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    • How To Tech In Smash Ultimate - Everything Different from Smash 4
    • Art of Smash Ultimate: Advanced - Part 2
    • Useless Tech In Smash 4
    • How to Practice Teching in Smash Bros Ultimate - Marsen's Quick Tip
    • Types of Techs
    • Changes Between Games
    • Usefulness and Application
    • Gallery

    Standard tech

    A standing tech, standard tech, or neutral tech is a neutral, ground-based tech performed by simply pressing a shield button before a tumbling character comes in contact with the floor. The character will experience a brief period of intangibilityand quickly bounce from the ground into a standing animation. The player will also grab any items that he or she comes in contact with.

    Rolling tech

    A rolling tech (or PassiveStandF and PassiveStandB, depending on the direction chosen), also called a techroll, is a ground-based tech performed by tilting the control stick left or right when teching. The character will bounce from the ground into a roll-like animation during which the character moves left or right while intangible. This can allow characters to roll away from their impact point to complicate tech-chasing, but takes longer to interruptthan a standing tech while granting the s...

    Wall tech

    A wall tech (or PassiveWall) is a tech against a wall. 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. As with ground techs, the wall teching character experiences a few intangibility frames, and the tech absorbs the player's momentum. However, wal...

    Super Smash Bros.

    In Smash 64, only ground techs are available (standing and rolling). 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. 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. However, due to the prevalence of true combos, and the inability t...

    Super Smash Bros. Melee

    In addition to normal techs, Melee introduced wall techs, wall jump techs, and ceiling techs. The mechanics to initiate a tech are fundamentally the same ones as the Smash 64 mechanics, being able to be performed for the first 20 frames before the character touches the ground, a wall, an edge or the ceiling, plus the character's recoil frames when they hit a surface. However, after this window, teching is disabled for 40 frames, even if the shield button was pressed during any instance other...

    Super Smash Bros. Brawl

    While the mechanics to teching are similar to those of Melee, Brawl removed the ability to tech a hit on the edge of a stage, as well as buffering a tech before receiving a hit. 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. As a result, teching requires...

    Teching can save the player from KOs in many situations and is an exemplary technique for beginners to learn and practice. It can also help the user avoid combos that capitalize on the vulnerability frames from getting knocked downon the floor or bouncing off a wall. Upon taking high damage, characters bouncing off walls or ceilings can often be knocked away too far and get KOed; this can be prevented by applying a wall or ceiling tech, saving the player from a deadly ricochet. This is especially useful in stages with caves of life, such as Temple: a character in the large lower section of the stage can survive even at very high percents and immediately retaliate from otherwise deadly blows. This unusual longevity is one reason Temple and similar stages are bannedfrom tournaments. The standing and rolling techs can be performed in more situations, such as allowing a character to avoid continued assault after being knocked back. However, an opponent can frequently predict a player's...

    Marth wall jump teching another Marth's forward smash by Smash DI'ing into the ledge and immediately cancelling the forward momentum of the wall jump with a back aerial.
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  6. "Smash" Tech (TV Episode 2012) - IMDb

    Apr 30, 2012 · Directed by Roxann Dawson. With Debra Messing, Jack Davenport, Katharine McPhee, Christian Borle. The production has moved into the tech phase, with the first show in two days in Boston.

    • (138)
    • Roxann Dawson
    • TV-14
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  8. Tech - Smashpedia, the Super Smash Bros. wiki.

    Tech, officially referred to as a breakfall in Super Smash Bros., an ukemi (受け身) in Super Smash Bros. Brawl, and breaking your fall in Super Smash Bros. for Nintendo 3DS and Wii U is an action that can be performed when the player's character hits the ground, a wall, or a ceiling while tumbling or in hitstun. To tech, the user must press the shield button 20 frames or fewer before ...

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