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==Special Moves== | |||
This is a detail description on each of the special moves that aid with momentum canceling. | |||
*[[Spinning Kong]]: Overall the second best momentum canceling move in the game, it completely negates all horizontal momentum upon the 1st frame of activation. This, combined with DK's fast bair and his great weight, allows him to greatly out survive every other character in the game when knockbacked horizontally, including Bowser. It does not stop vertical momentum however, which is why it is second to Oil Panic. It also leaves DK vulnerable upon return due to its landing lag, but DK will always make it back to the stage while on a neutral stage due to its great horizontal distance. | |||
*[[Monkey Flip]]: Diddy Kong's special moderately negates horizontal momentum. Overall, it can be considered one of the best momentum canceling specials since it doesn't put Diddy Kong in a [[helpless]] state and it negates a decent amount of horizontal momentum. This allows Diddy Kong to take horizontal hits quite well. | |||
*[[Egg Roll]]: Overall this has the third best momentum canceling abilities among special moves. It negates a large amount of horizontal momentum and it allows Yoshi to survive a potentially fatal blow if its first few frames are activated. It is also the only special move other than Oil Panic that can negate vertical momentum as well. However, it has huge drawbacks that make it rather impractical. While the move almost completely negates horizontal momentum, Yoshi gains no horizontal distance while performing it, it takes a while for Yoshi to end it, and Yoshi becomes helpless upon completion. Yoshi will never make it back to the stage while on a neutral stage even with his great air speed. As for vertical momentum canceling, Yoshi can survive longer through the basic method. Overall, this move only has its uses in stages with no cliffs or stages where the blast line is close to the edge. | |||
*[[Flame Choke]]: An move that can negate horizontal momentum slightly. In neutral stages, Ganondorf will never make it back to the stage using this move on a non-DI horizontal hit. He can make back on a DI hit in some stages (he won't make it back in Final Destination). Overall, this move isn't very useful for momentum canceling since it only provides a minimal benefit and Ganondorf is very likely to not make it back to the stage. Even if he can make it back, he will be helpless and is essentially a sitting duck for edgeguarders due to his large size and slow air speed. | |||
*[[Flip Jump]]: Like Diddy Kong's Monkey Flip, this move can negate horizontal momentum without putting Zero Suit Samus in a helpless state. However, it negates less momentum than Diddy Kong's and only provides a very slight benefit over the basic method. But it is practical as it only provides benefit as it won't put Zero Suit Samus in harms way or impede her recovery. | |||
*[[Squall Hammer]]: This move can slightly negate horizontal momentum. The Ice Climbers can make it back to the stage when together, but a solo Climber will not. This move does put them in a helpless state and leaves them vulnerable upon return. | |||
*[[Arm Rotor]]: This move negates horizontal momentum very slightly and only has a very minimal benefit. However, it doesn't move R.O.B. far or put him in a helpless state, so it only provides benefit. | |||
*[[Drill Rush]]: When combined with the fastest aerial in the game (Meta Knight's uair), this move negates a substantial amount of horizontal momentum on non DI hits (only DK's provides a better benefit). However, this move is significantly less effective on DI hits (while using this maneuver, MK only survives 4% more on DI hits). Also, this move puts MK in a helpless state which leaves him vulnerable, especially due to his very slow air speed, further limiting its effectiveness. | |||
*[[Super Dedede Jump]]: This move can surprisingly negate horizontal momentum quite well, despite its mostly vertical movement. On non-DI hits, Dedede will not make it back to the stage on neutral stages. He can make it back on DI hits, though it may require canceling the move at the precise time to grab the edge. Due to its fast movement, Dedede isn't as vulnerable as other characters upon performing this, especially if the opponent is taunting because they believe they gotten a KO. However, performing this move is still risky as using it on a non-DI hit will prove fatal or using it on a what would of been a nonlethal blow could end up with fatal results. | |||
*[[Skull Bash]]: This move moderately negates horizontal momentum with the added benefit of not leaving Pikachu helpless. However, this move has a large amount of ending lag so using on a nonlethal blow could leave Pikachu close the stage and vulnerable to a reactive opponent. This move is still safer than most momentum canceling moves though. | |||
*[[Quick Attack]]: This move negates horizontal momentum exactly as well as Skull Bash but is inferior for this task as it leaves Pikachu helpless. It is interesting to note that Pikachu is the only character with two special moves that provide a bigger benefit to momentum canceling than the basic method. | |||
*[[Pound]]: This move is one of three moves that provides no benefit on non-DI hits but aid on DI hits. Its effect is minimal, but it doesn't leave Jigglypuff helpless so it only provides benefit. | |||
*[[Quick Draw]]: This move is one of three moves that provides no benefit on non-DI hits but aid on DI hits. Unlike the other two, it negates a large amount of horizontal momentum on DI hits. Also unlike the other two, it leaves Ike helpless and very vulnerable. While it supplies a large benefit on DI hits, this maneuver is very risky and difficult to pull off. If used on a non-DI hit, the results will be fatal. Also, Ike has to use an air dodge for maximum benefit, which requires different timing and faster reflexes than aerial attacks to use successfully (this is due to air dodges being able and needing to be used sooner in knockback than aerials). | |||
*[[Spin Charge]]: This move is one of three moves that provides no benefit on non-DI hits but aid on DI hits. Its effect is minimal on DI hits like Pound. Unlike Pound, this move will bring Sonic back to the stage so it has some risk. But it doesn't leave Sonic helpless and its fast so its overall risk is minimal. | |||
*[[Oil Panic]]: The best momentum canceling move in the game, it even has its own special name, being called "[[Bucket Braking]]". This move completely negates all momentum starting on frame 1, both horizontal and vertical. As long as Mr. Game & Watch can get the bucket out, he will completely stop, preventing a would-be fatal blow. This move also has no risk as it doesn't leave Game & Watch helpless or move him at all, preventing him from being attacked while using Oil Panic. Overall, this is a technique that is essential for Game & Watch players to learn. It should be noted that using Oil Panic while the bucket is full will not aid with momentum canceling at all. | |||
<youtube>njcYW0rFmUg</youtube> | <youtube>njcYW0rFmUg</youtube> | ||
[[Category:Techniques]] | [[Category:Techniques]] | ||
[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] |