Editing Moonwalk

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 4: Line 4:


==Performing the moonwalk==
==Performing the moonwalk==
Moonwalking is achieved by tilting the [[control stick]] backwards while dashing, which can make the character move backwards with maximum dash speed when performed correctly. Because tilting the control stick back too fast will result in a dash back, the control stick must be lightly tilted back for at least two frames before tilting straight back. A convenient way to do this is to first go to the lower back diagonal notch for two or more frames before tilting straight back. It does not matter if the control stick goes through the neutral zone or points down at any time during the dash animation, so the notch can be reached in a straight line or in a circular motion. After the moonwalk, the character can still continue sliding a significant distance, for low traction characters often further than the distance traveled back during the dash animation.
During the [[dash]] animation, you can alter the speed with the horizontal [[control stick]] position:
Holding fully forward gives you maximum dash speed, holding neutral will make you decelerate to zero,
and holding back will make you eventually move back at maximum dash speed, assuming the dash animation
is long enough and the initial dash speed low enough to reach it. Moonwalking then is dashing while holding backwards.
Flicking backwards too fast will result in a dash back, like when you are dash dancing. To prevent this,
you must tilt backwards for at least two frames, and then you can hold fully back.
Nothing special happens when you hold neutral or down while dashing, so
you can conveniently go to a lower diagonal notch either directly or in a circular motion and stay
there for at least two frames to get the tilt input, then move fully back.


Alternatively, it's possible to moonwalk by very quickly smashing the control stick backwards within the first three frames of a dash, or by tilting back on frame 3 and holding fully back on the next frame. This only works for forward dashes, not for turnaround dashes. This variation yields slightly longer moonwalks and is thus considered a perfect moonwalk, but the frame precision required is exceptionally difficult, and so outside of [[TAS]] scenarios it is never seen in practice.
Although not humanly viable, when the dash was performed without a turnaround frame preceding it,
moving the control stick fully back within the first three dash frames will also
not register as a dash back and result in a moonwalk. Tilting back on frame three and then holding back later also works.
Moving the control stick back on the first possible frame gives the longest possible moonwalk.


The character's velocity before the dash is added to the character's initial dash speed, thus any velocity in the moonwalk direction can greatly increase the moonwalk length. Methods of gaining initial speed for the moonwalk include walking, wavedashing forward or backward, and using another moonwalk. This way multiple moonwalks can be stringed together to build up enough momentum to reach the full backwards velocity, which is often not possible with a single moonwalk from a standstill. All characters in the game can moonwalk, but a majority of the characters require this extra initial velocity to actually move back past the moonwalk starting position.
After the moonwalk, the character will still continue sliding a significant distance, for low traction
characters often further than the distance traveled back during the dash animation.


The [[Bunny Hood]] item increases the dash acceleration and gives every character a decent moonwalk range.
Ideally you already have some speed in the direction you want to moonwalk into,
because the sum of this speed before starting the dash and the character's
initial dash speed property determines the speed you have when starting the dash.
This can be achieved with a
* dash or a (fast) walk,
* [[wavedash]] forward or back,
* or even another moonwalk
before starting the moonwalk. This way you can string multiple moonwalks together to
build up momentum and be able to reach the full backwards velocity, which is often not possible
with a single moonwalk from a standstill.
 
Moonwalking works best for characters that have a long dash animation, low initial dash speed,
high maximum dash speed, high dash acceleration, and low traction to slide further after
the dash animation.
 
The [[Bunny Hood]] item greatly increases the dash acceleration while only slightly increasing the initial
dash speed, and thus makes it easier to moonwalk.


==Variations of the moonwalk==
==Variations of the moonwalk==
Line 17: Line 45:
===Sticky walk===
===Sticky walk===
[[File:Sticky walking Melee.gif|thumb|250px|Smasher {{Sm|Bizzarro Flame}} sticky walking in ''Melee'' during a tournament match.]]
[[File:Sticky walking Melee.gif|thumb|250px|Smasher {{Sm|Bizzarro Flame}} sticky walking in ''Melee'' during a tournament match.]]
The sticky walk starts with the same inputs as the moonwalk, but once negative or sufficiently small velocity is reached, the control stick can be put in neutral to reach zero velocity, and then held forward to transition to the running animation, where the character slowly gains speed again. Because the speed of the animation is directly proportional to the speed of the character's movement across the stage, the character's animation slows to a stop when the velocity is close to zero and then resumes in slow motion until the normal running speed is reached.
The sticky walk is an extension of the moonwalk. The process is outlined below.
 
First the player must execute a normal moonwalk by dashing one direction and then rolling the stick underneath neutral to the direction opposite of the original direction. Then, before the initial dash animation ends, the player must roll the stick underneath neutral back to the original direction. This initiates the standard running animation of the character. If the sticky walk was performed well enough, the character will continue sliding backward temporarily, slow to a stop, and then begin to run forward. However, because the speed of the animation is directly proportional to the speed of the character's movement across the stage, the character's running animation slows to a stop at the apex of the sticky walk and then resumes in slow motion.


===Charlie walk (Boost Walk)===
===Charlie walk (Boost Walk)===
Line 100: Line 130:
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]
[[Category:Advanced techniques]]
[[Category:Advanced techniques]]
[[Category:Slide techniques]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: