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Ending your tumbling animation by tapping the analog

XLAX_OVERDOSAGE

Smash Apprentice
Joined
Jun 15, 2013
Messages
192
Location
Ottawa, Canada
Recently, I've learned that by smashing the analog stick left/right at the end of hitstun, you can 'cancel' your tumbling animation

0:53 - http://www.youtube.com/watch?v=03qCJ_Ikbho
http://www.ssbwiki.com/Tumbling

Does this mean I could constantly smash the analog stick left and right while in hitstun to ensure I end my tumbling animation as soon as possible?

Also, would quarter-circle DI ensure both maximum trajectory angle, while ending tumbling animation as soon as possible?
 

Krynxe

I can't pronounce it either
Joined
Aug 1, 2011
Messages
4,903
Location
Lakewood, WA
3DS FC
4511-0472-1729
Does this mean I could constantly smash the analog stick left and right while in hitstun to ensure I end my tumbling animation as soon as possible?
Yes, though technically a hitstun-buffered jump would come out on the first possible frame and be quite a bit faster. Obviously, this uses your jump up, but for characters who were launched high like falcon/ganon and can get a jump back, or characters with good recovery or multiple jumps, this is important for survivability.

Also, would quarter-circle DI ensure both maximum trajectory angle, while ending tumbling animation as soon as possible?
Quarter-circle DI is a type of smash DI, not suvival DI. You have to be in tumble in order to mash out of it (obviously), and the tumble state is after the hitstun state so you're no longer in a position to DI. Thus, you shouldn't be doing quarter-circles when mashing out of tumble is possible. To maximize survival DI, you need to aim for the corners of the blast zones, and you can get the most influence in your trajectory by moving the analogue stick perpendicular to your knockback direction.
 
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