A “tech” is a specific type of move in the Super Smash Bros. series. A character can use a tech to get out of a sticky situation, or to set up an advantageous one.
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The term “tech”
In the Smash community, the term “tech” is thrown around a lot. But what does it actually mean? A “tech” is a specific action that can be performed in game that gives the player an advantage. There are many different techs that can be performed in Smash, and they can vary from game to game.
What is a tech?
A “tech” is an abbreviation of the word “technique”. In the Super Smash Bros. series, a “tech” refers to a special move or trick that can be performed in order to gain an advantage over the opponent. There are many different types of techs, ranging from simple ledge get-ups to complex chain grabs. Some techs are specific to a certain character, while others can be performed by any character.
What is the difference between a tech and a combo?
“Tech” is a term used in the Super Smash Bros. community to refer to a specific action or set of actions that allows a character to recover from being launched off the stage. The term “combo” is used to refer to a series of attacks that combine to launch an opponent into the air or knock them down.
The types of techs
In Smash, teching is the act of using a move to get out of a disadvantaged position, such as being stuck in a grab or being juggled. There are three main types of techs: rolls, spotdodges, and air dodges. Each type of tech has its own advantages and disadvantages, so it’s important to know when to use each one.
Get-up tech
In Super Smash Bros., a tech is a move used to get back up from the ground after being knocked down, or to stop oneself from being sent tumbling across the stage. Most characters have some form of tech, and each type of tech has its own unique properties.
Get-up tech
The most common type of tech, get-up techs are used to get back up from the ground after being knocked down. To perform a get-up tech, simply press the control stick in the direction you want to get up while pressing the L or R button (for lefties and righties respectively). The timing can be a bit tricky, but once you get the hang of it you’ll be able to tech out of most situations.
Rolling tech
Rolling techs are used to stop yourself from being sent tumbling across the stage after being hit by an attack. To perform a rolling tech, quickly press the control stick in any direction while pressing the L or R button (for lefties and righties respectively). Rolling techs can also be used to get back up from the ground after being knocked down, but they’re not as effective as get-up techs for this purpose.
Spot dodge/air dodge
While spot dodges and air dodges can’t technically be considered “techs,” they serve a similar purpose. Spot dodges are used to avoid attacks while on the ground, and air dodges are used to avoid attacks while in the air. Both moves can also be used to stop yourself from being sent tumbling across the stage after being hit by an attack.
Ledge tech
Ledge teching is a technique in Super Smash Bros. that allows a character to quickly get back on the stage from ledges. Ledge teching can be performed by pressing in the opposite direction of the ledge you are perched on while grabbing it, or by using certain aerials. Fastfalling also helps with getting back on the stage quickly. Ledge teching can be used to avoid getting edgeguarded, and can also be used as a mix-up option when ledge camping.
ledge-canceling tech
Ledge-canceling is a technique in Super Smash Bros. Melee that can be used to cancel the animation of getting up from a ledge and jump or attack immediately upon waking up, without having to first wait for the character to complete the rest of the animation. Ledge-canceling can be performed by either air-dodging or using a move that causes the character to air-dodge off the ledge, such as down aerial (exceptSheik), up aerial, neutral aerial, or back aerial.
The benefits of teching
In Smash, “teching” refers to the act of getting up from a knockdown without being hit by the opponent’s attack. This can be done by rolling, air-dodging, or simply jumping away. There are many benefits to teching, such as being able to control the space around you, getting back into the game faster, and even being able to mindgame your opponent.
Teching can help you get out of a sticky situation
When you’re playing a game of Super Smash Bros., there are going to be times when you find yourself in a difficult situation. Maybe you’re stuck in the corner and your opponent is charging up a big attack, or you’ve been hit with a powerful move and are about to be sent flying off the stage. Whatever the case may be, teching can help you get out of a sticky situation.
So, what is teching? Teching is a technique that allows you to cancel out of an animation and return to a neutral state. For example, if you’re stuck in the corner and your opponent is charging up a big attack, you can use the tech button (Z or L + R on the GameCube controller) to quickly roll away and avoid taking damage.
Teching can also be used to escape certain moves that would normally send you flying off the stage. For example, if you’re hit with Bowser’s down smash attack, you can use the tech button to quickly roll away and avoid being sent flying.
There are many other uses for teching, and it’s a technique that every Super Smash Bros. player should be familiar with. So next time you find yourself in a difficult situation, remember to use the tech button!
Teching can help you gain an advantage over your opponent
Smash players use a technique called teching to help them recover from being knocked off the stage. When you tech, you hit the ground with a specific part of your body to absorb the impact and reduce the amount of knockback you take. This can help you stay in the game and even gain an advantage over your opponent.
There are two main types of teching: air teching and spot teching. Air teching is performed in the air after being knocked off the stage, while spot teching is performed on the ground. Each has its own benefits and drawbacks, so it’s important to know when to use each one.
Air teching can be used to recover from most aerial attacks, but it’s not always effective against certain moves, like Bowser’s down smash. Air teching also takes longer than spot teching, so you might not be able to get back to the stage before your opponent does.
Spot teching is mostly used to recover from moves that send you flying horizontally, like Sheik’s side smash. Spot teching is quicker than air teching, but it can be difficult to execute if you’re not expecting the attack.
Knowing when and how totech can give you a big advantage in a match. Use it wisely!
Teching can help you set up a combo
In the Super Smash Bros. games, “teching” refers to quickly getting up from a fall and getting back into the fight. It’s a useful technique for quickly recovering after being knocked down and can also be used to avoid being hit by certain attacks. In addition, teching can help you set up a combo by allowing you to get back into the action more quickly.
The drawbacks of teching
Teching can be risky
Although teching can be a useful tool for getting out of tricky situations, it can also be risky. If you miss a tech, you could find yourself in an even worse position than before. Additionally, some opponents may try to bait you into teching by feigning an attack. This can cause you to waste your precious time and give them an opening to capitalize on.
Teching can be telegraphed
Telegraphing is the result of a player making theirteching options too predictable or obvious. When telegraphing, a player will either linger in one spot for too long or make the same teching motions over and over again, making it easy for an opponent to read their plans and punish them accordingly. If a player is constantly trying to tech in the same spot or in the same way, their opponent will eventually catch on and be able to take advantage of it.
There are a few ways to avoid telegraphing your techs. One is to simply mix up your teching spots; don’t stay in one place for too long, and try to use different parts of the stage. Another way is to change up your teching motions; instead of always rolling in the same direction, try varying your rolls and air dodges. If you’re constantly trying different things, your opponent will have a harder time predicting your next move.
Of course, there are times when telegraphing can be used to your advantage. If you know your opponent is always going to try and punish you for telegraphic teching, you can use that knowledge to bait them into making a mistake. Just remember that this only works if you’re able to change up your own telegraphic habits as well; if you always telegraph in the same way, your opponent will eventually catch on and start punishing you anyway.
Teching can be punished
In the world of competitive Super Smash Bros., “teching” refers to a defensive maneuver in which a player hits the ground with enough force to enter into a special animation. This allows the player to avoid moves that would otherwise punish them, such as juggles or chaingrabs. However, there are several drawbacks to teching.
First and foremost, teching can be punished if the opponent is able to read it. This is especially true in the case of wall techs, which can be easily punished by moves with low lag such as up smashes or up tilts. Additionally, poor execution of a tech can result in the player not getting out of the endangerment state, making them even more susceptible to being punished. Finally, some characters have moves that specifically target teching opponents, such as Sheik’s needle storm or King Dedede’s down smash.
Overall, while teching can be a useful defensive technique, it is not without its risks. Players must be careful when using it and be aware of its potential drawbacks.