Tripping: Difference between revisions

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Interestingly, the sound effect for tripping (when not induced by an opponent or item) changes depending on whether the character tripping is from a cartoonish or realistic universe. The realistic characters make make a light, quick woosh sound, followed by an unimpressive falling-down noise, while cartoonish characters (that is, most of the cast) make a swabbing noise like a sliding mop before landing with a distinctive timpani noise.
Interestingly, the sound effect for tripping (when not induced by an opponent or item) changes depending on whether the character tripping is from a cartoonish or realistic universe. The realistic characters make make a light, quick woosh sound, followed by an unimpressive falling-down noise, while cartoonish characters (that is, most of the cast) make a swabbing noise like a sliding mop before landing with a distinctive timpani noise.


While sitting down, a character has the same [[Floor Recovery|options]] as if they are lying down. However, a tripped character is in a more vulnerable position than a lying down character. Attacks from a sitting position are weaker than attacks from a lying down position, usually dealing 5% as opposed to 6% and lacking [[transcendent priority]], and the character is only [[invincibility frame|safe]] for 8 [[frame]]s (attacking while lying down usually keeps the character safe until the attack's hitboxes end). The other options are generally subpar as well, having fewer invincibility frames yet comparably long animations. Additionally, sitting opponents can be [[grab]]bed unlike lying down opponents.
While sitting down, a character has the same [[Floor Recovery|options]] as if they are lying down. However, a tripped character is in a more vulnerable position than a lying down character. Attacks from a sitting position are weaker than attacks from a lying down position, usually dealing 5% as opposed to 6% and lacking [[transcendent priority]], and the character is only [[invincibility frame|safe]] for 8 [[frame]]s (attacking while lying down usually keeps the character safe until the attack's hitboxes end). The other options are generally subpar as well, having fewer invincibility frames yet comparably long animations. Additionally, sitting opponents can be [[grab]]bed, unlike lying down opponents.


In ''[[Super Smash Bros. 4]]'' random tripping no longer occurs, though [[:File:SSB4_-_Diddy_Kong_Screen-10.jpg|forced tripping remains as before]]. Fighters also still may randomly trip when hit by an attack.
In ''[[Super Smash Bros. 4]]'', random tripping no longer occurs, though [[:File:SSB4_-_Diddy_Kong_Screen-10.jpg|forced tripping remains as before]]. Fighters also still may randomly trip when hit by an attack.


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