Jams.
+15 Attack
ROB's dtilt actually uses this angle, so I can confirm it does work with moves using the Sakurai angle.I assume this does not apply to moves with the 361 angle?
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ROB's dtilt actually uses this angle, so I can confirm it does work with moves using the Sakurai angle.I assume this does not apply to moves with the 361 angle?
It is being said that you can DI up and jump out of the spinning animation earlier than other hitstun animations. Could you possibly cover this in a follow up vid? This could potentially make all "untechables" avoidable on reaction (or just mash jump and prepare to tech).Hey fellow labbers!
We covered this topic in our newest video! We also labbed it on our own to confirm it but BIG shoutouts and thanks to all of you!
Watch here if you want!
https://www.youtube.com/watch?v=4i6-mldGJog
really unfortunate that this exists, but at least we're informed now ^^
Thats interesting! To clarify, you are aaying they can jump sooner if they get this animation? Not just that because they are more horizontal in this animation they do not hit the ground as soon, and are more likely to be able to jump before lamding?I tested this a bunch using ROB's dtilt on various characters, and I can confirm that on every character I've tested, they were able to jump out of the reeling animation at a lower percent than the 'standard' launch animation.
My first impression is it's not so much being able to jump out earlier than usual as it is preventing yourself from hitting the ground during the untechable period, thus allowing you to jump properly anyway (or tech the landing if you so choose). But yeah, that is the general strategy to avoid this. Same as with moves that would otherwise force people to tech at low percents as well. Presumably though, with both cases you wouldn't be DI'ing up so much on reaction unless the move has a lot of hitlag or something - you're more likely to do it from anticipation when you realize you've left yourself open.It is being said that you can DI up and jump out of the spinning animation earlier than other hitstun animations. Could you possibly cover this in a follow up vid? This could potentially make all "untechables" avoidable on reaction (or just mash jump and prepare to tech).
I didn't go in-depth with testing, so I'm only confident in saying that they can avoid hitting the stage earlier if they are launched with this animation, but I'm not sure of the exact reason this is the case. I personally believe that the likely cause for this phenomenon is a difference in launch trajectory, launch speed, or collision hitbox position; however, it could possibly be because you can jump out of the reeling state earlier than the normal launch state.Thats interesting! To clarify, you are aaying they can jump sooner if they get this animation? Not just that because they are more horizontal in this animation they do not hit the ground as soon, and are more likely to be able to jump before lamding?
Ok i also think the collision box would be more likely, but it sounded like you were more sure it was timing. Glad i clarified.I didn't go in-depth with testing, so I'm only confident in saying that they can avoid hitting the stage earlier if they are launched with this animation, but I'm not sure of the exact reason this is the case. I personally believe that the likely cause for this phenomenon is a difference in launch trajectory, launch speed, or collision hitbox position; however, it could possibly be because you can jump out of the reeling state earlier than the normal launch state.
This might be very important.Related to ongoing "does it change launch trajectory" discussion, the untechable reeling animation causes characters to die earlier horizontally from high knockback moves. I initially suspected that it was do to with hurtboxes being altered but I only did very basic tests on this over a year ago so it's very possible I've missed a slightly altered launch angle. If someone with recording equipment wanted to create a large custom stage and test whether the trajectory is the same or not with a fixed camera that would be wonderful.
Initial documentation, proof and discussion of the reeling animation causing you to die earlier (or later for certain characters) can be found HERE.
This may have already been the case in previous smash iterations. I specifically remember not being able to reduce momentum during the reeling animation in Brawl.Related to ongoing "does it change launch trajectory" discussion, the untechable reeling animation causes characters to die earlier horizontally from high knockback moves.
What should that thing when you can't tech because you're spinning when you're launched at >100% be called ?
— LC|Telu (@teluoborg) July 14, 2016
Well, when discussing this with Fox Is Openly Deceptive we just referred to it as "critical hit knockback".Alright so people have been too busy researching the core mechanics and conducting rigorous scientific experiments to think of a decent name.
I propose AIR TRIPPING but I've left other alternatives
What should that thing when you can't tech because you're spinning when you're launched at >100% be called ?
— LC|Telu (@teluoborg) July 14, 2016
Call it reeling and leave it be. No need for silly names.Alright so people have been too busy researching the core mechanics and conducting rigorous scientific experiments to think of a decent name.
I propose AIR TRIPPING but I've left other alternatives
What should that thing when you can't tech because you're spinning when you're launched at >100% be called ?
— LC|Telu (@teluoborg) July 14, 2016
In regards to this, here is the video requested (bad audio). It appears that the critical hit reeling animation causes one to die earlier not because of a change of angle but rather a change of character head position.Related to ongoing "does it change launch trajectory" discussion, the untechable reeling animation causes characters to die earlier horizontally from high knockback moves. I initially suspected that it was do to with hurtboxes being altered but I only did very basic tests on this over a year ago so it's very possible I've missed a slightly altered launch angle. If someone with recording equipment wanted to create a large custom stage and test whether the trajectory is the same or not with a fixed camera that would be wonderful.
Wrong. Air tripping fullfills the prophecy that has been around since the Brawl days. I really like critical hit too though.Call it reeling and leave it be. No need for silly names.
It's appropriate that you bring up the Brawl days, because that era was particularly bad for creating ridiculous acronyms and terms for tactics, mechanics and techniques that rather than alluding to what they were in a simple way, sought to just give people credit for a discovery.Wrong. Air tripping fullfills the prophecy that has been around since the Brawl days. I really like critical hit too though.
I too have experienced the 100% reel animation rate using Meta Knight's down tilt, although I do not know how it happened or how to replicate it. I was able to reel Mario beginning at 100% around 10-13 times in a row. The probability that this was 'luck' is pretty low, so I am assuming that there is a specific mechanic at work here I am not yet understanding.Hey all, there's a detail missing, I believe. I may have only found it because I've been labbing reel applications for a very weak nice (ZSS Zair). This detail (in bold) adds to requirements needed to cause the reel animation:
1. Victim end at 100% or greater.
2. 70 degree launch small or lesser.
3. Causes 100 units of knockback or greater.
I found this because ZSS' Zair doesn't work on Mario into 135% under training mode conditions. This also means rage effects the starting reel prevent for low damage moves like this.
So, there's that, which is researched and known. Next, I have a bit that's purely anecdotal, but had been observed by some players I chatted with at EVO... even so, take with salt.
I have run into a scenario where the reel animation happened 100% of the time. This was in training mode, versus Mario at 135, using ZSS' zair. I performed 50 zairs and he reeled 50 times across 50 training mode resets.
This was never replicated again after I quit out of training mode. While this could be a training mode quirk, it may not be. Unfortunately, I cannot think of any other factors at play. If anyone else has experienced this, comment or contact me with your lab conditions!
I also saw a post on reddit yesterday of someone saying he was getting 100% reel with metaknight but the post got deleted. I remember he said he was doing FF back dair to dtilt and was getting it so I think that there is something there.I too have experienced the 100% reel animation rate using Meta Knight's down tilt, although I do not know how it happened or how to replicate it. I was able to reel Mario beginning at 100% around 10-13 times in a row. The probability that this was 'luck' is pretty low, so I am assuming that there is a specific mechanic at work here I am not yet understanding.
I wish I knew. I haven't replicated it yet :-(. But if there's one more condition that makes the reel guaranteed, that's incredible valuable.Air tripping <3
Also this 100% thing sounds scary....what do ZSS zair and MK dtilt have in common, that something like Link nair doesn't have?
For 361 angle moves at least you only have to do the 80 units needed for tumble. I'm testing di up plus jump vs Sakurai angle moves. Most people can jump out.Hey all, there's a detail missing, I believe. I may have only found it because I've been labbing reel applications for a very weak nice (ZSS Zair). This detail (in bold) adds to requirements needed to cause the reel animation:
1. Victim end at 100% or greater.
2. 70 degree launch small or lesser.
3. Causes 100 units of knockback or greater.
I found this because ZSS' Zair doesn't work on Mario into 135% under training mode conditions. This also means rage effects the starting reel prevent for low damage moves like this.
So, there's that, which is researched and known. Next, I have a bit that's purely anecdotal, but had been observed by some players I chatted with at EVO... even so, take with salt.
I have run into a scenario where the reel animation happened 100% of the time. This was in training mode, versus Mario at 135, using ZSS' zair. I performed 50 zairs and he reeled 50 times across 50 training mode resets.
This was never replicated again after I quit out of training mode. While this could be a training mode quirk, it may not be. Unfortunately, I cannot think of any other factors at play. If anyone else has experienced this, comment or contact me with your lab conditions!
This is a nice find.I tested this a bunch using ROB's dtilt on various characters, and I can confirm that on every character I've tested, they were able to jump out of the reeling animation at a lower percent than the 'standard' launch animation.
What does the 2nd requirement mean? The angle the opponent is sent at has to be 0-70? Then maybe it's possible to influence things like Fox' dair with DI to get an angle that's high enough for it not to happen?Hey all, there's a detail missing, I believe. I may have only found it because I've been labbing reel applications for a very weak nice (ZSS Zair). This detail (in bold) adds to requirements needed to cause the reel animation:
1. Victim end at 100% or greater.
2. 70 degree launch small or lesser.
3. Causes 100 units of knockback or greater.
That's very useful information, thanks for sharing! It happened quite a bit lately that I wanted to fastfall after getting hit and it just never happened and I didn't understand (cuz I sometimes even mash down to get it). That explains it.Semi-related, but I just noticed that it's impossible to FF directly out of an untechable spin. See you can't FF directly out of the tumble state, but normally there is a period in between being launched and going into tumble where you can FF without e.g. needing to use an aerial. But the untechable spin makes you go immediately into tumble after being launched, so there's no chance to FF.
Oh well see I had actually worked that out already on the previous page https://smashboards.com/threads/untechable-reel-animations.439039/#post-21305448What does the 2nd requirement mean?
I know exactly what you mean. It does explain a lot.That's very useful information, thanks for sharing! It happened quite a bit lately that I wanted to fastfall after getting hit and it just never happened and I didn't understand (cuz I sometimes even mash down to get it). That explains it.