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Momentum canceling involves two steps: | Momentum canceling involves two steps: | ||
#Once knocked into the air, a character must use an aerial attack as soon as possible, to end or tumbling or reeling. If knocked back horizontally, the character's fastest aerial is usually preferable, and in the case of [[Ike (SSBB)|Ike]] or [[Snake (SSBB)|Snake]], an air dodge may be a better option. | #Once knocked into the air, a character must use an aerial attack as soon as possible, to end or tumbling or reeling. If knocked back horizontally, the character's fastest aerial is usually preferable, and in the case of [[Ike (SSBB)|Ike]] or [[Snake (SSBB)|Snake]], an air dodge may be a better option. | ||
#If knocked vertically, the character must initiate a [[ | #If knocked vertically, the character must initiate a [[fast fall]], which can be achieved by using the [[c-stick]] (or the [[Wii remote]]'s [[Directional pad|d-pad]]), to perform a [[down air]] in conjunction with the previous step. If knocked back horizontally, a [[special move]] that negates unwanted momentum should be used. If the character has none, a [[midair jump]] should instead be performed. | ||
==Vertical momentum canceling== | ==Vertical momentum canceling== | ||
To momentum cancel when launched vertically, a character must perform an [[aerial attack]] and | To momentum cancel when launched vertically, a character must perform an [[aerial attack]] and fast fall. Both the aerial and the fast fall can be achieved by tapping down on the c-stick, since this will input a [[dair]] and fast fall simultaneously. It should be noted that [[Stall-Then-Fall|stall-then-fall]] attacks '''do not''' assist vertical momentum canceling. Players whose characters possess stall-then-fall dairs should instead tap the c-stick in a different direction to carry out a different aerial, and tap the control stick down to fast fall. | ||
Each character's potential to vertical momentum cancel hinges on the difference between the speed of their regular fall, and the speed of their | Each character's potential to vertical momentum cancel hinges on the difference between the speed of their regular fall, and the speed of their fast fall. [[Link (SSBB)|Link]], who possesses the largest difference, gains the most benefit from vertical momentum canceling, while [[Wolf (SSBB)|Wolf]], who has the smallest difference, benefits the least. It is important to note that, despite the existence of particular special moves that negate vertical momentum, all characters can survive longer by using this basic method, including Mr. Game & Watch. | ||
===Character endurance chart=== | ===Character endurance chart=== |
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