As with ground techs, the wall teching character experiences a few intangibility frames, and the tech absorbs the player's momentum.
Reflects on frame 6-15. Startup and total frames assumes player presses and releases A/B in one frame, or buffers the attack.
Can grab ledge frame 29 Up B: 1-23: 60: 60: 80: 19: 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(10) 30: 20--Down B: 5: 0: 100: 0: 0: 1: 19 + 19--Reflects for first 19 frames of recovery.
To wall tech, the player must press a shield button before hitting a wall while tumbling, though unlike with ground techs, the character must be in hitstun for it to work; simply moving towards the wall after it ends and pressing shield without canceling the animatio… Jump cancelable while reflecting
Additionally, whilst most characters, given a knockdown and the right position, can be tech-chased on reaction by characters that are fast enough, some cannot be. JavaScript is disabled.
It is shown on the Super Smash Bros. Brawl tutorial video on the Nintendo Channel that it can even save a character at 999%. Tech-chasing is less effective in SSB4 and Ultimate because the duration of tech rolls (alongside regular rolls in SSB4) has been reduced, giving less time for the tech-chasing player to react to their opponent's tech option. To tech, the user must press a shield button a certain period of time (20 frames in all games except Smash 4 and Ultimate, which provide 8 frames and 11 frames respectively) before hitting the surface. Charge hold frame 8. The name has found its way into several (mostly fighting) games, such as the Soul series, to describe similar fall recovery moves.
It is also possible to tech while already making contact with walls and ceilings, but not the ground. To wall tech, the player must press a shield button before hitting a wall while tumbling, though unlike with ground techs, the character must be in hitstun for it to work; simply moving towards the wall after it ends and pressing shield without canceling the animation does not allow a wall tech. Can hit same target once again after 30 frames due to pogo effect. This is particularly useful when a recovering character is hit with an attack very near to a stage's ledge, as they can SDI towards it and wall tech to absorb all the knockback of the opponent's attack. Ultimate's tempo is far faster than Super Smash Bros. 4's. Charge hold frame 8. Teching has an execution window of 20 frames after the player presses the Z button, and can be inputted even before the character is struck, as well as during hitlag.
So, since some characters have a 3 frame Up B, -3 would be unsafe against those characters. Charge hold frame is 9. Ground: 16(17—19/20—31/32—38) // Air: 16(17—19/20—29/30—36), leg intangibility on frame 7-15. Transitions to second swing as early as frame 22. Ultimate Edition Pro Controller - Switch, a Nintendo Switch Super Smash Bros. Ultimate, and Passive internally by the games, is an action that can be performed when the player's character hits the ground, a wall, or a ceiling while tumbling (or reeling). Armor on frame 6-63 (12.0% / 14.4% in 1v1) . Rolling against an edge will halt the roll's sideways movement. However, recoil lag when a character bumps into a surface is generally longer, giving them more time to tech during this event. As a result, teching requires more precision to perform in Brawl and is substantially less useful, being limited to a few notable tech-chasing moves like Mr. Game & Watch's down throw, as DI and momentum canceling are usually better techniques for survival elsewhere.
GameCube Controller Super Smash Bros. [1] Since air dodges in Smash 4 have received much higher landing lag compared to Brawl, this prevents players intending to tech on the ground after hitstun ends from accidentally getting this landing lag instead if they press the shield button a few frames too early. It can also help the user avoid combos that capitalize on the vulnerability frames from getting knocked down on the floor or bouncing off a wall. This is usually performed by pressing the shield button to wall tech before pressing the control stick to SDI, because of the 20-frame window in which the player can input the tech before hitting the wall. 17 frame animation of catching the crown. Reaches full charge on frame 52.
Woops! Transitions to Jab 3 as early as frame 8.
Revised and reposted by @Quetzalcoatl (dec 2015). However, as teching can only be done with a digital press of the L or R buttons, analog inputs of such buttons do not incur this penalty. Damage drops from 14% down to 7% gradually as active frames progress. During the animation he lays his opponent on the ground and after the throw is over, if he can predict his opponent's roll, he can tech-chase them into another grab.
You cannot fire the beam if you already made contact with a shield or clanked.
Tech-chasing is the act of following or predicting an opponent's tech or floor recovery in order to attack them before they can respond. Thank god for this thread, helping me lab some sick stuff.
9 frame animation of catching boomerang if no other action is being performed.
Tech-chasing is possible on platforms and may be easier to perform on them depending on the scenario. The window to successfully tech has been reduced to 8 frames, down from 20, although with 30 penalty frames afterward rather than 40, and it can no longer be inputted during hitlag. Teching in place (without rolling) can also allow this. Let me know if anything looks incorrect and I'll do my best to update/fix it.
As a result, players not only have to time their tech properly, but may even be left unable to tech a hit at all if they are launched too quickly after executing a defensive action such as shielding or dodging. Even if the hitlag would have ended before the character's recoil lag, both will always synchronize.
Meteor smashes hitting grounded targets cannot be teched, a property that remains true up to Brawl. While all of Smash 4's untechable situations have been removed (including hitting Cloud at the peak of his Climhazzard), there is now a knockback-based threshold; sustaining too much knockback at a certain distance from a surface will prevent players from teching, making stage spikes guaranteed at high enough percents.
If a jump input is active when a wall tech is performed (such as holding up or pressing a jump button), then the teching character will wall jump. It appears that you are using ad block :'(. Additionally, as air dodges can now be performed out of tumbling, and due to the introduction of hitstun canceling, teching even a few frames too early will result in an air dodge, unless the character hits a surface very quickly after entering tumbling so that they cannot hitstun cancel. Total frames is 62 on level ground when you miss. From SmashWiki, the Super Smash Bros. wiki, This article is about the action that can be performed while, https://twitter.com/Ruben_dal/status/1034599605231599617, https://ssbworld.com/blog/104/explaining-untechable-situations, https://www.youtube.com/watch?v=Q-ge7VRRWUo, https://www.ssbwiki.com/index.php?title=Tech&oldid=1467378, Characters can no longer tech on the ground while, Meteor smashes cannot be teched if a character has been knocked down on the ground.
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Min Min gains Power Dragon for 20 seconds after she throws an opponent. A well-known example in Brawl is Snake's down throw. This threshold is also much smaller for ground techs than walls and ceilings, making meteor smashes more effective on-stage on aerial opponents. Can fire other arm beginning on frame 17.
Charge hold frame 2, arm intangible on frame 10-23. autocancels on frame 1-3 and 37 onward, arm intangible on frame 8-18. autocancels on frame 1-3 and 28 onward, arm intangible on frame 14-32. autocancels on frame 1-5 and 50 onward, landing hit on frame 1 of landing. However, with the changes to hitstun canceling, it has regained most of its utility in avoiding followups from the opponent and surviving deadly blows, making it a vital technique for success. Additionally, characters with high air speed can be good at tech chasing, especially on platforms, like Jigglypuff, and, in Melee, characters with a long Wavedash can be good at tech-chasing, like Luigi and Ice Climbers. Captain Falcon performing a tech in Smash 64.
Endlag on hit is 22-31 depending on how far the arm must retract. There are few situations where there is a ceiling for a player to tech off of, but it can occur if the player is hit underneath the stage, and frequently in the caves of life in some stages, most notably Temple.
Forward Smash, Dragon (Laser) 16 (40) 65 (87) Charge hold frame 8. Alongside the mechanical changes, several new situations have arisen where the character is unable to tech when bumping into a surface, either fully or partially: Overall, teching in Smash 4 is harder to perform and more inconsistent than in previous games. Transitions to jab 2 on frame 10, Transitions to rapid jab on frame 14 or jab 3 on frame 15, Endlag on hit is 28.
After he throws, Captain Falcon can gain another grab by successfully tech-chasing his enemy. Additionally, unlike the subsequent Smash games, Smash 64 does not have a penalty period for techs after inputting one, meaning the shield button can be mashed to easily get one with no penalty. Autocancels on frame 41 onward.
Startup is 2 upon reaching a target. Can someone tell what hitbox gives the meteor smash on d-tilt ?
In Ultimate, the window to tech has been slightly increased from 8 frames to 11 frames, and the ability to buffer a tech in hitlag has been restored from previous games.
Can prolong reflection period to 1 frame after b is released.
ARMS don't have hurtboxes on frames 18-38, total frames includes 14 frames of hitlag (plus one in 1v1), SH / FH / SHFF / FHFF Frames — 34 / 46 / 24 / 33, Shield Grab (Grab, post-Shieldstun) — 22 frames, Jump Squat (pre-Jump frames) — 3 frames (universal).
18 endlag on hit.
Wall teching is useful even on simple stages with no onstage walls, as the player can tech the side of the stage when hit offstage to avoid being stage spiked. Ultimate Edition - Switch.
From SmashWiki, the Super Smash Bros. wiki, https://www.ssbwiki.com/index.php?title=Tech-chasing&oldid=1479328. However, platform tech-chasing does come with some limitations; several characters cannot cover every option on reaction at most percents. If picked up as an item, Crown pickup is 27 frames (as a Projectile, 17 frames). Reaches full charge on frame 52. An Amsah tech (named after Dutch player Amsah) is the combination of a rolling tech and directional influence in Melee that can be used to survive low knockback-angle attacks like Falco's down smash. The raw images were obtained from Stratocaster.
This page was last edited on August 26, 2020, at 18:51. Very useful thanks, I was wondering if down tilt could be used similarly as down air to hit people trying to sweet spot the ledge, I feel like that could be useful to combo into something else. I made the gifs and compiled this thread. Endlag on hit is 30.
Endlag on block is 40-41 depending on how far the arm must retract. The word "tech" is borrowed from the competitive communities of other fighting games and traces its origin back to technical bonuses awarded in Capcom games for performing special maneuvers to escape grab attacks and get much less damage and more recovery time. The character will experience a brief period of intangibility and quickly bounce from the ground into a standing animation. Endlag on hit is 30. Nonetheless, dtilt does reach rather low (not as low as dair) so it can catch characters like Falcon, Marth, Peach, and others who have a hard time sweet spotting from below. Tech-chasing is less effective in SSB4 and Ultimate because the duration of tech rolls (alongside regular rolls in SSB4) has been reduced, giving less time for the tech-chasing player to react to their opponent's tech option.
http://smashboards.com/threads/complete-peach-hitboxes-and-frame-data.287033/.
Additional button or control stick input can cause different types of techs. Didn't this thread have on-shield advantage data for all her moves?