592
edits
(→Normal turnaround: Added elaborate information about Melee’s mechanics) |
Green Mario (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{ArticleIcons|series=y}} | {{ArticleIcons|series=y}} | ||
'''Turning around''' is a universal animation that allows characters to change their direction. All characters have at least two kinds of turning animations: regular turnaround (called ''Turn'' in [[Melee]]'s debug mode) and run turnaround (called ''TurnRun'' in Melee's debug mode) | '''Turning around''' is a universal animation that allows characters to change their direction. All characters have at least two kinds of turning animations: regular turnaround (called ''Turn'' in [[Melee]]'s debug mode) and run turnaround (called ''TurnRun'' in Melee's debug mode). | ||
== In ''Melee'' == | ==In ''Melee''== | ||
=== Normal turn === | ===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. 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 (for ''dash turns'') / frame 5 (for ''tilt turns''). 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 ==== | |||
====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. | 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. | 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. | 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 ==== | |||
====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. | 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''. | 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''. | ||
Line 17: | Line 19: | ||
===Run turn=== | ===Run turn=== | ||
Turning around during the running animation is | Turning around during the running animation is 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]] |
edits