Editing Double shine
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{{ArticleIcons|ssbm=y|unofficial=y}} | |||
{{merge|Reflector (Fox)|Considering the fact that the Reflector page already has a "Techniques" section, I feel like this should be merged into that page}} | |||
[[File:MultiShine.gif|thumb|A series of frame-perfect multi shines at 1/4 speed.]] | |||
A '''double shine''' (or '''multi shine''', '''triple shine''', etc.) is the repeated use of [[Reflector]] as an attack by either {{SSBM|Fox}} or {{SSBM|Falco}} in ''[[Super Smash Bros. Melee]]''. It is performed by [[jump-cancel]]ling a Reflector and using a second Reflector just after leaving the ground, timed so that Fox or Falco will quickly land and allow the pattern to be repeated. It is a very difficult and technically demanding technique and is often practiced at slower speeds in [[training mode]], though it is easier to perform with Falco as his jump squat animation is 2 [[frame]]s longer. Performing more than two shines in a row in this way is known as "multi shining". | |||
The double shine and multishine is known as an effective pressure tool, especially against shielding opponents, however, Fox players rarely use the technique in tournament as it is extremely technically demanding. Multishining is often used in a non-tournament setting as a demonstration of technical skill. In gameplay, Fox players will often use a double shine in order to beat out options such as shield dropping or spot dodging, as the second shine increases the likelihood of hitting the opponent with either shine. {{Sm|Hax}} is one of the few Fox players known for being able to consistently use multishines in tournament, often as shield pressure. | |||
Because multishining is significantly easier to perform with Falco, Falco players frequently use multishining as a powerful form of shield pressure or as a combo starter. Falco's shine does more damage than Fox's and also doesn't push the shielding opponent as far horizontally, allowing Falco to quickly cut away at an opponent's shield. This can cause opponents to get [[shield poke]]d or allow Falco easily land a grab. When performed optimally, a multishine can also hit an opponent out of a roll; even if the opponent manages to roll out, it give Falco the opportunity to convert off of a roll read. | |||
== Frame data == | |||
Note that frames given assume that inputs are given during the first frame of every range (i.e. all inputs are frame-perfect). It also assumes none of the shines hit (i.e. does not count [[freeze frame]]s). | |||
{|class="wikitable" | |||
!Frame (Fox)!!Frame (Falco)!! | |||
|- | |||
|1||1||Shine 1 | |||
|- | |||
|4-21||4-21||Jump window. Keeping the Reflector active extends the window indefinitely. | |||
|- | |||
|7||9||Shine 2. If done later than this, Fox/Falco will jump too high for the technique to continue. | |||
|- | |||
|10||12-13||On these frames, the Reflector can be jump-cancelled, but Fox/Falco is still in the air. Jumping here will use a [[double jump]] and allow the next shine to come out on the next frame, but end the multishine cycle. | |||
|- | |||
|11||14||Beginning at this frame, Fox/Falco is grounded. | |||
|- | |||
|12||15||Earliest frame the jump can start. | |||
|- | |||
|15||20||Shine 3. From here the technique loops to the point marked "Shine 2". Therefore, Fox can shine every 8 frames while Falco takes 11 frames. | |||
|} | |||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] |