Tech: Difference between revisions

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A tech is when you, at any time during your tumbling Animation, hit L or R at least 30 frames before hitting the ground. You will immediately perform the Tech animation (gaining a bit of [[invincibility]]) instead of falling to the ground.
A '''tech''' is an action performed when the character hits the ground, a wall, or a ceiling while tumbling or in hitstun.  To tech, the user must press '''L''' or '''R''' 30 [[frames]] or fewer before hitting the surface; other button or control stick input can cause different types of techs.


''There are two kinds of techs'':
== Types of Techs ==
*A Standing tech where you immediately jump back onto your feet
 
*A Rolling tech where you roll to either the left or the right (depending on where you're teching)
A '''standing tech''' is a neutral, ground-based tech performed by pressing L or R when a character comes in contact with the floor.  The character will experience a brief period of [[invincibility]], and will quickly bounce from the ground into a [[standing]] animation.
 
A '''rolling tech''' is a ground-based tech performed by tilting the control stick left or right on the control stick when teching.  The character will bounce from the ground into a roll-like animation during which the character moves left or right while invincible.
 
A '''[[wall tech]]''' is a tech against a wall.  The character immediately loses his [[knockback]] momentum and starts a neutral falling animation.
 
A '''wall tech jump''' is a wall tech performed by pressing X, Y or up when teching.  The character will jump, à la [[wall jump]]ing.  Though wall jumping is restricted to eight characters, anybody can wall tech jump.
 
A '''ceiling tech''' is a tech against a ceiling.  As with the wall tech, the character loses his knockback momentum and starts a neutral falling animation.
 
=== Tech Use ===
 
Techs can be lifesavers in many situations and is a good technique for beginners to learn and practice.
 
Occasionally after accumulating sufficient [[damage]], one will experience a wall or ceiling rebound that will send the player plummeting off-stage. This can be prevented by applying a wall or ceiling tech, saving the player from a deadly ricochet.  This is especially useful in [[Temple|Hyrule Temple]]: a character in the large lower section of the stage can survive to very high damage and can immediately retaliate from otherwise-deadly blows.  This unusual longevity is one reason Temple is [[tournament legal|banned]] from tournaments.
 
The standing and rolling techs can be performed in many more situations, and can allow a character to avoid continued assault after being knocked back.  However, in many situations an opponent can predict a player's teching patterns and hit him again after knocking him down; knowingly setting up such situations is known as [[tech chasing]].


==See also==
==See also==


* [[Wall tech]]
* [[Wall tech]]

Revision as of 15:04, November 28, 2006

A tech is an action performed when the character hits the ground, a wall, or a ceiling while tumbling or in hitstun. To tech, the user must press L or R 30 frames or fewer before hitting the surface; other button or control stick input can cause different types of techs.

Types of Techs

A standing tech is a neutral, ground-based tech performed by pressing L or R when a character comes in contact with the floor. The character will experience a brief period of invincibility, and will quickly bounce from the ground into a standing animation.

A rolling tech is a ground-based tech performed by tilting the control stick left or right on the control stick when teching. The character will bounce from the ground into a roll-like animation during which the character moves left or right while invincible.

A wall tech is a tech against a wall. The character immediately loses his knockback momentum and starts a neutral falling animation.

A wall tech jump is a wall tech performed by pressing X, Y or up when teching. The character will jump, à la wall jumping. Though wall jumping is restricted to eight characters, anybody can wall tech jump.

A ceiling tech is a tech against a ceiling. As with the wall tech, the character loses his knockback momentum and starts a neutral falling animation.

Tech Use

Techs can be lifesavers in many situations and is a good technique for beginners to learn and practice.

Occasionally after accumulating sufficient damage, one will experience a wall or ceiling rebound that will send the player plummeting off-stage. This can be prevented by applying a wall or ceiling tech, saving the player from a deadly ricochet. This is especially useful in Hyrule Temple: a character in the large lower section of the stage can survive to very high damage and can immediately retaliate from otherwise-deadly blows. This unusual longevity is one reason Temple is banned from tournaments.

The standing and rolling techs can be performed in many more situations, and can allow a character to avoid continued assault after being knocked back. However, in many situations an opponent can predict a player's teching patterns and hit him again after knocking him down; knowingly setting up such situations is known as tech chasing.

See also