Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
Turn: Difference between revisions
(→Dash turn: added alternate term: smash turn) |
|||
Line 11: | Line 11: | ||
* [[Neutral special move]]s cannot be used at all. | * [[Neutral special move]]s cannot be used at all. | ||
==== | ====Smash turn==== | ||
A | A '''smash 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 | 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. | ||
Smash turns turn the character around on frame 1. For example, if a player controlling {{SSBM|Fox}} makes him stand 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, Fox will jump facing left. | |||
====Tilt turn==== | ====Tilt turn==== |
Revision as of 15:03, May 7, 2015
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 Smash 64
The standing turn animation lasts for 11 frames, but can be acted out of on frame 6. Shielding, grabbing, jumping (and therefore up smashing) will cancel the turn and be performed immediately, all other moves will be buffered and performed on frame 6. However, when inputting attacks that require a direction (tilts, up-B attacks, etc.) the direction must be held until frame 6, or the attack will occur without the direction. For example, inputting a down-tilt on frame 2 of a turn will result in a jab if up isn't held until frame 6.
In Melee
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:
- Dashing is only possible after frame 1 (for dash turns) / frame 5 (for tilt turns). This fact makes dash-dancing possible.
- Neutral special moves cannot be used at all.
Smash turn
A smash 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. Smash turns turn the character around on frame 1. For example, if a player controlling Fox makes him stand 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, Fox 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 laggy and avoided in competitive play. Instead, dash-canceling and wavedash are used to regain movement options quickly.