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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. | ||
Tumbling occurs when a fighter is hit by an attack that causes 32 frames of [[hitstun]] before any modifiers. This means that tumbling occurs at lower knockback values in ''[[Super Smash Bros.]]'' than in later games, and modifying the game's hitstun multiplier via [[hacking]] will also affect the knockback threshold. | |||
The benefit from tumble compared to non tumble hitstun varies from game to game. In ''Smash 64'' and ''[[Super Smash Bros. Melee]]'', tumble is 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. | ||
==Actions possible while tumbling== | ==Actions possible while tumbling== | ||
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*In ''Smash 64'' and ''Melee'', they can [[fast fall]] while in their tumbling state. | *In ''Smash 64'' and ''Melee'', they can [[fast fall]] while in their tumbling state. | ||
If tumbling characters hit the ground without teching, they will land into a lying position and must then use a [[floor recovery]]. Characters undergo a flopping animation upon hitting the ground before they can use their floor recovery, leaving them vulnerable for a short while. | If tumbling characters hit the ground without teching, they will land into a lying position and must then use a [[floor recovery]]. Characters undergo a flopping animation upon hitting the ground before they can use their floor recovery, leaving them vulnerable for a short while. Prior to ''Brawl'', characters in this animation were still considered airborne until the animation ended, which could cause moves with hitboxes that only affect grounded or airborne opponents to behave unexpectedly. | ||
The tumbling animation is used after a [[shield jump]], though no action can be performed during this time. It is also used at the end of [[End of Day|Olimar's Final Smash]] (after emerging from the [[Hocotate Ship]]), but Olimar will be unable to do anything other than move horizontally. | The tumbling animation is used after a [[shield jump]], though no action can be performed during this time. It is also used at the end of [[End of Day|Olimar's Final Smash]] (after emerging from the [[Hocotate Ship]]), but Olimar will be unable to do anything other than move horizontally. | ||
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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]] 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. | 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]] and {{SSBU|King K. Rool}}'s [[Blunderbuss]] throws 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== | ||
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G&WtumbleSSB4.jpg|{{SSB4|Mr. Game & Watch}} tumbling in ''for Nintendo 3DS''. | G&WtumbleSSB4.jpg|{{SSB4|Mr. Game & Watch}} tumbling in ''for Nintendo 3DS''. | ||
PalutenaReeling.jpg|{{SSB4|Palutena}} reeling in ''for Nintendo 3DS''. | PalutenaReeling.jpg|{{SSB4|Palutena}} reeling in ''for Nintendo 3DS''. | ||
Toon Link Gets Blasted.jpg|{{SSB4|Toon Link}} reeling in ''for Nintendo Wii U''. | |||
</gallery> | </gallery> | ||
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*Whenever {{SSBB|Wolf}} is in tumbling animation, his left arm will detach from his elbow. This can be clearly seen when pausing the game. This was later fixed in ''Ultimate''. | *Whenever {{SSBB|Wolf}} is in tumbling animation, his left arm will detach from his elbow. This can be clearly seen when pausing the game. This was later fixed in ''Ultimate''. | ||
*Characters' facial expressions when tumbling has changed over the series, in ''Smash 64'' and ''Brawl'', every character will have a wincing look on their face, while in ''Melee'', ''Smash 4'', and ''Ultimate'' characters will have a more surprised look besides [[Mr. Game & Watch]]. | *Characters' facial expressions when tumbling has changed over the series, in ''Smash 64'' and ''Brawl'', every character will have a wincing look on their face, while in ''Melee'', ''Smash 4'', and ''Ultimate'' characters will have a more surprised look besides [[Mr. Game & Watch]]. | ||
*In ''Smash 4'', when | *In ''Smash 4'', when [[Meta Knight]] goes into his reeling animation, he will grunt twice. | ||
*In ''Ultimate'', being hit and put in tumble will not make the victim face the attacker, and they will instead remain in the direction they were facing before the hit. This was not present in previous games. | *In ''Ultimate'', being hit and put in tumble will not make the victim face the attacker, and they will instead remain in the direction they were facing before the hit. This was not present in previous games. | ||
*In {{forwiiu}}, a character's tumbling animation will play in reverse if they are sent into their tumbling animation after bouncing off a wall. | *In {{forwiiu}}, a character's tumbling animation will play in reverse if they are sent into their tumbling animation after bouncing off a wall. |