Techniques: Difference between revisions
mNo edit summary |
(nominate for deletion) |
||
Line 1: | Line 1: | ||
{{Delete|Redudant}} | |||
== '''Ukemi/Tech''' == | == '''Ukemi/Tech''' == | ||
Revision as of 12:05, June 27, 2008
Ukemi/Tech
The Ukemi, or Tech, as it is sometimes called in Super Smash Bros, Super Smash Bros. Melee, and Super Smash Bros. Brawl guides, is a technique used when a player is hit hard enough into a ceiling, wall, or floor. If the player taps the shield button just before they hit the wall, ceiling, or floor, they will not rebound. If the character hit a wall or ceiling, he will lose all momentum and enter a free fall. If the character hits the ground, he enters an animation that ends with the character standing on his feet. If the player holds left or right while teching, the character will perform a quick roll in that direction before standing up.
Footstool Jump
The Footstool Jump is a technique unique to Super Smash Bros. Brawl. If a player presses the jump button while his character's feet are close enough to his opponent's character's head, the player's character will jump off of the other character's head. If performed multiple times without landing, the jump height will progressively decrease with each jump until there is not enough height to perform another jump. If performed on a midair opponent, he will enter a spinning animation while immediately beginning to fall. While this is not as powerful as a meteor smash/spike, it works similarly and can be used likewise.
Perfect Shield
Perfect Shield is the official term when one uses a shield just in time. There is no "exact" way to perform the Perfect Shield technique. In order for the technique to be executed, one must rely on timing and skill. When the opponent is ready to strike, the player must quickly use the shield. If done correctly, the character may take no damage and have a proper moment to perform a counter attack while the attacker is still recovering. When used, any incoming attack is blocked with no damage done to a character's shield, and projectiles may also be reflected.
Powershielding is done by quickly and fully depressing L or R so that the incoming attack is inside the character's shield. If done correctly, there will be a white flash and a distinctive (though somewhat hard to hear) sound. If the timing is slightly off, then the attack may be blocked by a lightshield, a normal shield, or it may not be blocked at all. Because powershielding is technically a shield, it is ineffective against grabs.
Glancing Blows
Glancing Blows is a "technique" originating from Super Smash Bros. Melee and returning in Super Smash Bros. Brawl.
This is mostly done by accident when an attack hits a target, but just barely. It is accomplished when a character attacks an opponent and barely misses. This will sometimes make a "chik" sound; the attack doesn't stun the opponent, and it does minor damage. Certain Special Attacks and Smash Attacks may also "perform" a glancing blow if they have a near-miss.
Item Depature
Item Departure is a technique originating from Super Smash Bros. Melee and returning in Super Smash Bros. Brawl.
It is performed mostly by accident either when a character is on the ground, and/or is attempting to grab/catch a disappearing item. When next to the item, attempt to grab the item by pressing A or Z on the Nintendo GameCube controller, right before it disappears, if performed correctly, the item pick-up animation will appear, but the item will be gone.
180 Grab
The 180 Grab could always be performed in all three installments, but in Super Smash Bros. Brawl, the technique is slightly different.
If one performs the 180 Grab, that character's grab range will be increased, allowing said character to perform a grab on an opponent that is farther away. However, given your inertia from running in one direction, turning around and performing a grab at the same time can be difficult. Practice is required to master this technique.