Editing Drop cancel
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[[File:LuigiDropCancelBlockstring.gif|thumb|300px|{{SSB|Luigi}} repeatedly drop cancelling his {{mvsub|Luigi|SSB|up aerial}} to perform a [[shield break combo]].]] | [[File:LuigiDropCancelBlockstring.gif|thumb|300px|right|{{SSB|Luigi}} repeatedly drop cancelling his {{mvsub|Luigi|SSB|up aerial}} to perform a [[shield break combo]].]] | ||
{{image| | {{image|GIFs of drop cancelling in Brawl and Smash 4}} | ||
{{disambig2|the technique involving cancelling the dropping through platforms to perform an aerial quickly|the technique which can be performed in ''Brawl''|platform cancel}} | {{disambig2|the technique involving cancelling the dropping through platforms to perform an aerial quickly|the technique which can be performed in ''Brawl''|platform cancel}} | ||
'''Drop canceling''', also known as '''[[platform]] canceling''' is a technique introduced in [[Super Smash Bros.]] It allows one to land back onto a platform immediately after platform dropping and hitting something with an [[aerial attack]], cutting aerial time to minimum. | '''Drop canceling''', also known as '''[[platform]] canceling''' is a technique introduced in [[Super Smash Bros.]]. It allows one to land back onto a platform immediately after platform dropping and hitting something with an [[aerial attack]], cutting aerial time to minimum. | ||
==The concept== | ==The concept== | ||
[[File:DragonLungeDropCancel.gif|thumb|250px|{{SSBU|Corrin}} drop cancelling [[Dragon Lunge]] to [[KO]] {{SSBU|Greninja}}. Notice Corrin immediately used an aerial Dragon Lunge to stay on the platform.]] | [[File:DragonLungeDropCancel.gif|thumb|250px|right|{{SSBU|Corrin}} drop cancelling [[Dragon Lunge]] to [[KO]] {{SSBU|Greninja}}. Notice Corrin immediately used an aerial Dragon Lunge to stay on the platform.]] | ||
In ''64'' and ''Melee'', while characters are in the air, their floor collision points move according to their animation, and are usually a short distance above the character's position. Since the floor collision point is level with the characters position while a character is standing on a floor, and usually above the characters position while in the air, characters would simply land back onto a platform immediately after trying to drop down if there wasn't a mechanism to prevent that. For that reason, the floor collision point is locked to same relative height as before the drop for a brief period when dropping from a platform, instead of letting it shift above the platform according to the animation. However, the lock period also wears down during hitlag while a character is frozen still. That can make the character maintain enough height such that its floor collision point still rises above the platform after the lock period ends, and result in the character landing onto the platform. | In ''64'' and ''Melee'', while characters are in the air, their floor collision points move according to their animation, and are usually a short distance above the character's position. Since the floor collision point is level with the characters position while a character is standing on a floor, and usually above the characters position while in the air, characters would simply land back onto a platform immediately after trying to drop down if there wasn't a mechanism to prevent that. For that reason, the floor collision point is locked to same relative height as before the drop for a brief period when dropping from a platform, instead of letting it shift above the platform according to the animation. However, the lock period also wears down during hitlag while a character is frozen still. That can make the character maintain enough height such that its floor collision point still rises above the platform after the lock period ends, and result in the character landing onto the platform. | ||
Drop canceling is usually done by following a platform drop as soon as possible with a quick aerial that hits something. Alternatively, getting hit by a cape or even a phantom hit immediately after a platform drop can result in a drop cancel. There are many deciding factors to whether an attack can be drop canceled on hit. Characters with low gravity are more likely to have aerials that can be drop cancelled, and can have larger windows for performing the aerial. Attacks have to hit quite quickly for drop cancel to be possible. Aerial attacks that shift the character's body upwards (like {{SSBM|Falco}}'s [[back aerial]] or [[Captain Falcon]]'s [[up aerial]]) are more likely able to be drop cancelled than aerials with unsuitable low reaching animations. | Drop canceling is usually done by following a platform drop as soon as possible with a quick aerial that hits something. Alternatively, getting hit by a cape or even a phantom hit immediately after a platform drop can result in a drop cancel. There are many deciding factors to whether an attack can be drop canceled on hit. Characters with low gravity are more likely to have aerials that can be drop cancelled, and can have larger windows for performing the aerial. Attacks have to hit quite quickly for drop cancel to be possible. Aerial attacks that shift the character's body upwards (like {{SSBM|Falco}}'s [[back aerial]] or [[Captain Falcon]]'s [[up aerial]]) are more likely able to be drop cancelled than aerials with unsuitable low reaching animations. | ||
After ''Melee'', Drop Cancelling changed slightly. Although traditional drop canceling does not return in later games, certain [[stall-then-fall]] aerials and even [[special moves]] can emulate the effect, albeit with varying utility and effects. For starters, the startup lag isn't always shifted to one frame before. Overall, while it becomes slightly easier, the payoff is nerfed a smidgen. However, characters like {{SSBU| | After ''Melee'', Drop Cancelling changed slightly. Although traditional drop canceling does not return in later games, certain [[stall-then-fall]] aerials and even [[special moves]] can emulate the effect, albeit with varying utility and effects. For starters, the startup lag isn't always shifted to one frame before. Overall, while it becomes slightly easier, the payoff is nerfed a smidgen. However, characters like {{SSBU|PAC-MAN}} profit heavily off of this due to the combos it can enable, and some characters, like {{SSBU|Corrin}}, utilize it when ledgetrapping. | ||
With the introduction of [[ | With the introduction of [[Command Input Special Moves]] in ''Smash 4'', drop cancelling was factored in through adding 5 extra platform drop frames to {{SSB4|Ryu}} for the purpose of making them easier to use on platforms. These extra frames could only be cancelled through his command specials, making Ryu use his grounded versions. This is because without these frames, Ryu often ends up falling through platforms while attempting to use his command specials, thus using his aerial versions instead. This mechanic returned in ''Ultimate'' alongside the addition of {{SSBU|Ken}} and {{SSBU|Terry}}; Ryu and Ken received the extra 5 frames, while Terry received 9, likely to account for [[Power Geyser]]'s noticeably longer input requirement. {{SSBU|Kazuya}} does not have a frame penalty like the others, likely because his command specials are incompatible with drop cancelling. | ||
==How to perform== | ==How to perform== | ||
*Drop through a platform that the character is standing on. Both regular platform drop and shield drop work equally. | *Drop through a platform that the character is standing on. Both regular platform drop and shield drop work equally. | ||
*Start a suitable aerial as soon as possible. In | *Start a suitable aerial as soon as possible. In many cases, the aerial has to be initiated frame perfectly. | ||
* | *Hit something with the aerial. Any target suffices, including character, shield, shy guy, or even a projectile hitbox the aerial clangs with. | ||
*If done correctly, the character will quickly land back on the platform it dropped from before | *If done correctly, the character will very quickly land back on the platform it dropped from before. | ||
==Applications== | ==Applications== | ||
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==Applicable attacks in ''Melee''== | ==Applicable attacks in ''Melee''== | ||
[[File:FalcoDropCancelCombo.gif|thumb|300px|{{sm|Westballz| | [[File:FalcoDropCancelCombo.gif|thumb|300px|right|{{sm|Westballz}}'s {{SSBM|Falco}} using a drop cancelled {{mvsub|Falco|SSBM|back aerial}} during a [[zero-to-death combo]].]] | ||
{{competitive expertise|Applications in competitive play to replace or rework the "Frame perfect?" column (July 2019)}} | {{competitive expertise|Applications in competitive play to replace or rework the "Frame perfect?" column (July 2019)}} | ||
Unless noted, attacks have a one frame window. These apply to stationary platforms; for downward moving platforms, the window sizes may vary, and more attacks may be possible.< | Unless noted, attacks have a one frame window. These apply to stationary platforms; for downward moving platforms, the window sizes may vary, and more attacks may be possible. | ||
<!-- source: https://www.reddit.com/r/SSBM/comments/2xgzuc/what_moves_can_be_platform_cancelled/cp048h7 --> | |||
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|- | |||
!Character | !Character | ||
!Moves | !Moves | ||
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|} | |} | ||
===Pseudo | ===Pseudo Platform Cancel=== | ||
[[File:FalconPPC.gif|thumb|250px|{{SSBM|Captain Falcon}} pseudo platform cancelling his {{mvsub|Captain Falcon|SSBM|up aerial}} [[out of shield]] through shield [[DI]]ing off the platform before being pushed back by the knockback.]] | [[File:FalconPPC.gif|thumb|250px|right|{{SSBM|Captain Falcon}} pseudo platform cancelling his {{mvsub|Captain Falcon|SSBM|up aerial}} [[out of shield]] through shield [[DI]]ing off the platform before being pushed back by the knockback.]] | ||
When sliding off a platform you start falling with lower velocity than when dropping through a platform. This allows you to cancel many more aerials than a regular platform cancel because you effectively have more airtime. In this example, Captain Falcon uses an aerial which cannot normally be platform canceled; by being hit during shield and shield DIing towards the edge, Captain Falcon is pushed off the platform, then the knockback pushes him back onto the platform. This technique still requires hitlag though, as hitlag allows the ECB to update and thus become above the platform. Some characters can't utilise this — such as Samus — due to having too low a fall speed. | When sliding off a platform you start falling with lower velocity than when dropping through a platform. This allows you to cancel many more aerials than a regular platform cancel because you effectively have more airtime. In this example, Captain Falcon uses an aerial which cannot normally be platform canceled; by being hit during shield and shield DIing towards the edge, Captain Falcon is pushed off the platform, then the knockback pushes him back onto the platform. This technique still requires hitlag though, as hitlag allows the ECB to update and thus become above the platform. Some characters can't utilise this — such as Samus — due to having too low a fall speed. | ||
{{clr}} | {{clr}} | ||
===Aerial interrupt=== | ===Aerial interrupt=== | ||
[[File:SamusAerialInterrupt.gif|thumb|250px|{{SSBM|Samus}} repeatedly using {{mvsub|Samus|SSBM|neutral aerial}} via aerial interrupt.]] | [[File:SamusAerialInterrupt.gif|thumb|250px|right|{{SSBM|Samus}} repeatedly using {{mvsub|Samus|SSBM|neutral aerial}} via aerial interrupt.]] | ||
Similar to drop canceling is the aerial interrupt: a technique in ''Melee'' that causes a character to land on a platform earlier by doing an aerial attack at a certain frame. The reason it works is that the character's environment collision box (ECB) is shifted downwards due to the attack's animation, making it connect with a platform and triggering the landing animation. It can be used to preserve enough ledge intangibility so that a grounded attack can be carried out whilst being still intangible. Its use can replace the need to air-dodging onto a platform since the aerial interrupt is the fastest possible way to get onto a platform from under it. | Similar to drop canceling is the aerial interrupt: a technique in ''Melee'' that causes a character to land on a platform earlier by doing an aerial attack at a certain frame. The reason it works is that the character's environment collision box (ECB) is shifted downwards due to the attack's animation, making it connect with a platform and triggering the landing animation. It can be used to preserve enough ledge intangibility so that a grounded attack can be carried out whilst being still intangible. Its use can replace the need to air-dodging onto a platform since the aerial interrupt is the fastest possible way to get onto a platform from under it. | ||
{{clr}} | {{clr}} | ||
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==Applicable attacks in ''Brawl''== | ==Applicable attacks in ''Brawl''== | ||
[[File:YoshiBombDropCancel.gif|thumb|250px|{{SSBB|Yoshi}} performing a drop cancel with Yoshi Bomb.]] | [[File:YoshiBombDropCancel.gif|thumb|250px|{{SSBB|Yoshi}} performing a drop cancel with Yoshi Bomb.]] | ||
Due to ''Brawl'' | Due to ''Brawl'''s changes to platforms and [[gravity]], drop cancel-applicable moves are scarce. However, options exist that are arguably useful for some characters, particularly {{SSBB|Snake}}'s [[back aerial]]. | ||
<!-- | <!--This list isn't fully exhaustive, I had issues discerning whether I was actually drop cancelling some moves due to the lack of frame-by-frame ~PvK --> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" width=100% | ||
|- | |- | ||
!Character | !Character | ||
!Moves | !Moves | ||
!Notes | !Notes | ||
|- | |- | ||
|{{SSBB|Bowser}} | |{{SSBB|Bowser}} | ||
|[[Bowser Bomb]] | |[[Bowser Bomb]] | ||
|Tight frame window, has landing hitbox come out immediately on the platform with decent KO potential. High startup makes it difficult to justify. | |Tight frame window, has landing hitbox come out immediately on the platform with decent KO potential. High startup makes it difficult to justify. | ||
|- | |- | ||
|{{SSBB|Captain Falcon}} | |{{SSBB|Captain Falcon}} | ||
|[[Falcon Kick]] | |[[Falcon Kick]] | ||
|If timed perfectly, the aerial hitbox will come out. If timed late, only the landing hitbox will come out, which is unsafe on hit at lower percents | |If timed perfectly, the aerial hitbox will come out. If timed late, only the landing hitbox will come out, which is unsafe on hit at lower percents. If timed very late, Captain Falcon will instead go through the platform. | ||
|- | |- | ||
|{{SSBB| | |{{SSBB|Meta Knight}} | ||
|[[ | |[[Drill Rush]] | ||
| | |Fairly liberal window, allowing for movement across platforms on stages like [[Battlefield]]. | ||
|- | |- | ||
|{{SSBB|Ice Climbers}} | |{{SSBB|Ice Climbers}} | ||
|[[Ice Shot]] | |[[Ice Shot]] | ||
|Snaps to the aerial version, but floats higher than usual. | |Snaps to the aerial version, but floats higher than usual. | ||
|- | |- | ||
|{{SSBB|Ivysaur}} | |{{SSBB|Ivysaur}} | ||
|[[Vine Whip]] | |[[Vine Whip]] | ||
|Hops higher than usual, even when used during the period in which Ivysaur is considered grounded. | |Hops higher than usual, even when used during the period in which Ivysaur is considered grounded. | ||
|- | |- | ||
|{{SSBB|Mr. Game & Watch}} | |{{SSBB|Mr. Game & Watch}} | ||
|{{mvsub|Mr. Game & Watch|SSBB|Down aerial}} | |{{mvsub|Mr. Game & Watch|SSBB|Down aerial}} | ||
| | |Landing hitbox only. | ||
|- | |||
|{{SSBB|Ganondorf}} | |||
|[[Wizard's Foot]] | |||
|Unlike Captain Falcon, instead of landing on the platform when timed early, Ganondorf will still travel through it. | |||
|- | |- | ||
|rowspan="2" | {{SSBB|Peach}} | |rowspan="2" | {{SSBB|Peach}} | ||
|[[Float]] | |[[Float]] | ||
| | |Immediately puts Peach into landing lag if done frame perfectly; no aerial can be drop cancelled if performed later either, making it relatively useless. | ||
|- | |- | ||
|[[Peach Bomber]] | |[[Peach Bomber]] | ||
|Snaps to grounded range. | |Snaps to grounded range. | ||
|- | |- | ||
|{{SSBB|Sheik}} | |{{SSBB|Sheik}} | ||
|{{mvsub|Sheik|SSBB|Down aerial}} | |{{mvsub|Sheik|SSBB|Down aerial}} | ||
| | |[[Meteor smash]] hitbox comes out and combos into the landing hit on its own. However, it has little follow-up potential. | ||
|- | |- | ||
|rowspan="2" | {{SSBB|Snake}} | |rowspan="2" | {{SSBB|Snake}} | ||
|[[Missile]] | |[[Missile]] | ||
|Snaps to grounded state almost immediately, no utility. | |Snaps to grounded state almost immediately, no utility. | ||
|- | |- | ||
|{{SSBB|Sonic}} | |{{mvsub|Snake|SSBB|Back aerial}} | ||
|Strong KO option. | |||
|- | |||
|{{SSBU|Sonic}} | |||
|{{mvsub|Sonic|SSBB|Down aerial}} | |{{mvsub|Sonic|SSBB|Down aerial}} | ||
| | |No hitbox comes out if done frame perfectly, making it useless. If done slightly later, it goes through the platform instead. | ||
|- | |- | ||
|{{SSBB|Toon Link}} | |{{SSBB|Toon Link}} | ||
|{{mvsub|Toon Link|SSBB|Down aerial}} | |{{mvsub|Toon Link|SSBB|Down aerial}} | ||
|Can lead into 50/50 situations. The windbox also comes out | |Can lead into 50/50 situations. The windbox also comes out. | ||
|- | |- | ||
|rowspan="3" | {{SSBB|Yoshi}} | |rowspan="3" | {{SSBB|Yoshi}} | ||
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|- | |- | ||
|[[Yoshi Bomb]] | |[[Yoshi Bomb]] | ||
|Immediately performs an aerial variation, even if performed during the drop's grounded state. If done properly, Yoshi will land on the platform and hit opponents with the stars | |Immediately performs an aerial variation, even if performed during the drop's grounded state. If done properly, Yoshi will land on the platform and hit opponents with the stars. | ||
|- | |- | ||
|} | |} | ||
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==Applicable attacks in ''Smash 4''== | ==Applicable attacks in ''Smash 4''== | ||
{{incomplete|The Smash 4 effects have not been properly labbed out yet, only being found fairly recently (July 2019).}} | {{incomplete|The Smash 4 effects have not been properly labbed out yet, only being found fairly recently (July 2019).}} | ||
{| class="wikitable sortable" | {| class="wikitable sortable" width=100% | ||
|- | |- | ||
!Character | !Character | ||
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!Notes | !Notes | ||
|- | |- | ||
|{{SSB4| | |{{SSB4|PAC-MAN}} | ||
|[[Up aerial]] | |[[Up aerial]] | ||
|Gets a lot of mileage, being able to combo into his [[Bonus Fruit]]s with the correct inputs. | |Gets a lot of mileage, being able to combo into his [[Bonus Fruit]]s with the correct inputs. | ||
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==Applicable attacks in ''Ultimate''== | ==Applicable attacks in ''Ultimate''== | ||
Largely the same as in ''Brawl'' and ''Smash 4'' in execution. | Largely the same as in ''Brawl'' and ''Smash 4'' in execution. | ||
{| class="wikitable sortable" | {| class="wikitable sortable" width=100% | ||
|- | |- | ||
!Character | !Character | ||
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!Notes | !Notes | ||
|- | |- | ||
|{{SSBU|Bowser}} | |||
|{{mvsub|Bowser|SSBU|Down aerial}} | |{{mvsub|Bowser|SSBU|Down aerial}} | ||
|The [[meteor smash]] hitbox comes out, and combos into the landing hit at lower percentages. | |The [[meteor smash]] hitbox comes out, and combos into the landing hit at lower percentages. | ||
|- | |- | ||
|{{SSBU|Ice Climbers}} | |{{SSBU|Ice Climbers}} | ||
|{{mvsub|Ice Climbers|SSBU|Down aerial}} | |{{mvsub|Ice Climbers|SSBU|Down aerial}} | ||
|Can potentially mean a [[desync]], otherwise, if only Popo is present, can go into Popo's [[forward tilt]]. | |Can potentially mean a [[desync]], otherwise, if only Popo is present, can go into Popo's [[forward tilt]]. | ||
|- | |- | ||
|{{SSBU|Sheik}} | |{{SSBU|Sheik}} | ||
|{{mvsub|Sheik|SSBU|Down aerial}} | |{{mvsub|Sheik|SSBU|Down aerial}} | ||
|Very much like in Brawl. Similar to Bowser's, the meteor smash hitbox comes out and goes into the landing hit. However, there are no potential combos out of this, making its utility questionable. [[Needle Storm]] can be used out of this in niche circumstances. | |Very much like in Brawl. Similar to Bowser's, the meteor smash hitbox comes out and goes into the landing hit. However, there are no potential combos out of this, making its utility questionable. [[Needle Storm]] can be used out of this in niche circumstances. | ||
|- | |- | ||
|{{SSBU|Mr. Game & Watch}} | |{{SSBU|Mr. Game & Watch}} | ||
|{{mvsub|Mr. Game & Watch|SSBU|Down aerial}} | |{{mvsub|Mr. Game & Watch|SSBU|Down aerial}} | ||
|Only the landing hitbox comes out, making it relatively useless in a competitive field. | |Only the landing hitbox comes out, making it relatively useless in a competitive field. | ||
|- | |- | ||
|{{SSBU|Zero Suit Samus}} | |{{SSBU|Zero Suit Samus}} | ||
|{{mvsub|Zero Suit Samus|SSBU|Down aerial}} | |{{mvsub|Zero Suit Samus|SSBU|Down aerial}} | ||
|Frame perfect, only the landing hitbox comes out. | |Frame perfect, only the landing hitbox comes out. | ||
|- | |- | ||
|{{SSBU|Sonic}} | |{{SSBU|Sonic}} | ||
|{{mvsub|Sonic|SSBU|Down aerial}} | |{{mvsub|Sonic|SSBU|Down aerial}} | ||
|No hitbox comes out, making it useless. | |No hitbox comes out, making it useless. | ||
|- | |- | ||
|{{SSBU|R.O.B.}} | |{{SSBU|R.O.B.}} | ||
|{{mvsub|R.O.B.|SSBU|Down aerial}} | |{{mvsub|R.O.B.|SSBU|Down aerial}} | ||
|If timed too early, the hitbox won't come out in a similar way to Sonic's. However, if timed correctly, this can hit through platforms. | |If timed too early, the hitbox won't come out in a similar way to Sonic's. However, if timed correctly, this can hit through platforms. | ||
|- | |- | ||
|{{SSBU|Toon Link}} | |{{SSBU|Toon Link}} | ||
|{{mvsub|Toon Link|SSBU|Down aerial}} | |{{mvsub|Toon Link|SSBU|Down aerial}} | ||
|Can lead into 50/50 situations, and the windbox comes out allowing for situational [[gimping]] at the ledge. Can go into [[Spin Attack]] at low percentages with 12 hits, and lead into a jab [[lock]] situation at around 10%. | |Can lead into 50/50 situations, and the windbox comes out allowing for situational [[gimping]] at the ledge. Can go into [[Spin Attack]] at low percentages with 12 hits, and lead into a jab [[lock]] situation at around 10%. | ||
|- | |- | ||
|{{SSBU|Greninja}} | |{{SSBU|Greninja}} | ||
|{{mvsub|Greninja|SSBU|Down aerial}} | |{{mvsub|Greninja|SSBU|Down aerial}} | ||
|Has many issues hitting opponents, requiring Greninja to be inside the opponent's hurtbox a lot of the time. If timed too late, the hitbox doesn't come out. | |Has many issues hitting opponents, requiring Greninja to be inside the opponent's hurtbox a lot of the time. If timed too late, the hitbox doesn't come out. | ||
|- | |- | ||
|{{SSBU| | |{{SSBU|PAC-MAN}} | ||
|{{mvsub|Pac-Man|SSBU|Up aerial}} | |{{mvsub|Pac-Man|SSBU|Up aerial}} | ||
| | |PAC-MAN gets a lot of mileage off of this, allowing him to perform [https://youtu.be/1Yf3uCLtqL0 numerous combos] due to how quick his up aerial is. Currently the only drop cancel which functions similarly to Melee. | ||
|- | |- | ||
| rowspan="4" | {{SSBU|Ryu}} | | rowspan="4" | {{SSBU|Ryu}} | ||
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|- | |- | ||
|[[Shoryuken]] | |[[Shoryuken]] | ||
|Similar to Ryu's, but fallouts happen quite often. | |Similar to Ryu's, but fallouts happen quite often. | ||
|- | |- | ||
|[[Nata Otoshi Geri]] | |[[Nata Otoshi Geri]] | ||
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|- | |- | ||
|[[Oosoto Mawashi Geri]] | |[[Oosoto Mawashi Geri]] | ||
|Can be drop cancelled using a 4122 → 36B input, little utility. | |Can be drop cancelled using a 4122 → 36B input, little utility. | ||
|- | |- | ||
| rowspan="2" | {{SSBU|Corrin}} | | rowspan="2" | {{SSBU|Corrin}} | ||
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|- | |- | ||
|{{mvsub|Corrin|SSBU|Down aerial}} | |{{mvsub|Corrin|SSBU|Down aerial}} | ||
|Multihits and the landing hitbox come out, although the utility is questionable. | |Multihits and the landing hitbox come out, although the utility is questionable. | ||
|- | |- | ||
|{{SSBU|Bayonetta}} | |{{SSBU|Bayonetta}} | ||
|{{mvsub|Bayonetta|SSBU|Down aerial}} | |{{mvsub|Bayonetta|SSBU|Down aerial}} | ||
|2 frame window. The landing hitbox comes out if done correctly which can allow for a surprise kill option. Otherwise, can be held for the [[Bullet Arts]] to activate. | |2 frame window. The landing hitbox comes out if done correctly which can allow for a surprise kill option. Otherwise, can be held for the [[Bullet Arts]] to activate. | ||
|- | |- | ||
|{{SSBU|Ridley}} | |{{SSBU|Ridley}} | ||
|{{mvsub|Ridley|SSBU|Down aerial}} | |{{mvsub|Ridley|SSBU|Down aerial}} | ||
|Due to how strong it is, this can be considered a niche KO option, but the sluggish nature and small hitbox makes it questionable. | |Due to how strong it is, this can be considered a niche KO option, but the sluggish nature and small hitbox makes it questionable. | ||
|- | |- | ||
|{{SSBU|Simon}} | |{{SSBU|Simon}} | ||
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|{{SSBU|Richter}} | |{{SSBU|Richter}} | ||
|{{mvsub|Richter|SSBU|Down aerial}} | |{{mvsub|Richter|SSBU|Down aerial}} | ||
|Exactly the same as Simon's, with the hitbox not coming out. | |Exactly the same as Simon's, with the hitbox not coming out. | ||
|- | |- | ||
|{{SSBU|King K. Rool}} | |{{SSBU|King K. Rool}} | ||
|{{mvsub|King K. Rool|SSBU|Up aerial}} | |{{mvsub|King K. Rool|SSBU|Up aerial}} | ||
|Improves the 50/50 situation it provides in tandem with [[up tilt]] when landing on a platform, but the hitbox makes it a niche if not unviable option. | |Improves the 50/50 situation it provides in tandem with [[up tilt]] when landing on a platform, but the hitbox makes it a niche if not unviable option. | ||
|- | |- | ||
|{{SSBU|Banjo and Kazooie}} | |{{SSBU|Banjo and Kazooie}} | ||
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| rowspan="5" | {{SSBU|Terry}} | | rowspan="5" | {{SSBU|Terry}} | ||
|[[Burning Knuckle]] | |[[Burning Knuckle]] | ||
|Very viable, and can be used to keep the usual arc rather than using [[Tiger Knee]]. Mainly designed for allowing grounded command specials to be used without falling through platforms. | |Very viable, and can be used to keep the usual arc rather than using [[Command Input Special Moves#Tiger Knee|Tiger Knee]]. Mainly designed for allowing grounded command specials to be used without falling through platforms. | ||
|- | |- | ||
|[[Crack Shoot]] | |[[Crack Shoot]] | ||
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|- | |- | ||
|[[Power Geyser]] | |[[Power Geyser]] | ||
|Very tight, but made easier by Terry's unique 11 frame platform drop animation. Can be used to reposition Power Geyser's hitbox below the platform if done late. | |Very tight, but made easier by Terry's unique 11 frame platform drop animation. Can be used to reposition Power Geyser's hitbox below the platform if done late. | ||
|- | |- | ||
| rowspan="3" | {{SSBU|Min Min}} | | rowspan="3" | {{SSBU|Min Min}} | ||
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|Min Min "hops" up, making this an intentional drop cancel. Does not occur with any other input. | |Min Min "hops" up, making this an intentional drop cancel. Does not occur with any other input. | ||
|- | |- | ||
|[[ARM Hook]] | |[[ARM Hook]] | ||
|Even on the first platform drop frame, Min Min will use ARM Hook despite being in a grounded state. Min Min will "hop up" while using ARM Hook if done successfully, similar to Punch. | |Even on the first platform drop frame, Min Min will use ARM Hook despite being in a grounded state. Min Min will "hop up" while using ARM Hook if done successfully, similar to Punch. | ||
|- | |- | ||
|{{mvsub|Min Min|SSBU|Down aerial}} | |{{mvsub|Min Min|SSBU|Down aerial}} | ||
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|- | |- | ||
| rowspan="3" | {{SSBU|Steve}} | | rowspan="3" | {{SSBU|Steve}} | ||
|[[Minecart]] | |[[Minecart]] | ||
|Acts as if Steve was grounded. | |Acts as if Steve was grounded. | ||
|- | |- | ||
|[[TNT]] | |[[TNT]] | ||
|TNT is placed with a pressure plate right next to it. | |TNT is placed with a pressure plate right next to it. | ||
|- | |- | ||
|{{mvsub|Steve|SSBU|Down aerial}} | |{{mvsub|Steve|SSBU|Down aerial}} | ||
|Anvil is placed directly under Steve on the platform. | |Anvil is placed directly under Steve on the platform. | ||
|- | |- | ||
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|{{SSBU|Pyra}} | |{{SSBU|Pyra}} | ||
|[[Swap]] | |[[Swap]] | ||
|Can be done from frames 1-3, the 3rd frame of which has Pyra go halfway through a platform and still appear on it as Mythra. | |Can be done from frames 1-3, the 3rd frame of which has Pyra go halfway through a platform and still appear on it as Mythra. | ||
|- | |- | ||
|{{SSBU|Mythra}} | |{{SSBU|Mythra}} | ||
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|{{mvsub|Kazuya|SSBU|Down aerial}} | |{{mvsub|Kazuya|SSBU|Down aerial}} | ||
|If done late enough, a grounded [[meteor smash]] comes out and nothing else, allowing a potential combo; it's very slow, however. Otherwise, the stronger hit comes out. | |If done late enough, a grounded [[meteor smash]] comes out and nothing else, allowing a potential combo; it's very slow, however. Otherwise, the stronger hit comes out. | ||
|- | |||
|} | |} | ||
==External links== | ==External links== | ||
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*[https://www.youtube.com/watch?v=6gVpnmcATKs&t=41s Drop Cancel "Shift Landing"] | *[https://www.youtube.com/watch?v=6gVpnmcATKs&t=41s Drop Cancel "Shift Landing"] | ||
[[Category:Techniques (SSBU)]] | |||
[[Category:Techniques (SSB4)]] | |||
[[Category:Techniques (SSBB)]] | |||
[[Category:Techniques (SSBM)]] | |||
[[Category:Techniques (SSB)]] | [[Category:Techniques (SSB)]] | ||
[[Category:Advanced techniques]] | [[Category:Advanced techniques]] |