Tech

A tech, also called an ukemi or breakfall, is a defensive action in Super Smash Flash 2 and Fraymakers performed by pressing the shield input shortly before hitting a floor, wall, or ceiling while tumbling. This allows the character to immediately recover from knockback and renders them momentarily intangible while doing so, the duration of which depends on the particular character.

Standard tech
A standard tech, also referred to as a standing tech, is a ground-based tech performed with no horizontal movement inputs before hitting the ground. The character will then experience a period of intangibility in place before quickly returning to their idle animation. This is the easiest tech to perform.

Rolling tech
A rolling tech, also referred to as a techroll is a ground-based tech performed while holding the left or right movement inputs before hitting the ground. The character will then roll a short distance left or right across the ground with intangibility before returning to their idle animation.

Wall tech
A wall tech is performed against a wall. Unlike with ground-based techs, the character must be in hitstun in addition to tumbling in order to wall tech. The character will experience a short period of intangibility and instantly lose their momentum in the air, preventing them from bouncing against the wall. This is most useful for stages with slanted walls, as it prevents the character from being stage spiked. Additionally, the character is almost immediately actionable afterward.

Ledge tech
A ledge tech is a form of wall tech that can be performed near the ledge of a stage. It is often used when standing next to a ledge or hanging from a ledge to survive an edgeguarder and allows them to SDI towards the ledge and wall tech. This is performed by pressing the shield input to wall tech before inputting a direction. Another way to ledge tech is to simply wall tech when hitting a ledge and the character will automatically grab it.

Ceiling tech
A ceiling tech is a tech against a ceiling. Like with wall techs, the character must be in hitstun in addition to tumbling to perform it. The character will experience short period of intangibility and instantly lose their momentum in the air, preventing them from bouncing against the ceiling. Additionally, the character is almost immediately actionable afterward.

Tech chasing
Tech chasing is a technique used to predict and counter an opponent's tech before they can react. Due to the static movement and small intangibility periods of techs, players can read or react to the direction of an opponents tech roll in a particular direction and then punish them.

Tech chasing is a very prevalent technique in high-level play. Characters with fast running speeds, fast air speeds, or long-reaching attacks or projectiles benefit the most from using this technique, as these traits make it easier for them to reach the opponent's final position before the tech ends. It is especially useful for attacks that force an opponent into a tumbling state toward the ground, such as 's Flame Choke or 's down throw in SSF2. These kinds of attacks can allow for tech chasing setups in which the player anticipates what direction their opponent will choose to tech into in order to escape a follow-up attack, and then chase the opponent into the same attack, repeating the process as many times as possible.

In addition to teching, tech chasing can similarly be used against floor recoveries. These are generally easier to punish due to the additional lag from crashing onto the floor, though players also have the option of using a floor attack to counter the tech chasers.