Turn: Difference between revisions

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(→‎Normal turnaround: Added elaborate information about Melee’s mechanics)
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'''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 during run is much slower than normal turnaround and is avoided by competitive players.  
'''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''.
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===Run turn===
===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.  
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]]
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