Turn: Difference between revisions

2,049 bytes added ,  11 years ago
→‎Normal turnaround: Added elaborate information about Melee’s mechanics
m (uh whatever)
(→‎Normal turnaround: Added elaborate information about Melee’s mechanics)
Line 3: Line 3:


== In ''Melee'' ==
== In ''Melee'' ==
=== Normal turnaround ===
=== Normal turn ===
Turning around can be triggered at the end of all grounded moves, during neutral stand and during dash. The turn animation has a total length of 11 frames for all characters and turning around happens on frame 1. Most moves are available during all 11 frames, but there are a few exceptions:
Turning around can be triggered at the end of all grounded moves, during neutral stand and during dash. The turn animation has a total length of 11 frames for all characters. Most moves are available during all 11 frames, but there are a few exceptions:
* [[Dashing]] is only possible after frame 1. This fact makes [[dash-dancing]] possible.  
* [[Dashing]] is only possible after frame 1 (for ''dash turns'') / frame 5 (for ''tilt turns''). This fact makes [[dash-dancing]] possible.  
* [[Neutral special move]]s cannot be used at all.
* [[Neutral special move]]s cannot be used at all.
==== Dash turn ====
A ''dash turn'' is a turn that is triggered by holding strong backward (referred to as a ''smash input'' from now on). For turns to the left, the control stick x value range (y is assumed to be neutral at 128, minor variations don't make a difference) is 0-64. For turns to the right, it is 192-256.
If the smash input is still present after the first frame of ''Turn'', a ''Dash'' is triggered. If the x value changes to the middle section (65-191), the ''Turn'' animation will continue without another opportunity to dash until its 11 frames have passed.
Dash turns turn the character around on frame 1. For example, if a Fox player stands in his ''Wait'' animation facing right, holds strong left (smash input to the left) for 1 frame and then presses a jump button on the next frame, he will jump facing left.
==== Tilt turn ====
A ''tilt turn'' is a turn that is triggered by holding weak backward (referred to as a ''tilt input'' from now on). For turns to the left, the control stick x value range (y is assumed to be neutral at 128, minor variations don't make a difference) is 65-105. For turns to the right, it is 151-191.
After ''Turn 5'', the control stick is read. If a smash input in the turn direction is active, ''Dash'' is triggered. Because smash inputs buffer for 4 frames, it is possible to trigger a tilt turn and hold strong backward on the frame after (''Turn 2'') until ''Turn 5'' and interrupt ''Turn'' with ''Dash''.
Tilt turns turn the character around on frame 5. For example, if a Fox player stands in his ''Wait'' animation facing right, holds weak left (tilt input to the left) for 1-4 frames and then presses a jump button on the frame afterwards, he will jump facing right. If he holds weak left for 5 frames and then presses a jump button on the frame afterwards, he will jump facing left.


===Run turn===
Turning around during the running animation is very laggy and avoided in competitive play. Instead, [[run-canceling]] and [[wavedash]] are used to regain movement options quickly.
[[Category:Terms]]
[[Category:Terms]]
[[Category:Game Physics]]
[[Category:Game Physics]]
408

edits