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Wall clinging is a technique introduced in Super Smash Bros. Brawl. As the name suggests, it allows the player to cling on walls. The wall cling is performed similar to a wall jump, except the control stick or d-pad is held towards the wall instead of being moved in the opposing direction. Only certain characters have the ability to wall cling. While clinging to a wall, characters can jump, allowing it to function like a wall jump. This can be achieved by pressing away from the wall or by pressing up or the jump button. If the control stick is pressed away from the wall, the character will wall jump off the wall. If it is pressed up, the character will instead double jump. Wall clings will not restore a character's double jump.

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  • Wall Cling
  • Wall cling
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  • Wall clinging is a technique introduced in Super Smash Bros. Brawl. As the name suggests, it allows the player to cling on walls. The wall cling is performed similar to a wall jump, except the control stick or d-pad is held towards the wall instead of being moved in the opposing direction. Only certain characters have the ability to wall cling. While clinging to a wall, characters can jump, allowing it to function like a wall jump. This can be achieved by pressing away from the wall or by pressing up or the jump button. If the control stick is pressed away from the wall, the character will wall jump off the wall. If it is pressed up, the character will instead double jump. Wall clings will not restore a character's double jump.
  • Wall Cling (壁張り付き, Kabe Haritsukeri) is one of Strider Hiryu's special moves. Hiryu jumps in front of him and clings onto a wall. He can perform various moves by pressing any attack. This is useful for cross-up attempts on the incoming opponent. You can also move up and down as well as dismount off the wall. The followups are all respectively named in the Japanese version:
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  • Wall Cling (壁張り付き, Kabe Haritsukeri) is one of Strider Hiryu's special moves. Hiryu jumps in front of him and clings onto a wall. He can perform various moves by pressing any attack. This is useful for cross-up attempts on the incoming opponent. You can also move up and down as well as dismount off the wall. The followups are all respectively named in the Japanese version: * Ladder Kick (下蹴り, Shitageri; lit. Lower Kick) * Originally called the Sliding Kick (スライディングキック, Suraidingu Kikku) in older games. * Cypher Strike (サイファー攻撃, Saifā Kōgeki; lit. Cypher Attack) * Jump Attack (飛び蹴り, Tobigeri, lit. Flying Kick) * Originally called the Jimen ni Tobigeri (地面に跳び蹴り, Jump Kick to the Ground) in the previous games. * Wall Exchange (壁渡り, Kabe Watari, lit. Wall Transition) * Originally called the Opposite Wall Switch (反対側の壁移動, Hantaigawa no Kabe Idō, lit. Opposite Sided-Wall Movement) in the previous games.
  • Wall clinging is a technique introduced in Super Smash Bros. Brawl. As the name suggests, it allows the player to cling on walls. The wall cling is performed similar to a wall jump, except the control stick or d-pad is held towards the wall instead of being moved in the opposing direction. Only certain characters have the ability to wall cling. While clinging to a wall, characters can jump, allowing it to function like a wall jump. This can be achieved by pressing away from the wall or by pressing up or the jump button. If the control stick is pressed away from the wall, the character will wall jump off the wall. If it is pressed up, the character will instead double jump. Wall clings will not restore a character's double jump. Psuedo-wall-clinging is a technique in Super Smash Bros. for Nintendo 3DS and Wii U that can only be used by the DLC character, Corrin; pseudo-wall-clinging is not a true wall cling, but rather uses a certain move in order to 'cling' to the wall for a period of time; the only move in the game able to do this is Corrin's Dragon Lunge. From this position Corrin can jump out of the move and then use their up special, which can greatly help recovery on stages with such walls. Additional wall clings and subsequent jumps can be performed without having to land. If used correctly in combination of wall jumps, one can get a huge vertical distance if there is a wall, allowing characters that can wall cling have a huge chance to survive sudden death if used properly. The time that the character can cling to the wall for decreases each time the they perform a wall cling without touching the ground. So it is not recommended to keep wall clinging without spending a set amount of time on the ground to get the most out of the wall cling. The wall cling lasts up to 3 seconds for Squirtle, Greninja, and Diddy Kong, and up to 5 seconds with Sheik and Lucario.
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