwave of the rebounding character turning red. 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 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> | ||
Other changes to the teching mechanics are as of yet unknown. | Other changes to the teching mechanics are as of yet unknown. |