Ukemi: Difference between revisions
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[[Image:Ukemi.jpg|right|thumb]] | |||
:''This article discusses the action. For the smasher, see [[Tech (smasher)]].'' | |||
A '''Ukemi''', formally refered to as a '''tech''', is an action performed when the character hits the ground, a wall, or a ceiling while tumbling or in hitstun. For a long time, many smashers refered to this maneuver as a "tech", until the [[Smash Bros. DOJO!!]] revealed the official term for it. To tech, the user must press '''L''' or '''R''' 20 [[frames]] or fewer before hitting the surface, after that, a player won't be able to tech for 40 frames; other button or control stick input can cause different types of techs. | |||
== Types of Techs == | |||
A '''standing tech''' is a neutral, ground-based tech performed by pressing L or R when a character comes in contact with the floor. The character will experience a brief period of [[invincibility]], and will quickly bounce from the ground into a [[standing]] animation. | |||
A '''rolling tech''' is a ground-based tech performed by tilting the control stick left or right on the control stick when teching. The character will bounce from the ground into a roll-like animation during which the character moves left or right while invincible. | |||
A '''[[wall tech]]''' is a tech against a wall. The character immediately loses his [[knockback]] momentum and starts a neutral falling animation. This technique can be used while recovering to avoid dying from an edgeguard. Wallhugging with the third jump makes this a lot easier. | |||
A '''wall tech jump''' is a wall tech performed by pressing X, Y or up when teching. The character will jump. Though wall jumping is restricted to eight characters, anybody can wall tech jump. | |||
A '''[[ceiling tech]]''' is a tech against a ceiling. As with the wall tech, the character loses his knockback momentum and starts a neutral falling animation. | |||
== Tech Use == | |||
Teching can be a lifesaver in many situations and is a good technique for beginners to learn and practice. Teching can also help the user escape from combos. | |||
Occasionally after accumulating sufficient [[damage]], one will experience a wall or ceiling rebound that will send the player plummeting off-stage. This can be prevented by applying a wall or ceiling tech, saving the player from a deadly ricochet. This is especially useful in [[Temple|Hyrule Temple]]: a character in the large lower section of the stage can survive to very high damage and can immediately retaliate from otherwise-deadly blows. This unusual longevity is one reason Temple is [[tournament legal|banned]] from tournaments. | |||
The standing and rolling techs can be performed in many more situations, and can allow a character to avoid continued assault after being knocked back. However, in many situations an opponent can predict a player's teching patterns and hit him again after knocking him down; knowingly setting up such situations is known as [[tech chasing]]. | |||
==See also== | |||
* [[Wall tech]] | |||
[[Category: Techniques (SSBM)]] | |||
[[Category: Techniques (SSB)]] |
Revision as of 17:23, February 11, 2008
- This article discusses the action. For the smasher, see Tech (smasher).
A Ukemi, formally refered to as a tech, is an action performed when the character hits the ground, a wall, or a ceiling while tumbling or in hitstun. For a long time, many smashers refered to this maneuver as a "tech", until the Smash Bros. DOJO!! revealed the official term for it. To tech, the user must press L or R 20 frames or fewer before hitting the surface, after that, a player won't be able to tech for 40 frames; other button or control stick input can cause different types of techs.
Types of Techs
A standing tech is a neutral, ground-based tech performed by pressing L or R when a character comes in contact with the floor. The character will experience a brief period of invincibility, and will quickly bounce from the ground into a standing animation.
A rolling tech is a ground-based tech performed by tilting the control stick left or right on the control stick when teching. The character will bounce from the ground into a roll-like animation during which the character moves left or right while invincible.
A wall tech is a tech against a wall. The character immediately loses his knockback momentum and starts a neutral falling animation. This technique can be used while recovering to avoid dying from an edgeguard. Wallhugging with the third jump makes this a lot easier.
A wall tech jump is a wall tech performed by pressing X, Y or up when teching. The character will jump. Though wall jumping is restricted to eight characters, anybody can wall tech jump.
A ceiling tech is a tech against a ceiling. As with the wall tech, the character loses his knockback momentum and starts a neutral falling animation.
Tech Use
Teching can be a lifesaver in many situations and is a good technique for beginners to learn and practice. Teching can also help the user escape from combos.
Occasionally after accumulating sufficient damage, one will experience a wall or ceiling rebound that will send the player plummeting off-stage. This can be prevented by applying a wall or ceiling tech, saving the player from a deadly ricochet. This is especially useful in Hyrule Temple: a character in the large lower section of the stage can survive to very high damage and can immediately retaliate from otherwise-deadly blows. This unusual longevity is one reason Temple is banned from tournaments.
The standing and rolling techs can be performed in many more situations, and can allow a character to avoid continued assault after being knocked back. However, in many situations an opponent can predict a player's teching patterns and hit him again after knocking him down; knowingly setting up such situations is known as tech chasing.