Latest revision |
Your text |
Line 1: |
Line 1: |
| {{ArticleIcons|series=y|unofficial=y}}
| | A '''Stall-Then-Fall''' is a type of aerial maneuver in all three installments of Smash. Types of Stall-Then-Falls vary from kicks to hip drops to everything inbetween. No matter the type, all of Stall-Then-Falls are similar in function. |
| [[File:Stall-then-fall Brawl.gif|thumb|250px|{{SSBB|Toon Link}}'s down aerial is an example of a stall-then-fall move.]]
| |
| A '''stall-then-fall''' is a type of aerial maneuver in all installments of the ''{{b|Super Smash Bros.|series}}'' series. Types of stall-then-falls vary from kicks to hip drops. No matter the type, all stall-then-falls are similar in function. Stall-then-fall moves come in 2 types, aerials and [[special move]]s. Stall-then-fall specials exist in all games of the series, and stall-then-fall [[aerial attack]]s have existed since ''[[Super Smash Bros. Brawl]]''. | |
|
| |
|
| ==Properties== | | ==Properties== |
| [[File:Stall-then-fall Ultimate Meteor Smash.gif|thumb|200px|{{SSBU|Mr. Game & Watch}}'s down aerial being used as a [[meteor smash]].]]
| |
| The [[attack]] is as simple as the name: the [[character]] pauses briefly in the air, then rockets downward, usually with a kick. The downward falling speed can be much greater than the character's usual [[falling speed]], even while [[fast falling]]. Most of these attacks launch the character diagonally forward and downwards, but a few of them ([[Toon Link]]'s, [[Mr. Game & Watch]]'s, [[Bowser]]'s, [[Kirby]]'s, [[Yoshi]]'s, [[Ridley]]'s, and [[Banjo]] & [[Kazooie]]'s) do not, instead launching straight downwards or allowing the direction to be controlled (Mr. Game & Watch and Bowser's down aerial in ''Super Smash Bros. 4'').
| |
|
| |
|
| If the character performing the move hits the stage while the attack is still being executed, there is typically a fairly large landing lag with most of them. However, some of these moves have an additional hitbox upon hitting the ground, creating a shockwave effect that extends a short distance to either side of the character.
| | ===Description=== |
| | The attack is as simple as the name: the character pauses briefly in the air then rockets downward, usually with a kick. The downward falling speed is much greater than the character's usual falling speed, even while fastfalling. Most of these attacks launch the character diagonally forward and downwards, but a couple of them (Toon Link's, Mr. Game and Watch's, Bowser's, Kirby's, and Yoshi's) do not, instead launching straight downwards or that the direction can be controlled (Mr.Game and Watch only). |
|
| |
|
| Aerial stall-then-fall attacks have their downwards movement disabled if the character attempts to use such a move to cancel hitstun from vertical knockback they have recently received, or if they are used while there is any residual knockback from attacks that cause hitstun, even after the hitstun would have ended. This behaviour originates from ''Brawl'', where aerial attacks can be used to cancel hitstun, presumably in order to prevent this from being exploited to avoid being KOed vertically, although this behaviour extends to aerials which push opponents upwards as well, such as {{SSBB|Fox}}'s forward aerial. Starting in the {{SSBU|4.0.0}} update for ''Ultimate'', many stall-then-fall aerials do not have this property anymore, however removing it requires hard-coding, and they will still exhibit this behaviour by default, if not programmed not to do so. Notably, since residual knockback stacks with the momentum from the aerial, as it does will fall and air speeds, and as such the initial stall can cause the fighter to be boosted upwards, and the fall will be slower to begin with.
| | ===Landing Shockwave=== |
| | These attacks have a long duration. If used while off of the stage, they can result in a self-destruct. If the character performing the move hits the stage while the attack is still being executed, there is a fairly large landing lag with most of them. However, some of these moves have an additional hit upon hitting the ground. Toon Link's attack (for instance), instead of doing this, will bounce off of an opponent the first time it hits and will remain extended as a regular attack for a short duration afterwards. |
|
| |
|
| All aerial stall-then-falls are momentum based, meaning that they simply add a large amount of downwards momentum to a fighter, and thus the downwards momentum can persist after the move ends, depending on a fighter's vertical air friction. This also means that, like special moves, and unlike other ground moves like tilts and rolls, the speed granted by stall-then-fall aerials ignores size changes, but may be affected by stat changes, such as the stalling portion of Bowser's down aerial gaining more height in light gravity, and less height in heavy gravity.
| | ===[[Meteor Smash|Spiking]]=== |
| | Some of these attacks can be used to [[Meteor Smash|spike]] an opponent. If the opponent is hit by the initial downward thrust, they will be propelled downward with the move (Toon Link's will instead bounce off of them, but still launch them downwards). This is usually intended to drag the opponent in to the final hit of the attack on the ground, but it can also be used to drag the opponent off of the stage to their death. |
|
| |
|
| Special move stall-then-falls behave like any other special move which moves a fighter. They typically use scripted motion rather than adding momentum, and they will not have their movement disabled by residual knockback, rather they will always stack with it. Some such specials also move horizontally when used on the ground, examples of this include the [[Falcon Kick]], [[Wizard's Foot]] and [[Power Thrust]].
| | ===Stalling=== |
| | All of the Down Aerial Stall-Then-Fall attacks introduced in Brawl have an interesting property that may actually be a glitch. If they are used while suffering verical knockback, the aerial will cancel this knockback and additionally cancel the "Fall" part of the aerial, simply causing the character to stall for a second in the air with the attack extended, for example the [[toon link down air glitch]]. |
|
| |
|
| ===Platform stalling=== | | ===Platform Stalling=== |
| If one of the down aerial stall-then-fall attacks is used immediately after beginning to fall through a [[platform]], the stall will cause the character to move slightly above the platform, so that they fall immediately directly on to it. This is somewhat useful with Toon Link and Mr. Game & Watch, who have the shortest landing lags on their stall-then-fall aerials, and can use this technique to land several quick hits. | | If one of the Down Aerial Stall-Then-Fall attacks is used immediately after begining to fall through a platform, the stall will cause the character to move slightly above the platform, so that they fall immediately directly on to it. This is somewhat useful with Toon Link and Mr. Game and Watch, who have the shortest landing lags on their Stall-Then-Fall Aerials, and can use this technique to land several quick hits. |
|
| |
|
| ===Sliding=== | | ===Extra Jump (Melee Only)=== |
| Certain stall-then-fall aerials will cause the user to skid down slopes a bit, mainly Toon Link's and Mr. Game & Watch's. Depending on the steepness of the slope, this can be a tiny distance or a huge one, and at steep slopes, the character slides a large distance at a speed that is often faster than their dash. This could be used to keep an opponent from taking advantage of the long landing lag, and also for [[mindgame]]s.
| | In Melee, Captain Falcon and Ganondorf had an interesting property with their Down Specials. If they were used after performing a midair jump, another midair jump would become useable upon completion. |
|
| |
|
| ===Sweet-spotting=== | | == Characters == |
| Stall-then-falls are useful for sweet-spotting the edge. The player can use the attack in midair, fall to below the level of the edge, and use their midair jump or up special move. They must be very high above the bottom [[blast line]] to avoid a [[self-destruct]]. Only Yoshi's [[Yoshi Bomb]] and Bowser's [[Bowser Bomb]] can sweetspot the ledge automatically while falling. The rest do not do so, continuing downwards. | | *[[Zero Suit Samus (SSBB)|Zero Suit Samus]]: D-air, extends a leg, then shoots downward diagonally. One of the spiking Stall-Then-Falls. |
| | *[[Sonic the Hedgehog (SSBB)|Sonic]]: D-air, extends a leg, then shoots downward diagonally. |
| | *[[Sheik]]: D-air, extends a leg and launches herself downward diagonally. |
| | *[[Toon Link (SSBB)|Toon Link]]: D-air, Points his blade downward, then falls quickly. Spikes in the initial fall. |
| | *[[Ice Climbers (SSBB)|Ice Climbers]]: Dair, thrusts the hammer beneath them and then drop down. Speed is lower than most of the other Stall-then-fall aerials in Brawl, and does not spike, but landing lag is shorter than most. |
| | *[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: D-air, pulls out key and rides it to the ground. Spikes in the initial fall. Unlike every other Stall-Then-Fall Aerial, his can be directed left or right slightly. |
| | *[[Ganondorf]]: Down B, [[Wizard's Foot]]. When performed while airborne, Ganondorf extends leg, then shoots downward diagonally whilst surrounded by dark energy. Spikes with the initial fall. |
| | *[[Captain Falcon]]: Down B, [[Falcon Kick]]. When performed while airborne, Captain Falcon extends leg, then shoots downward diagonally whilst surrounded by fire. |
| | *[[Yoshi]]: Down B, [[Yoshi Bomb]]. When Yoshi starts the attack in the air, he flips once then shoots downward. When Yoshi hits the ground, damage-dealing stars appear on either side of Yoshi. |
| | *[[Bowser]]: Down B, [[Bowser Bomb]]. When Bowser starts the attack, he faces the screen and takes a sitting position midair. He falls downward lower body first. Has considerable landing lag. |
| | *[[Kirby]]: Down B, [[Stone]]. During the Stall portion of the move, Kirby is transforming to stone. When he hits the ground, he remains invincible. |
|
| |
|
| ===Extra jump (''Melee'' only)===
| |
| In ''[[Super Smash Bros. Melee]]'', {{SSBM|Captain Falcon}} and {{SSBM|Ganondorf}} could use another [[midair jump]] after using [[Falcon Kick]] and [[Wizard's Foot]], respectively.
| |
|
| |
|
| ===[[Juggle|Juggling]] counters===
| | [[Category:Attacks]] |
| Some characters are vulnerable to juggling due to [[falling speed|floatiness]], such as Kirby and Toon Link. Having a stall-then-fall move allows the character to be less vulnerable to juggling due to the increased falling speed, which will make it difficult for the juggler to respond quickly.
| | [[Category:Techniques]] |
| | | [[Category:Techniques (SSBB)]] |
| ===Disadvantages===
| |
| While stall-then-falls have a long duration — giving them long-lasting hitboxes — this also means that they are slow and easy to intercept if prepared for. Therefore, while they can assist in coming down from a [[juggling]] situation, the opponent can also use their landing lag to reset the situation. If used while off of the stage, they can result in a [[self-destruct]]. Therefore, their off-stage utility is limited and requires advance knowledge of when this can occur. With this knowledge, they can be effective; for example, {{SSBU|Ridley}} in ''Ultimate'' can [[full hop]] and use his {{mvsub|Ridley|SSBU|down aerial}} on stages like [[Battlefield]] to thwart simpler recoveries. However, if this fails, characters using this tactic are in terrible situations afterwards: Being below an opponent is a recipe for a [[meteor smash]]. Ergo, using stall-then-falls for edgeguarding is extremely rare and arguably self-sabotage.
| |
| | |
| ==Characters with stall-then-fall attacks==
| |
| *[[Banjo]] & [[Kazooie]]'s down aerial — the Beak Buster from Banjo-Kazooie, in which Kazooie dives down beak first. The start of the move [[meteor smash]]es opponents.
| |
| *[[Bayonetta]]'s down aerial — She front flips and dives down heel-first. The heel [[meteor smash]]es opponents. Surprisingly low duration, allowing quick recovery.
| |
| *[[Bowser]]:
| |
| **[[Bowser Bomb]] — Bowser faces the screen, takes a sitting position midair, then plummets. Has considerable landing lag, but greatly damages shields. Bowser will self-destruct if used over a pit, but he can still grab ledges during the attack. Meteors in ''Super Smash Bros. Ultimate''.
| |
| **Down aerial in ''Super Smash Bros. 4'' onwards — Bowser withdraws into his shell then falls. Clean hit is a meteor smash. Late hit sends horizontally. Can be slightly directed left or right. This move also grants Bowser minor additional height; more than other stall-then-falls.
| |
| **[[Flying Slam]] is a grab-based stall-then-fall. First, Bowser will grab a victim, then Bowser will rise to an impressive height, then fall directly downwards. This stall-then-fall is unescapable.
| |
| *[[Captain Falcon]]'s [[Falcon Kick]] — when performed in the air, Captain Falcon extends his leg and shoots diagonally downward in a blaze of fire.
| |
| *[[Corrin]]'s down aerial — The Dragon Fang transforms his legs into spears and Corrin dives straight downward. The only multi-hit stall-then-fall, and it meteor smashes throughout with weak, set knockback. There is a shockwave when landing before the move completes that launches opponents diagonally at an nonadjustable angle.
| |
| *[[Ganondorf]]:
| |
| **[[Wizard's Foot]] — when performed in the air, Ganondorf extends his leg and shoots diagonally downward surrounded by dark energy. [[Spike]]s during all hitboxes in ''Melee'', but meteor smashes in the initial falling hitbox in ''Brawl'' and ''Smash 4''.
| |
| **[[Flame Choke]] in ''Super Smash Bros. 4'' and ''Ultimate'' — One of the only grab-based stall-then-falls, Ganondorf dashes forward to choke his opponent. If successful in midair, the pair rise slightly before slamming the foe to the ground. Unlike other stall-then-falls, this only damages the grabbed opponent. Ganondorf can steer left or right just after grabbing his opponent, which can be combined with the stall to prevent or cause [[Ganoncide]].
| |
| *[[Greninja]]'s down aerial — Plummets incredibly quickly. If Greninja strikes an opponent, it will backflip upwards off them and regain control, consuming a midair jump in Smash Bros 4. The first hitbox meteor smashes. Lasts a long time, has no landing hitbox, and suffers plenty of landing lag, making it very punishable.
| |
| *[[Hero]]'s [[Kaclang]] - One of the spells available through [[Command Selection]]. The Hero will turn into metal and, if used in the air, plummet downwards, damaging any opponent he hits in the process. The spell cannot be canceled, effectively guaranteeing a self-destruct if used over a pit, though the Hero has a very limited ability to steer his fall. Also cannot be canceled after the Hero hits the ground, leaving him vulnerable to be hit once the metal transformation fades off.
| |
| *[[Ice Climbers]]' down aerial (''Brawl'' onwards) — the pair thrusts their hammers below them and then drop down. Falls slower than most stall-then-falls in ''Brawl'', but with less landing lag than most. They also do not "stall" for very long (seemingly not at all), making the move less predictable.
| |
| *[[Kazuya]]'s down aerial — the Demon Scissors, in which Kazuya flips forwards and extends his legs, rushing downwards quickly. He travels a short distance upwards at the beginning of the move.Becomes a nearly inevitable self-destruct if missed.
| |
| *[[Kirby]]'s [[Stone]] — during the stall, Kirby transforms into an invincible stone and plummets. The stone remains invincible after hitting the ground, other than grabs. Can be cancelled midair by pressing the special button. Won't cancel automatically until some time after hitting the ground.
| |
| *[[Mii Brawler]]'s [[Head-On Assault]] — Flips around while airborne then crashes down headfirst, attacking anyone it hits.
| |
| *[[Min Min]]'s down aerial - She extends her leg outward and then dives downward.
| |
| *[[Mr. Game & Watch]]'s down aerial (''Brawl'' onwards) — takes out a giant key and rides it to the ground while holding it beneath himself. Meteor smashes in the initial fall. Can be directed left or right slightly during descent.
| |
| *[[Richter]]'s down aerial — works exactly like Simon's down aerial.
| |
| *[[Ridley]]'s down aerial — stomps down with both feet. Meteors at the beginning, but has a good bit of landing lag.
| |
| *[[Sephiroth]]'s down aerial - Falls down with his sword pointed down.
| |
| *[[Sheik]]'s down aerial (''Brawl'' onwards) — extends a leg and shoots diagonally downward. Can meteor smash in ''Super Smash Bros. 4''.
| |
| *[[Simon]]'s down aerial — extends a leg and shoots diagonally downward. Meteor smashes at the beginning. If he hits an opponent, he bounces off, giving Simon a relatively safe edgeguarding option.
| |
| *[[Sonic]]'s down aerial — extends a leg and shoots diagonally downward. Can meteor smash starting in ''Super Smash Bros. 4''.
| |
| *[[Sora]]'s down aerial — Hurricane Blast, where Sora plunges downward while backflipping with the Keyblade stretched outward. Unique among other stall-then-falls, the hitbox position is not consistent as Sora is spinning with the Keyblade, resulting in the hitbox following a spiral pattern.
| |
| *[[Steve]]'s down aerial — Generates an anvil below himself, then stands on it as it falls. The first example of a stall-then-fall that can be cancelled, in which case Steve will jump off the anvil as it continues to fall. However, it requires one piece of iron to perform and will fail if he has no iron.
| |
| *[[Toon Link]]'s down aerial — Points his sword down, then falls quickly. Meteor smashes in the initial fall. In ''Brawl'', bounces off successful targets and loses downward momentum. In ''Super Smash Bros. 4'', it does not bounce off opponents, making it riskier.
| |
| *[[Wario-Man]]'s down aerial (''Brawl'' and ''Smash 4'') — Plummets downward head-first, meteor smashing anyone in the way.
| |
| *[[Yoshi]]'s [[Yoshi Bomb]] — when Yoshi starts the attack in the air, he flips once then butt-stomps downward. When Yoshi hits the ground, damaging stars appear on either side. Like the Bowser Bomb, this will always self-destruct if used over a pit.
| |
| *[[Zero Suit Samus]]'s down aerial - extends a leg and shoots diagonally downward. Falling hitbox is a meteor smash for aerial opponents.
| |
| | |
| ==See also==
| |
| *[[Down air stall]]
| |
| | |
| [[Category:Move archetypes]]
| |