Stance mirroring: Difference between revisions
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[[File:SSB4 - Mirror Pose 01.jpg|thumb|275px|{{SSB4|Mario}} and {{SSB4|Greninja}}'s mirrored stances in {{forwiiu}}.]] | [[File:SSB4 - Mirror Pose 01.jpg|thumb|275px|{{SSB4|Mario}} and {{SSB4|Greninja}}'s mirrored stances in {{forwiiu}}.]] | ||
[[File:StanceMirroringSSBU001.gif|thumb|275px|{{SSBU|Bowser}} always faces the camera, while {{SSBU|Captain Falcon}} does not.]] | [[File:StanceMirroringSSBU001.gif|thumb|275px|{{SSBU|Bowser}} always faces the camera, while {{SSBU|Captain Falcon}} does not.]] | ||
'''Stance mirroring''' is a mechanic in which most or all of a character's animations and moves are mirrored if they turn around, mimicking the sprite mirroring of older fighting games. This mechanic results in the characters' front side being visible more often. When mirrored, all hitboxes are also mirrored - for example, a punch that is animated with a character's right arm, when mirrored, will instead use the character's left arm. | '''Stance mirroring''' (officially referred to by Masahiro Sakurai as '''Flipped animation'''<ref>[https://www.youtube.com/watch?v=TJDMDxnWU5g&t Flipped Animation <nowiki>[Animation]</nowiki>]</ref>) is a mechanic in which most or all of a character's animations and moves are mirrored if they turn around, mimicking the sprite mirroring of older fighting games. This mechanic results in the characters' front side being visible more often. When mirrored, all hitboxes are also mirrored - for example, a punch that is animated with a character's right arm, when mirrored, will instead use the character's left arm. | ||
In general, a character must have a symmetrical body shape and not wield a weapon in order to be eligible for stance mirroring, though in ''[[Ultimate]]'' characters who put away weapons when not in use (e.g. [[Villager]]'s various tools) are generally not affected by this rule. Minor asymmetry such as [[Pikachu]]'s tail and [[King K. Rool]]'s eye tic can be acceptable, depending on their exact animations and hurtboxes. Compared to ''[[Smash 4]]'', characters with stance mirroring in ''Ultimate'' are generally animated in a way that better accommodates the feature. | In general, a character must have a symmetrical body shape and not wield a weapon in order to be eligible for stance mirroring, though in ''[[Ultimate]]'' characters who put away weapons when not in use (e.g. [[Villager]]'s various tools) are generally not affected by this rule. Minor asymmetry such as [[Pikachu]]'s tail and [[King K. Rool]]'s eye tic can be acceptable, depending on their exact animations and hurtboxes. Compared to ''[[Smash 4]]'', characters with stance mirroring in ''Ultimate'' are generally animated in a way that better accommodates the feature. | ||
Stance mirroring also affects which hand characters use to hold, swing, and throw [[item]]s. Turning around will cause a held item to simply teleport to the other hand (there is no animation for it). A fighter with stance mirroring that is [[reverse]]d (for example, by Mario's [[Cape]]) can be seen in a non-mirrored position for a short time, | Stance mirroring also affects which hand characters use to hold, swing, and throw [[item]]s. Turning around will cause a held item to simply teleport to the other hand (there is no animation for it). A fighter with stance mirroring that is [[reverse]]d (for example, by Mario's [[Cape]]) or [[double jump]]s in the opposite direction (if they possess multiple double jumps, with the exceptions of [[Kirby]] and [[Jigglypuff]]) can be seen in a non-mirrored position for a short time, before suddenly snapping into the proper mirrored position. | ||
As some characters mirror while others do not, it is possible for interactions to differ based on whether the characters are facing each other left-to-right versus right-to-left. For example, a mirroring character's thin attack may hit [[Marth]]'s extended sword arm from one direction, but not the other, as [[Z-axis|the third dimension]] alters whether the two collide or pass by. | As some characters mirror while others do not, it is possible for interactions to differ based on whether the characters are facing each other left-to-right versus right-to-left. For example, a mirroring character's thin attack may hit [[Marth]]'s extended sword arm from one direction, but not the other, as [[Z-axis|the third dimension]] alters whether the two collide or pass by. | ||
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Stance mirroring is not present in games before ''Smash 4'', though some [[special move]]s and many [[taunt]]s in ''[[Melee]]'' and ''[[Brawl]]'' have a different animation for each direction to accomplish a similar effect. | Stance mirroring is not present in games before ''Smash 4'', though some [[special move]]s and many [[taunt]]s in ''[[Melee]]'' and ''[[Brawl]]'' have a different animation for each direction to accomplish a similar effect. | ||
In all ''Smash'' games, including those before mirroring was introduced, the default facing direction is to the right of the screen; this means that fighters without stance mirroring generally face the screen when facing right. The exceptions - those who instead face the screen when facing left - are Marth, [[Roy]], [[Young Link]], [[Toon Link]], [[Pit]], [[Lucina]], [[Robin]], [[Dark Pit]], [[Chrom]], [[Simon]], [[Richter]], and [[Sephiroth]], as well as [[Link]] before ''Ultimate''. Several of these are for consistency with the characters' home series; for example, Marth faces left in the battle scenes of ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]'' and other games, while Simon's right-facing sprites from ''Castlevania'' are posed such that his torso faces away from the screen. | |||
==Support for stance mirroring== | ==Support for stance mirroring== | ||
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|[[Greninja]]||{{y|20px}}||{{y|20px}} | |[[Greninja]]||{{y|20px}}||{{y|20px}} | ||
|- | |- | ||
|[[Ice Climbers]]||—||{{y|20px}} | |[[Hero]]||—||{{n|20px}} | ||
|- | |||
|[[Ice Climbers]]<ref>The Ice Climbers are the only character who hold a weapon at all times to have stance mirroring. They are animated to pass the hammer to their other hand when turning around.</ref>||—||{{y|20px}} | |||
|- | |- | ||
|[[Ike]]||{{n|20px}}||{{n|20px}} | |[[Ike]]||{{n|20px}}||{{n|20px}} | ||
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|[[Incineroar]]||—||{{y|20px}} | |[[Incineroar]]||—||{{y|20px}} | ||
|- | |- | ||
|[[Inkling]]||—||{{ | |[[Inkling]]<ref>One of their Squid form animations use Stance Mirroring excluding their Shield Special</ref>||—||{{n|20px}} | ||
|- | |- | ||
|[[Isabelle]]||—||{{y|20px}} | |[[Isabelle]]||—||{{y|20px}} | ||
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|[[Jigglypuff]]||{{y|20px}}||{{y|20px}} | |[[Jigglypuff]]||{{y|20px}}||{{y|20px}} | ||
|- | |- | ||
|[[Joker]]||—||{{n|20px}} | |[[Joker]]<ref>Arsène has stance mirroring.</ref>||—||{{n|20px}} | ||
|- | |- | ||
|[[Kazuya]]||—||{{n|20px}} | |[[Kazuya]]||—||{{n|20px}} | ||
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|[[King K. Rool]]||—||{{y|20px}} | |[[King K. Rool]]||—||{{y|20px}} | ||
|- | |- | ||
|[[Kirby]]<ref>Kirby will mirror Copy Abilities even if they belong to non-mirrored characters.</ref>||{{y|20px}}||{{y|20px}} | |[[Kirby]]<ref>Kirby will mirror Copy Abilities even if they belong to non-mirrored characters (e.g. he can hold Marth's sword with either hand).</ref>||{{y|20px}}||{{y|20px}} | ||
|- | |- | ||
|[[Link]]||{{n|20px}}||{{n|20px}} | |[[Link]]||{{n|20px}}||{{n|20px}} | ||
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|- | |- | ||
|[[Mario]]||{{y|20px}}||{{y|20px}} | |[[Mario]]||{{y|20px}}||{{y|20px}} | ||
|- | |||
|[[Marth]]||{{n|20px}}||{{n|20px}} | |||
|- | |- | ||
|[[Mega Man]]||{{y|20px}}||{{y|20px}} | |[[Mega Man]]||{{y|20px}}||{{y|20px}} | ||
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|[[Min Min]]||—||{{n|20px}} | |[[Min Min]]||—||{{n|20px}} | ||
|- | |- | ||
|[[Mr. Game & Watch]]||{{ | |[[Mr. Game & Watch]]<ref>Mr. Game & Watch appears mirrored in most cases due to his flat and monochrome nature, but some of his props (such as the helmet of up smash) show that he is not.</ref>||{{n|20px}}||{{n|20px}} | ||
|- | |- | ||
|[[Mythra]]||—||{{n|20px}} | |[[Mythra]]||—||{{n|20px}} | ||
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|[[Ness]]||{{n|20px}}||{{y|20px}} | |[[Ness]]||{{n|20px}}||{{y|20px}} | ||
|- | |- | ||
|[[Olimar]]<ref>Pikmin have stance mirroring.</ref>||{{n|20px}}||{{n|20px}} | |[[Olimar]]<ref>Pikmin have stance mirroring when not being used in an attack.</ref>||{{n|20px}}||{{n|20px}} | ||
|- | |- | ||
|[[Pac-Man]]||{{y|20px}}||{{y|20px}} | |[[Pac-Man]]||{{y|20px}}||{{y|20px}} | ||
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|[[Zero Suit Samus]]||{{n|20px}}||{{n|20px}} | |[[Zero Suit Samus]]||{{n|20px}}||{{n|20px}} | ||
|} | |} | ||
== | |||
==References== | |||
{{reflist}} | |||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Latest revision as of 07:18, April 24, 2024
Stance mirroring (officially referred to by Masahiro Sakurai as Flipped animation[1]) is a mechanic in which most or all of a character's animations and moves are mirrored if they turn around, mimicking the sprite mirroring of older fighting games. This mechanic results in the characters' front side being visible more often. When mirrored, all hitboxes are also mirrored - for example, a punch that is animated with a character's right arm, when mirrored, will instead use the character's left arm.
In general, a character must have a symmetrical body shape and not wield a weapon in order to be eligible for stance mirroring, though in Ultimate characters who put away weapons when not in use (e.g. Villager's various tools) are generally not affected by this rule. Minor asymmetry such as Pikachu's tail and King K. Rool's eye tic can be acceptable, depending on their exact animations and hurtboxes. Compared to Smash 4, characters with stance mirroring in Ultimate are generally animated in a way that better accommodates the feature.
Stance mirroring also affects which hand characters use to hold, swing, and throw items. Turning around will cause a held item to simply teleport to the other hand (there is no animation for it). A fighter with stance mirroring that is reversed (for example, by Mario's Cape) or double jumps in the opposite direction (if they possess multiple double jumps, with the exceptions of Kirby and Jigglypuff) can be seen in a non-mirrored position for a short time, before suddenly snapping into the proper mirrored position.
As some characters mirror while others do not, it is possible for interactions to differ based on whether the characters are facing each other left-to-right versus right-to-left. For example, a mirroring character's thin attack may hit Marth's extended sword arm from one direction, but not the other, as the third dimension alters whether the two collide or pass by.
Stance mirroring is not present in games before Smash 4, though some special moves and many taunts in Melee and Brawl have a different animation for each direction to accomplish a similar effect.
In all Smash games, including those before mirroring was introduced, the default facing direction is to the right of the screen; this means that fighters without stance mirroring generally face the screen when facing right. The exceptions - those who instead face the screen when facing left - are Marth, Roy, Young Link, Toon Link, Pit, Lucina, Robin, Dark Pit, Chrom, Simon, Richter, and Sephiroth, as well as Link before Ultimate. Several of these are for consistency with the characters' home series; for example, Marth faces left in the battle scenes of Fire Emblem: Shadow Dragon and the Blade of Light and other games, while Simon's right-facing sprites from Castlevania are posed such that his torso faces away from the screen.
Support for stance mirroring[edit]
References[edit]
- ^ Flipped Animation [Animation]
- ^ The Ice Climbers are the only character who hold a weapon at all times to have stance mirroring. They are animated to pass the hammer to their other hand when turning around.
- ^ One of their Squid form animations use Stance Mirroring excluding their Shield Special
- ^ Arsène has stance mirroring.
- ^ Kirby will mirror Copy Abilities even if they belong to non-mirrored characters (e.g. he can hold Marth's sword with either hand).
- ^ Luigi has different animations when using the Poltergust G-00 that don't face the screen when facing left.
- ^ Mr. Game & Watch appears mirrored in most cases due to his flat and monochrome nature, but some of his props (such as the helmet of up smash) show that he is not.
- ^ Pikmin have stance mirroring when not being used in an attack.
- ^ Luma has stance mirroring.