Super Smash Bros. Ultimate

Rising Tackle: Difference between revisions

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(Updated info, half-preparing for the likely event charge partitioning is merged here. I think this page is a bit clunky...)
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==Overview==
==Overview==
Terry flips onto his arms and propels himself upward, performing an upward corkscrew kick and hitting five times in the process. Terry yells "Rising Tackle!", "Hee-yah!" or "Bingo!" while using the move. It renders his entire lower body [[intangible]] from frames 9 to 20, and deals decent damage and knockback. It has light and heavy variants depending on whether the button is tapped or held; for the heavy version, Terry travels farther, and the move's final hit deals more damage. However, the move does not snap to the ledge immediately without precise spacing, leaving him vulnerable to edgeguards, even with the intangibility. It also has various [[advanced technique]]s available, such as [[charge partitioning]].
{{SSBU|Terry}} flips onto his arms and propels himself upward, performing an upward corkscrew kick and hitting five times in the process. Terry yells "Rising Tackle!", "Hee-yah!" or "Bingo!" while using the move. It renders his entire lower body [[intangible]] from frames 9 to 20, and deals decent damage and knockback. It has light and heavy variants depending on whether the button is tapped or held; for the heavy version, Terry travels farther, and the move's final hit deals more damage. The player can slightly influence Terry's trajectory during the move, making the move fairly consistent at connecting, although not infallible. However, the move does not snap to the ledge immediately without precise spacing, leaving Terry vulnerable to edgeguards, even with the incredible [[intangibility]] if charged. It also has various [[advanced technique]]s available, such as [[charge partitioning]].


===Input Rising Tackle===
===Input Rising Tackle===
If the player performs Rising Tackle's command input (hold down ↓ for 24 frames, then input ↑+attack/special), Terry will perform an enhanced version of the move, which hits nine times instead of five, deals even more damage and knockback, goes a slightly higher distance, and grants him full-body intangibility from frames 5 to 17 in addition to lower-body intangibility on frames 18 to 25. The game will recognise the charge input no matter  as long as the player is holding their control stick down. Thus, the charge can be "hidden" through other animations, such as shielding or attacking. By tilting shield down, it is also possible to store charge for Rising Tackle, enabling it to be used as a powerful out of shield option.  
If the player performs Rising Tackle's [[Command Input Special Moves|command input]] (hold down ↓ for 24 frames, then input ↑+attack/special within 10 frames), Terry will perform an enhanced version of the move, which hits nine times instead of five, deals even more damage and knockback, goes a slightly higher distance, and grants him full-body intangibility from frames 5 to 17 in addition to lower-body intangibility on frames 18 to 25. This makes Input Rising Tackle an extremely strong — albeit committal — [[out of shield]] and anti-air option, making jumping in against Terry a dangerous prospect. If used during [[ladder combo]]s on stages like [[Battlefield]], it isn't uncommon to see Input Rising Tackle allowing Terry to take stocks extremely early.
 
The game will recognise the charge input as long as the player is holding their control stick down, and is lenient enough to the point that it can even read a downward input while dashing with precise inputs. Additionally, thanks to the [[charge partitioning]] mechanic, dropping the charge input isn't the end of the world, and players can return to charging the input if quick enough. Plus, the charge can be "hidden" through other animations, such as shielding or attacking. For example, by tilting shield down, it is also possible to store charge for Rising Tackle, though other techniques such as [[COIL]] can make this much more efficient.  


===Canceling===
===Canceling===
Terry can perform a Rising Tackle out of some standard attacks, as part of his special-canceling mechanic. By pressing the up special input or command input after connecting with one of certain standard attacks, Terry will cancel the endlag of the attack and perform a Rising Tackle. This can be used for combos. The most common moves this is used is out of are [[neutral attack]] or [[up aerial]], allowing for kill options or for building damage.
Terry can perform a Rising Tackle out of some standard attacks, as part of his special-cancelling mechanic. By pressing the up special input or command input after connecting with his tilts, up, down, or neutral aerials, Terry will cancel the endlag of the attack and perform a Rising Tackle. This can be used for combos. The most common moves this is used is out of are {{mvsub|Terry|SSBU|neutral attack}} or {{mvsub|Terry|SSBU|up aerial}}, allowing for kill options or damage building. Additionally, the first two hits of Rising Tackle can be cancelled into Terry's Final Smash, [[Triple Wolf]].
 
The first two hits of Rising Tackle can be cancelled into Terry's Final Smash, [[Triple Wolf]].


==Instructional quote==
==Instructional quote==

Revision as of 19:27, April 5, 2021

Rising Tackle
Terry Up B SSBU.gif
Rising Tackle in Ultimate.
User Terry
Universe Fatal Fury

Rising Tackle (ライジングタックル, Rising Tackle) is Terry's up special move in Super Smash Bros. Ultimate.

Overview

Terry flips onto his arms and propels himself upward, performing an upward corkscrew kick and hitting five times in the process. Terry yells "Rising Tackle!", "Hee-yah!" or "Bingo!" while using the move. It renders his entire lower body intangible from frames 9 to 20, and deals decent damage and knockback. It has light and heavy variants depending on whether the button is tapped or held; for the heavy version, Terry travels farther, and the move's final hit deals more damage. The player can slightly influence Terry's trajectory during the move, making the move fairly consistent at connecting, although not infallible. However, the move does not snap to the ledge immediately without precise spacing, leaving Terry vulnerable to edgeguards, even with the incredible intangibility if charged. It also has various advanced techniques available, such as charge partitioning.

Input Rising Tackle

If the player performs Rising Tackle's command input (hold down ↓ for 24 frames, then input ↑+attack/special within 10 frames), Terry will perform an enhanced version of the move, which hits nine times instead of five, deals even more damage and knockback, goes a slightly higher distance, and grants him full-body intangibility from frames 5 to 17 in addition to lower-body intangibility on frames 18 to 25. This makes Input Rising Tackle an extremely strong — albeit committal — out of shield and anti-air option, making jumping in against Terry a dangerous prospect. If used during ladder combos on stages like Battlefield, it isn't uncommon to see Input Rising Tackle allowing Terry to take stocks extremely early.

The game will recognise the charge input as long as the player is holding their control stick down, and is lenient enough to the point that it can even read a downward input while dashing with precise inputs. Additionally, thanks to the charge partitioning mechanic, dropping the charge input isn't the end of the world, and players can return to charging the input if quick enough. Plus, the charge can be "hidden" through other animations, such as shielding or attacking. For example, by tilting shield down, it is also possible to store charge for Rising Tackle, though other techniques such as COIL can make this much more efficient.

Canceling

Terry can perform a Rising Tackle out of some standard attacks, as part of his special-cancelling mechanic. By pressing the up special input or command input after connecting with his tilts, up, down, or neutral aerials, Terry will cancel the endlag of the attack and perform a Rising Tackle. This can be used for combos. The most common moves this is used is out of are neutral attack or up aerial, allowing for kill options or damage building. Additionally, the first two hits of Rising Tackle can be cancelled into Terry's Final Smash, Triple Wolf.

Instructional quote

Super Smash Bros. Ultimate Move List Terry (SSBU) Strike against airborne threats by rising up feetfirst. Tilt the stick left or right to move slightly.

Origin

Terry performing Rising Tackle in Fatal Fury: King of Fighters.

Rising Tackle is Terry's anti-air move that has stuck with him since the original Fatal Fury: King of Fighters, making an appearance alongside him in every following Fatal Fury title (except for Fatal Fury 3 and Garou: Mark of the Wolves; in the latter game, the move is instead used by Rock Howard) and later in the King of Fighters series. Terry's battle cries of "Rising Tackle!" come from Fatal Fury 2 and most other titles, "Bingo!" from The King of Fighters 2002 onward, and the yell from The King of Fighters XIV.

Gallery

Names in other languages

Language Name
Japan Japanese ライジングタックル, Rising Tackle
UK English Rising Tackle
France French Rising Tackle
Germany German Rising Tackle
Spain Spanish Rising Tackle
Italy Italian Rising Tackle
China Chinese (Simplified) 升龙摔
Taiwan Chinese (Traditional) 升龍摔
South Korea Korean 라이징 태클, Rising Tackle
Netherlands Dutch Tornadotackle
Russia Russian Прыжoк с вращением

Trivia

  • Rising Tackle is the only move with a command input that utilizes a charge input.