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{{disambig2|the action that can be performed while [[tumbling]]|other uses|Technical skill}}
{{redirect|Ukemi|the similarly named smasher|Smasher:Umeki}}


:''This article is about the specific action for other uses see [[Technical skill]]''
[[File:SSB4 Mega Man Tech.gif|thumb|{{SSB4|Mega Man}} teching in {{SSB4|Sonic}}'s reveal trailer.]]
A '''tech''', officially referred to as a '''breakfall''' in ''[[Super Smash Bros.]]'', '''absorbing damage''' in ''[[Super Smash Bros. Melee]]'', an '''ukemi''' ({{ja|受け身}}) in ''[[Super Smash Bros. Brawl]]'', '''breaking your fall''' in ''[[Super Smash Bros. 4]]'', a '''fall break''' in ''[[Super Smash Bros. Ultimate]]'', and '''Passive''' internally by the games, is an action that can be performed when the player's [[character]] hits the [[ground]], a [[wall]], or a [[ceiling]] while [[tumbling]] (or [[reeling]]). To tech, the user must press a [[shield]] button a certain period of time (20 [[frame]]s in all games except ''Smash 4'' and ''Ultimate'', which provide 8 frames and 11 frames respectively) before hitting the surface. After that, a player won't be able to tech for 40 frames (30 in ''Smash 4''), preventing them from simply [[mash]]ing the button to execute it. Additional button or control stick inputs can cause different types of techs.


[[File:SSB4 Mega Man Tech.gif|thumb|
When performed, the user will negate most lag and prevent themselves from being on the wrong end of potential punish opportunities while on the floor (known as a “missed tech”). A successful tech grants the performer [[intangibility]] during most of its animation, but leaves them completely vulnerable for a few frames at the end of the animation, after which the character becomes actionable again. This short window of vulnerability forms the basis of [[tech-chasing]], the act of punishing an opponent after their tech.


{{SSB4|Mega Man}} teching in {{forwiiu}}.]]
The word "{{s|wikipedia|ukemi}}" refers to a rolling technique used in Japanese martial arts when taking an attack. The name has found its way into several (mostly fighting) games, such as the ''Soul'' series, to describe similar fall recovery moves. The Japanese word ''ukemi'' can also mean "passive", hence the internal name.
A '''tech''', officially referred to as a '''breakfall''' in ''[[Super Smash Bros.]]'', an '''ukemi''' ({{ja|受け身}}) in ''[[Super Smash Bros. Brawl]]'', '''breaking your fall''' in ''[[Smash 4]]'', and '''passive''' internally in ''Melee'' and ''Brawl'', is an action that can be performed when the player's [[character]] hits the [[ground]], a [[wall]], or a [[ceiling]] while [[tumbling]] or in [[hitstun]]. To tech, the user must press the shield button 20 [[frame]]s or fewer before hitting the surface; after that, a player won't be able to tech for 40 frames. Additional button or control stick input can cause different types of techs.


The word "[[wikipedia:Ukemi|ukemi]]" refers to a rolling technique used in Japanese martial arts when taking an attack. The name has found its way into several (mostly fighting) games, such as the ''Soul'' series, to describe similar fall recovery moves.
The word "tech" is borrowed from the competitive communities of other fighting games and traces its origin back to technical bonuses awarded in [[Capcom]] games for performing special maneuvers to escape grab attacks and get much less damage and more recovery time.
 
The word "tech" is borrowed from the competitive communities of other fighting games and traces its origin back to technical bonuses awarded in [[wikipedia:Capcom|Capcom]] games for performing special maneuvers to escape grab attacks and get much less damage and more recovery time.


==Types of techs==
==Types of techs==
[[File:SSBM Amsah Tech.gif|thumb|{{Sm|Amsah}} forming an Amsah tech against an attack in ''Melee'']]
[[File:Wall Tech Fox SSBM.png|thumb|{{SSBM|Fox}} performing a wall tech in ''Melee''.]]
[[File:Ledge tech SSBM.png|thumb|{{SSBM|Captain Falcon}} ledge teching {{SSBM|Marth}}'s forward smash]]
[[File:Ceilingtech.jpg|thumb|{{SSBM|Sheik}} performing a ceiling tech.]]
===Standard tech===
===Standard tech===
A '''standing tech''', '''standard tech''', or '''neutral tech''' is a neutral, ground-based tech performed by pressing a [[shield]] button when a tumbling 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. The player will grab any items that he or she comes in contact with. This is the easiest tech to do, and is commonly done, even by casual players.
A '''standing tech''', '''standard tech''', or '''neutral tech''' is a neutral, ground-based tech performed by simply pressing a shield button before a tumbling character comes in contact with the floor. The character will experience a brief period of [[intangibility]] and quickly bounce from the ground into a standing animation. The player will also grab any items that they come into contact with.
 
A common variant of the this tech in Melee is the '''ASDI down tech''', which is performed by holding the control stick down (or sometimes in a neutral position), the C-Stick down for ASDI, and pressing shield before hitlag. This causing a standing tech, and is useful against moves that knock down at a low percent that might otherwise combo, such as Fox's [[Fox (SSBM)/Up smash|Up smash]].


===Rolling tech===
===Rolling tech===
A '''rolling tech''' (or '''PassiveStandF''' and '''PassiveStandB''', depending on the direction chosen), also called a '''techroll''', is a ground-based tech performed by tilting the control stick left or right when teching. The character will bounce from the ground into a roll-like animation during which the character moves left or right while invincible. This can allow characters to roll away from their impact point to complicate [[tech chase|tech chasing]], but rolling against an edge will halt the roll's sideways movement.
A '''rolling tech''' (or '''PassiveStandF''' and '''PassiveStandB''', depending on the direction chosen), also called a '''techroll''', is a ground-based tech performed by tilting the control stick left or right when teching. The character will bounce from the ground into a roll-like animation during which the character moves left or right while intangible. This can allow characters to roll away from their impact point to complicate [[tech-chasing]], but takes longer to [[interrupt]] than a standing tech while granting the same amount of intangibility. Rolling against an edge will halt the roll's sideways movement.


An '''Amsah tech''' is the combination of a rolling tech and [[directional influence]] in ''Melee'' that can be used to survive low knockback-angle attacks like {{SSBM|Falco}}'s [[down smash]]. It is performed by DIing down and towards the attacking character, holding the C-Stick down for ASDI, and pressing L or R during [[hitlag]].
[[File:SSBM Amsah Tech.gif|thumb|{{Sm|Amsah|c1=Sheik|g=SSBM|size=12}} performing an Amsah tech against a [[down smash]] from {{Sm|Zhu|c1=Falco|g=SSBM|size=12}} in ''Melee''.]]
An '''Amsah tech''' (named after Dutch player {{Sm|Amsah}}) is the combination of a rolling tech and [[directional influence]] in ''Melee'' that can be used to survive low knockback-angle attacks like {{SSBM|Falco}}'s [[down smash]]. It is performed by DIing down and either towards or away from the attacking character (away allows to survive longer, because it moves the trajectory closer to the ground), holding the C-Stick down for ASDI, and pressing shield before [[hitlag]]. It is also referred to as an '''Over tech''', named after Spanish player {{Sm|Overtriforce}}. While an Amsah tech can allow the player to survive to very high percents that would otherwise be impossible to live with standard DI, it can be immediately punished during its ending animation by a prepared opponent. Amsah teching is still used as a situational defensive mixup in competitive play, particularly against {{SSBM|Marth}}, who has a difficult time punishing Amsah techs due to the high ending lag of his best finishers.
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===Wall tech===
===Wall tech===
A '''wall tech''' (or '''PassiveWall''') is a tech against a [[wall]]. To wall tech, the player must press a shield button 20 [[frame]]s or fewer before hitting the wall while tumbling, reeling, or in hitstun. 20 frames after each press is a 40 frame downtime window where a wall tech cannot be done, so [[button mashing]] reduces the player's likelihood of teching. As with normal techs, the wall teching [[character]] experiences a few invincibility frames, and the tech absorbs the player's momentum.
[[File:Wall Tech Fox SSBM.png|thumb|{{SSBM|Fox}} performing a wall tech in ''Melee''.]]
 
A '''wall tech''' (or '''PassiveWall''') is a tech against a [[wall]]. To wall tech, the player must press a shield button before hitting a wall while tumbling, though unlike with ground techs, the character must be in [[hitstun]] for it to work; simply moving towards the wall after it ends and pressing shield without canceling the animation does not allow a wall tech. As with ground techs, the wall teching character experiences a few intangibility frames, and the tech absorbs the player's momentum. However, wall techs are interruptible much faster, as the character gets off the wall almost immediately afterward instead of recomposing themselves into a standing animation. Wall teching is useful even on simple stages with no onstage walls, as the player can tech the side of the stage when hit offstage to avoid being [[stage spike]]d.
====Ledge tech====
A [[recover]]ing character can use a form of wall tech to survive an [[edge-guarding|edge-guarder]]. If the recovering character is hit with an attack very near to the [[ledge]], he or she can [[smash DI]] towards the ledge and wall tech to absorb all the knockback of the enemy's attack. This is usually performed by pressing the shield button to wall tech ''before'' pressing the control stick to DI, because of the 20 frame window in which the player can input the tech before hitting the wall.


====Wall tech jump/Wall jump tech====
====Wall tech jump/Wall jump tech====
If a jump input is active when a wall tech is performed (such as holding Up or pressing a jump button), then the teching character will [[wall jump]]. This is known as a '''wall tech jump'''. Every character can wall tech jump, even those who cannot wall jump normally. A skilled player can survive a [[meteor smash]] (such as the [[Ice Climbers]]' forward aerial that often ends their [[chaingrab]]s) by wall tech jumping.
If a jump input is active when a wall tech is performed (such as holding up or pressing a jump button), then the teching character will [[wall jump]]. This is known as a '''wall tech jump''' (or '''PassiveWallJump'''). Every character can wall tech jump, even those who cannot wall jump normally. Wall tech jumps are especially useful offstage, as they can be used to recover more effectively from stage spikes, and since wall jumps incur no lag, allow the character to counterattack immediately if the opponent is in range; a notable example of this is getting grabbed by [[Captain Falcon]]'s [[Falcon Dive]] offstage, which (except in ''Ultimate'') can be easily [[punish]]ed by wall tech jumping it and then hitting Falcon with an aerial attack ([[Tech Check]]). Combined with [[DI]] and [[SDI]], it can even be used to survive other stronger moves if the player is close enough to the wall, such as the [[Ice Climbers]]' [[forward aerial]] that often ends their [[chaingrab]]s. Another notable use of wall tech jumping is when using a [[bomb recovery]] to get launched towards the stage, as it can further aid the character's [[recovery]] and prevent them from stage spiking themselves.
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===Ceiling tech===
===Ceiling tech===
A '''ceiling tech''' (or '''PassiveCeil''') is a tech against a ceiling. To ceiling tech, the player must press the shield button 20 frames or fewer before hitting the ceiling, while in hitstun. 20 frames after each press is a 40 frame downtime window where a ceiling tech cannot be done, so mashing buttons reduces the player's likelihood of teching. As with normal techs, the ceiling teching character experiences a few invincibility frames, and the tech absorbs most of the momentum. It is shown on the ''Super Smash Bros. Brawl'' tutorial video on the Nintendo Channel that it can even save a character at 999%. There are few situations where there is a ceiling for a player to tech off of, but it can happen quite frequently in the [[caves of life]] in some stages.
[[File:Ceilingtech.jpg|thumb|{{SSBM|Sheik}} performing a ceiling tech.]]
A '''ceiling tech''' (or '''PassiveCeil''') is a tech against a ceiling. To ceiling tech, the player must press the shield button before hitting the ceiling and while in hitstun. The ceiling teching character experiences a few intangibility frames, and the tech absorbs most of the momentum, with the character falling afterwards. It is shown on the ''Super Smash Bros. Brawl'' tutorial video on the Nintendo Channel that it can even save a character at 999%. There are few situations where there is a ceiling for a player to tech off of, but it can occur if the player is hit underneath the stage, and frequently in the [[caves of life]] in some stages, most notably [[Temple]]. Strangely enough, a few characters such as {{SSBM|Peach}} and {{SSBM|Zelda}} in ''Melee'' do not get any intangibility from their ceiling tech, leaving them vulnerable for its entire duration.
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==Changes between games==
==Changes between games==
In ''[[Smash 64]]'', only ground techs are available (standing and rolling), so on stages with many walls it can be difficult to avoid bouncing combos. ''[[Melee]]'' provides the addition of wall techs, wall jump techs, and ceiling techs, while ''[[Brawl]]'' removed the ability to ledge tech, as well as buffering a tech before one even received a hit. However, as the new [[air dodge]] physics in ''Brawl'' allow airdodges to be used while tumbling, trying to tech too early will simply result in an air dodge. As a result, teching requires more precision to perform in ''Brawl''.
===''[[Super Smash Bros.]]''===
In ''Smash 64'', only ground techs are available (standing and rolling). Teching has an execution window of 20 frames after the player presses the [[Z button]], and can be inputted even before the character is struck, as well as during hitlag. Additionally, unlike the subsequent ''Smash'' games, ''Smash 64'' does not have a penalty period for techs after inputting one, meaning the shield button can be [[mash]]ed to easily get one with no penalty. However, due to the prevalence of true [[combo]]s, and the inability to tech on surfaces other than floors, alongside the lack of DI to get launched closer to them, the usefulness of teching is more limited than in later games, and combos that involve bumping characters into walls are effectively guaranteed, with [[Hyrule Castle]] being a notable example of a stage where they can be exploited.
 
[[Meteor smash]]es hitting grounded targets cannot be teched, a property that remains true up to ''Brawl''. [[Edge slipping]] cannot be teched for most of its duration as well.
 
===''[[Super Smash Bros. Melee]]''===
In ''Melee'', nearly all characters are vulnerable for 6 frames at the end of their tech animations before becoming actionable; the exceptions are {{SSBM|Pikachu}} and {{SSBM|Pichu}}, who are only vulnerable for 2 frames.
 
Any digital L or R press either opens a 20 frame tech window, or closes the tech window when there was another digital L or R press in the preceding 40 frames. When L or R was pressed during hitlag, it works as if the same button was pressed on all consecutive hitlag frames. As a result the tech window is 1 frame when L or R was pressed at any but the last hitlag frame, and 20 frames when pressed at the last hitlag frame. In any case, there is a 40 frame tech lockout after the
hitlag ends. [[SDI]] can be used to bump into a wall or ceiling, but not into the ground, and tech from it during hitlag. At the first frame after hitlag, ASDI can be used to bump into the ground, wall or ceiling and tech from it, even if the knockback direction points away from the object. It is possible to press L or R on the same frame as the character bumps into something and still get a tech. As a result, players not only have to time their tech properly, but may even be left unable to tech a hit at all if they are launched too quickly after executing a defensive action such as [[shield]]ing or [[dodging]]. However, as teching can only be done with a digital press of the [[L]] or [[R]] buttons, analog inputs of such buttons do not incur this penalty.
 
===''[[Super Smash Bros. Brawl]]''===
While the mechanics to teching are similar to those of ''Melee'', ''Brawl'' removed the ability to tech a hit on the edge of a stage, as well as buffering a tech before receiving a hit. Additionally, as [[air dodge]]s can now be performed out of tumbling, and due to the introduction of [[hitstun canceling]], teching even a few frames too early will result in an air dodge, unless the character hits a surface very quickly after entering tumbling so that they cannot hitstun cancel. As a result, teching requires more precision to perform in ''Brawl'' and is substantially less useful, being limited to a few notable [[tech-chasing]] moves like {{SSBB|Mr. Game & Watch}}'s [[down throw]], as DI and [[momentum canceling]] are usually better techniques for survival elsewhere.
 
[[Footstool jump]]s on aerial opponents cannot be teched for most their duration, allowing them to set up guaranteed combos.
 
===''[[Super Smash Bros. 4]]''===
In ''Smash 4'', teching has undergone several significant changes. The window to successfully tech has been reduced to 8 frames, down from 20, although with 30 penalty frames afterward rather than 40, and it can no longer be inputted during [[hitlag]]. However, recoil lag when a character bumps into a surface is generally longer, giving them more time to tech during this event. [[Meteor smash]]es that land on grounded opponents have also become techable, provided their hitlag does not exceed the length of the tech input window; the only meteor smash with enough hitlag to be untechable under normal circumstances is {{SSB4|Ganondorf}}'s down aerial, although {{SSB4|Falco}}'s down aerial also had this property prior to update [[1.0.8]].
 
Unlike in ''Brawl'', when an air dodge is used out of tumbling, it is automatically canceled into a tech if the character makes contact with a surface within the first 7 frames.<ref>https://twitter.com/Ruben_dal/status/1034599605231599617</ref> Since air dodges in ''Smash 4'' have received much higher landing lag compared to ''Brawl'', this prevents players intending to tech on the ground after hitstun ends from accidentally getting this landing lag instead if they press the shield button a few frames too early. This air dodge cancel additionally ignores the 30-frame tech penalty, so it works even if the character had pressed shield a short while beforehand.
 
Alongside the mechanical changes, several new situations have arisen where the character is unable to tech when bumping into a surface, either fully or partially:
*Characters can no longer tech on the ground while [[reeling]], for at least until the hitstun cancel window begins. This effectively gives moves with low enough angles to knock the opponent down a [[random]] 30% chance to become untechable if their resulting percent is 100% or higher, allowing them to set up guaranteed KOs if the opponent hits the ground. {{SSB4|Fox}} is a character that most notably benefits from this property, as he can combo a [[forward tilt]] or [[neutral aerial]] into an [[up smash]] for a KO at high percents should they cause this untechable reeling.
*Meteor smashes cannot be teched if a character has been knocked down on the ground. This is most notably employed by {{SSB4|Captain Falcon}}, who can repeatedly footstool jump off targets, then hit them with a [[down aerial]] as they are knocked down to bounce them back up without giving them the opportunity to tech, and repeat the process to rack up a lot of damage and even set up a KO with [[Knee Smash]].
*Hitlag overlaps with the recoil lag experienced by a character bumping into a surface if they are hit right next to it. Even if the hitlag would have ended before the character's recoil lag, both will always synchronize. Effectively, these changes mean that if a character is hit while touching a wall, they cannot tech on that wall, potentially leading to unavoidable stage spikes.
*Walls that have [[wall jump]]ing disabled or are less than 7 units long allow characters to tech only before hitting them, and not during recoil lag, effectively resulting in a tighter execution window. These are known by the community as '''semi-techable walls''', with examples being the wall at the lower right side of {{SSB4|Battlefield}}, a small part of the right side in [[Smashville]], and the edges of most stages. Strangely enough, hitting a character exactly towards any point where two walls merge, known as a vertex, also creates such a semi-techable situation.
*{{SSB4|Cloud}}'s [[Climhazzard]] is intentionally coded to prevent him from being able to perform any kind of tech near the apex of both versions of the move if he gets hit and tumbles.<ref>https://ssbworld.com/blog/104/explaining-untechable-situations</ref> This does not apply if he is sent reeling, and grabbing him or hitting him more than once allows him to tech after the last launching hit.


''[[Smash 4]]'' retains ''Brawl''{{'}}s tech physics without the need to account for air dodging, as hitstun canceling is no longer possible. However, the technique's physics have also gone through a major change: techs can no longer be inputted or buffered during [[hitlag]]. In addition, hitlag now overlaps with the lag suffered by the character when it gets stuck to a wall while hitting it, meaning it happens at the same time, which makes the hit untechable. In the case the hitlag would have ended before the character's recoil lag ends, the hitlag and recoil lag synchronize, meaning the character would have no time left to tech, and still rendering the hit untechable. [[Meteor smash]]es that land on grounded opponents are now techable in ''Smash 4'' however, with {{SSB4|Ganondorf}}'s down aerial being the exception due to the fact that techs cannot be inputted during hitlag (this was also the case for Falco's down aerial pre-patch [[1.0.8]]).
Overall, teching in ''Smash 4'' is harder to perform and more inconsistent than in previous games. However, with the changes to hitstun canceling, it has regained most of its utility in avoiding followups from the opponent and surviving deadly blows, making it a vital technique for success.
 
===''[[Super Smash Bros. Ultimate]]''===
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 once again cannot 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 percents (or when hitting a surface with a current launch speed of 6 or higher). The visual indicator for an untechable move is the green shockwave of the rebounding character having a larger red shockwave surrounding it. 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 attempt to 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>
 
Update version 9.0.0 introduced {{SSBU|Steve}} and his ability to [[Mine / Craft / Create Block|place blocks]] around the stage. These blocks can be teched as long as they are active, which can lead to players that get launched into a block either saving themselves or [[Self-destruct]]ing depending on if they react fast enough.


==Usefulness and application==
==Usefulness and application==
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.
Teching can save the player from KOs in many situations and is an exemplary technique for beginners to learn and practice. It can also help the user avoid combos that capitalize on the vulnerability frames from getting [[Floor recovery|knocked down]] on the floor or bouncing off a wall.


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 [[caves of life]], e.g. [[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 and [[Cave of life|similar stages]] are [[tournament legal|banned]] from tournaments.
Upon taking high [[damage]], characters bouncing off walls or ceilings can often be knocked away too far and get [[KO]]ed; this can be prevented by applying a wall or ceiling tech, saving the player from a deadly ricochet. This is especially useful in stages with [[caves of life]], such as [[Temple]]: a character in the large lower section of the stage can survive even at very high percents and immediately retaliate from otherwise deadly blows. This unusual longevity is one reason Temple and similar stages are [[tournament legal|banned]] from tournaments.


The standing and rolling techs can be performed in more situations, such as allowing a character to avoid continued assault after being knocked back. However, an opponent can frequently predict a player's tech patterns and strike him or her again after knocking him or her down; deliberately setting up such situations is known as "[[tech-chasing]]".
The standing and rolling techs can be performed in more situations, such as allowing a character to avoid continued assault after being knocked back. However, an opponent can frequently predict a player's tech patterns and strike them again after knocking them down, requiring them to mix up their tech and getup options; deliberately setting up such situations is known as [[tech-chasing]].


Edge-teching helps keep the character on the stage, or at least making it possible to [[recover]] to the stage.
Ledge teching helps keep the character on the stage, or at least making it possible to [[recover]] to the stage.


==Gallery==
==Gallery==
<gallery>
<gallery>
File:Ukemi.jpg|{{SSBB|Yoshi}} performing a tech in ''Brawl''.
Ukemi.jpg|{{SSBB|Yoshi}} performing a tech in ''Brawl''.
File:SSB Falcon Tech.png|{{SSB|Captain Falcon}} performing a tech in ''Smash 64''.
SSB Falcon Tech.png|{{SSB|Captain Falcon}} performing a tech in ''Smash 64''.
File:Marth_PassiveWallJump_to_AttackAirB.gif|{{SSBM|Marth}} wall jump teching another Marth's forward smash by [[Smash DI]]'ing into the ledge and immediately cancelling the forward momentum of the wall jump with a back aerial.
Marth_PassiveWallJump_to_AttackAirB.gif|{{SSBM|Marth}} wall jump teching the side of Final Destination. The second Marth's forward smash is [[smash DI]]'ed into the ledge, teched, and the tech's forward momentum is immediately cancelled with a back aerial.
File:Ganon-gimp.gif|{{SSBM|Ganondorf}} performing a wall jump tech, and counterattacking with a forward aerial.
Ganon-gimp.gif|{{SSBM|Ganondorf}} performing a wall jump tech, and counterattacking with a forward aerial.
File:SSBM Platform Tech.gif|{{Sm|Ken}} ({{SSBM|Marth}}) teching {{Sm|PC Chris}} ({{SSBM|Falco}})'s down aerial attack on a [[platform]].
Inkling Tech.png|{{SSBU|Inkling}} performing a tech in ''Ultimate''.
</gallery>
</gallery>
==References==
{{reflist}}


{{AllGames|Techniques}}
{{AllGames|Techniques}}
[[Category:Game Controls]]
[[Category:Game controls]]

Revision as of 16:47, May 19, 2024

This article is about the action that can be performed while tumbling. For other uses, see Technical skill.
"Ukemi" redirects here. For the similarly named smasher, see Smasher:Umeki.
Mega Man teching in Sonic's reveal trailer.

A tech, officially referred to as a breakfall in Super Smash Bros., absorbing damage in Super Smash Bros. Melee, an ukemi (受け身) in Super Smash Bros. Brawl, breaking your fall in Super Smash Bros. 4, a fall break in Super Smash Bros. Ultimate, and Passive internally by the games, is an action that can be performed when the player's character hits the ground, a wall, or a ceiling while tumbling (or reeling). To tech, the user must press a shield button a certain period of time (20 frames in all games except Smash 4 and Ultimate, which provide 8 frames and 11 frames respectively) before hitting the surface. After that, a player won't be able to tech for 40 frames (30 in Smash 4), preventing them from simply mashing the button to execute it. Additional button or control stick inputs can cause different types of techs.

When performed, the user will negate most lag and prevent themselves from being on the wrong end of potential punish opportunities while on the floor (known as a “missed tech”). A successful tech grants the performer intangibility during most of its animation, but leaves them completely vulnerable for a few frames at the end of the animation, after which the character becomes actionable again. This short window of vulnerability forms the basis of tech-chasing, the act of punishing an opponent after their tech.

The word "ukemi" refers to a rolling technique used in Japanese martial arts when taking an attack. The name has found its way into several (mostly fighting) games, such as the Soul series, to describe similar fall recovery moves. The Japanese word ukemi can also mean "passive", hence the internal name.

The word "tech" is borrowed from the competitive communities of other fighting games and traces its origin back to technical bonuses awarded in Capcom games for performing special maneuvers to escape grab attacks and get much less damage and more recovery time.

Types of techs

Standard tech

A standing tech, standard tech, or neutral tech is a neutral, ground-based tech performed by simply pressing a shield button before a tumbling character comes in contact with the floor. The character will experience a brief period of intangibility and quickly bounce from the ground into a standing animation. The player will also grab any items that they come into contact with.

A common variant of the this tech in Melee is the ASDI down tech, which is performed by holding the control stick down (or sometimes in a neutral position), the C-Stick down for ASDI, and pressing shield before hitlag. This causing a standing tech, and is useful against moves that knock down at a low percent that might otherwise combo, such as Fox's Up smash.

Rolling tech

A rolling tech (or PassiveStandF and PassiveStandB, depending on the direction chosen), also called a techroll, is a ground-based tech performed by tilting the control stick left or right when teching. The character will bounce from the ground into a roll-like animation during which the character moves left or right while intangible. This can allow characters to roll away from their impact point to complicate tech-chasing, but takes longer to interrupt than a standing tech while granting the same amount of intangibility. Rolling against an edge will halt the roll's sideways movement.

Amsah Sheik (SSBM) performing an Amsah tech against a down smash from Zhu Falco (SSBM) in Melee.

An Amsah tech (named after Dutch player Amsah) is the combination of a rolling tech and directional influence in Melee that can be used to survive low knockback-angle attacks like Falco's down smash. It is performed by DIing down and either towards or away from the attacking character (away allows to survive longer, because it moves the trajectory closer to the ground), holding the C-Stick down for ASDI, and pressing shield before hitlag. It is also referred to as an Over tech, named after Spanish player Overtriforce. While an Amsah tech can allow the player to survive to very high percents that would otherwise be impossible to live with standard DI, it can be immediately punished during its ending animation by a prepared opponent. Amsah teching is still used as a situational defensive mixup in competitive play, particularly against Marth, who has a difficult time punishing Amsah techs due to the high ending lag of his best finishers.

Wall tech

Fox performing a wall tech in Melee.

A wall tech (or PassiveWall) is a tech against a wall. To wall tech, the player must press a shield button before hitting a wall while tumbling, though unlike with ground techs, the character must be in hitstun for it to work; simply moving towards the wall after it ends and pressing shield without canceling the animation does not allow a wall tech. As with ground techs, the wall teching character experiences a few intangibility frames, and the tech absorbs the player's momentum. However, wall techs are interruptible much faster, as the character gets off the wall almost immediately afterward instead of recomposing themselves into a standing animation. Wall teching is useful even on simple stages with no onstage walls, as the player can tech the side of the stage when hit offstage to avoid being stage spiked.

Wall tech jump/Wall jump tech

If a jump input is active when a wall tech is performed (such as holding up or pressing a jump button), then the teching character will wall jump. This is known as a wall tech jump (or PassiveWallJump). Every character can wall tech jump, even those who cannot wall jump normally. Wall tech jumps are especially useful offstage, as they can be used to recover more effectively from stage spikes, and since wall jumps incur no lag, allow the character to counterattack immediately if the opponent is in range; a notable example of this is getting grabbed by Captain Falcon's Falcon Dive offstage, which (except in Ultimate) can be easily punished by wall tech jumping it and then hitting Falcon with an aerial attack (Tech Check). Combined with DI and SDI, it can even be used to survive other stronger moves if the player is close enough to the wall, such as the Ice Climbers' forward aerial that often ends their chaingrabs. Another notable use of wall tech jumping is when using a bomb recovery to get launched towards the stage, as it can further aid the character's recovery and prevent them from stage spiking themselves.

Ceiling tech

Sheik performing a ceiling tech.

A ceiling tech (or PassiveCeil) is a tech against a ceiling. To ceiling tech, the player must press the shield button before hitting the ceiling and while in hitstun. The ceiling teching character experiences a few intangibility frames, and the tech absorbs most of the momentum, with the character falling afterwards. It is shown on the Super Smash Bros. Brawl tutorial video on the Nintendo Channel that it can even save a character at 999%. There are few situations where there is a ceiling for a player to tech off of, but it can occur if the player is hit underneath the stage, and frequently in the caves of life in some stages, most notably Temple. Strangely enough, a few characters such as Peach and Zelda in Melee do not get any intangibility from their ceiling tech, leaving them vulnerable for its entire duration.


Changes between games

Super Smash Bros.

In Smash 64, only ground techs are available (standing and rolling). Teching has an execution window of 20 frames after the player presses the Z button, and can be inputted even before the character is struck, as well as during hitlag. Additionally, unlike the subsequent Smash games, Smash 64 does not have a penalty period for techs after inputting one, meaning the shield button can be mashed to easily get one with no penalty. However, due to the prevalence of true combos, and the inability to tech on surfaces other than floors, alongside the lack of DI to get launched closer to them, the usefulness of teching is more limited than in later games, and combos that involve bumping characters into walls are effectively guaranteed, with Hyrule Castle being a notable example of a stage where they can be exploited.

Meteor smashes hitting grounded targets cannot be teched, a property that remains true up to Brawl. Edge slipping cannot be teched for most of its duration as well.

Super Smash Bros. Melee

In Melee, nearly all characters are vulnerable for 6 frames at the end of their tech animations before becoming actionable; the exceptions are Pikachu and Pichu, who are only vulnerable for 2 frames.

Any digital L or R press either opens a 20 frame tech window, or closes the tech window when there was another digital L or R press in the preceding 40 frames. When L or R was pressed during hitlag, it works as if the same button was pressed on all consecutive hitlag frames. As a result the tech window is 1 frame when L or R was pressed at any but the last hitlag frame, and 20 frames when pressed at the last hitlag frame. In any case, there is a 40 frame tech lockout after the hitlag ends. SDI can be used to bump into a wall or ceiling, but not into the ground, and tech from it during hitlag. At the first frame after hitlag, ASDI can be used to bump into the ground, wall or ceiling and tech from it, even if the knockback direction points away from the object. It is possible to press L or R on the same frame as the character bumps into something and still get a tech. As a result, players not only have to time their tech properly, but may even be left unable to tech a hit at all if they are launched too quickly after executing a defensive action such as shielding or dodging. However, as teching can only be done with a digital press of the L or R buttons, analog inputs of such buttons do not incur this penalty.

Super Smash Bros. Brawl

While the mechanics to teching are similar to those of Melee, Brawl removed the ability to tech a hit on the edge of a stage, as well as buffering a tech before receiving a hit. Additionally, as air dodges can now be performed out of tumbling, and due to the introduction of hitstun canceling, teching even a few frames too early will result in an air dodge, unless the character hits a surface very quickly after entering tumbling so that they cannot hitstun cancel. As a result, teching requires more precision to perform in Brawl and is substantially less useful, being limited to a few notable tech-chasing moves like Mr. Game & Watch's down throw, as DI and momentum canceling are usually better techniques for survival elsewhere.

Footstool jumps on aerial opponents cannot be teched for most their duration, allowing them to set up guaranteed combos.

Super Smash Bros. 4

In Smash 4, teching has undergone several significant changes. The window to successfully tech has been reduced to 8 frames, down from 20, although with 30 penalty frames afterward rather than 40, and it can no longer be inputted during hitlag. However, recoil lag when a character bumps into a surface is generally longer, giving them more time to tech during this event. Meteor smashes that land on grounded opponents have also become techable, provided their hitlag does not exceed the length of the tech input window; the only meteor smash with enough hitlag to be untechable under normal circumstances is Ganondorf's down aerial, although Falco's down aerial also had this property prior to update 1.0.8.

Unlike in Brawl, when an air dodge is used out of tumbling, it is automatically canceled into a tech if the character makes contact with a surface within the first 7 frames.[1] Since air dodges in Smash 4 have received much higher landing lag compared to Brawl, this prevents players intending to tech on the ground after hitstun ends from accidentally getting this landing lag instead if they press the shield button a few frames too early. This air dodge cancel additionally ignores the 30-frame tech penalty, so it works even if the character had pressed shield a short while beforehand.

Alongside the mechanical changes, several new situations have arisen where the character is unable to tech when bumping into a surface, either fully or partially:

  • Characters can no longer tech on the ground while reeling, for at least until the hitstun cancel window begins. This effectively gives moves with low enough angles to knock the opponent down a random 30% chance to become untechable if their resulting percent is 100% or higher, allowing them to set up guaranteed KOs if the opponent hits the ground. Fox is a character that most notably benefits from this property, as he can combo a forward tilt or neutral aerial into an up smash for a KO at high percents should they cause this untechable reeling.
  • Meteor smashes cannot be teched if a character has been knocked down on the ground. This is most notably employed by Captain Falcon, who can repeatedly footstool jump off targets, then hit them with a down aerial as they are knocked down to bounce them back up without giving them the opportunity to tech, and repeat the process to rack up a lot of damage and even set up a KO with Knee Smash.
  • Hitlag overlaps with the recoil lag experienced by a character bumping into a surface if they are hit right next to it. Even if the hitlag would have ended before the character's recoil lag, both will always synchronize. Effectively, these changes mean that if a character is hit while touching a wall, they cannot tech on that wall, potentially leading to unavoidable stage spikes.
  • Walls that have wall jumping disabled or are less than 7 units long allow characters to tech only before hitting them, and not during recoil lag, effectively resulting in a tighter execution window. These are known by the community as semi-techable walls, with examples being the wall at the lower right side of Battlefield, a small part of the right side in Smashville, and the edges of most stages. Strangely enough, hitting a character exactly towards any point where two walls merge, known as a vertex, also creates such a semi-techable situation.
  • Cloud's Climhazzard is intentionally coded to prevent him from being able to perform any kind of tech near the apex of both versions of the move if he gets hit and tumbles.[2] This does not apply if he is sent reeling, and grabbing him or hitting him more than once allows him to tech after the last launching hit.

Overall, teching in Smash 4 is harder to perform and more inconsistent than in previous games. However, with the changes to hitstun canceling, it has regained most of its utility in avoiding followups from the opponent and surviving deadly blows, making it a vital technique for success.

Super Smash Bros. Ultimate

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 once again cannot 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 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 (or when hitting a surface with a current launch speed of 6 or higher). The visual indicator for an untechable move is the green shockwave of the rebounding character having a larger red shockwave surrounding it. 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 attempt to mitigate this threshold on walls by holding down while sustaining knockback, due to the unchanged directional influence and LSI mechanics from Smash 4.[3]

Update version 9.0.0 introduced Steve and his ability to place blocks around the stage. These blocks can be teched as long as they are active, which can lead to players that get launched into a block either saving themselves or Self-destructing depending on if they react fast enough.

Usefulness and application

Teching can save the player from KOs in many situations and is an exemplary technique for beginners to learn and practice. It can also help the user avoid combos that capitalize on the vulnerability frames from getting knocked down on the floor or bouncing off a wall.

Upon taking high damage, characters bouncing off walls or ceilings can often be knocked away too far and get KOed; this can be prevented by applying a wall or ceiling tech, saving the player from a deadly ricochet. This is especially useful in stages with caves of life, such as Temple: a character in the large lower section of the stage can survive even at very high percents and immediately retaliate from otherwise deadly blows. This unusual longevity is one reason Temple and similar stages are banned from tournaments.

The standing and rolling techs can be performed in more situations, such as allowing a character to avoid continued assault after being knocked back. However, an opponent can frequently predict a player's tech patterns and strike them again after knocking them down, requiring them to mix up their tech and getup options; deliberately setting up such situations is known as tech-chasing.

Ledge teching helps keep the character on the stage, or at least making it possible to recover to the stage.

Gallery

References