Meteor smash: Difference between revisions

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'''Meteor canceling''' is the act of instantly negating the downwards knockback of a meteor smash by jumping or using an [[up special]] after being hit. In ''Melee'', a meteor cancel can be done 8 frames after the hitlag ends, producing a distinctive wind-cutting sound and a sparkle (the character will also briefly glow white); in ''Brawl'', meteor cancels are not indicated and can only be done after 25 frames, though some characters have their own windows. Additionally, any time a jump or up special input is entered before this window, even before the character is meteor smashed, a penalty period of 40 frames takes place during which they cannot meteor cancel; in a similar vein to the [[tech]] penalty, this prevents players from simply [[mash]]ing said inputs to easily pull off a meteor cancel. Characters can meteor cancel even if they were hit while grounded, though they must have bounced off a ceiling and still be taking the now-downwards knockback to do so.
'''Meteor canceling''' is the act of instantly negating the downwards knockback of a meteor smash by jumping or using an [[up special]] after being hit. In ''Melee'', a meteor cancel can be done 8 frames after the hitlag ends, producing a distinctive wind-cutting sound and a sparkle (the character will also briefly glow white); in ''Brawl'', meteor cancels are not indicated and can only be done after 25 frames, though some characters have their own windows. Additionally, any time a jump or up special input is entered before this window, even before the character is meteor smashed, a penalty period of 40 frames takes place during which they cannot meteor cancel; in a similar vein to the [[tech]] penalty, this prevents players from simply [[mash]]ing said inputs to easily pull off a meteor cancel. Characters can meteor cancel even if they were hit while grounded, though they must have bounced off a ceiling and still be taking the now-downwards knockback to do so.


Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s. However, games after ''Brawl'' retain the same range of angles used to check whether a move is a meteor smash.
Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s. However, games after ''Brawl'' check the same angle range to play a unique sound effect for meteor smashes.


In ''Melee'', a meteor cancel after an [[up special]] must have the stick return to neutral or some other non-up position before performing the subsequent cancellation [[up special]]. If the stick is left oriented up, a meteor cancel is not possible.
In ''Melee'', a meteor cancel after an [[up special]] must have the stick return to neutral or some other non-up position before performing the subsequent cancellation [[up special]]. If the stick is left oriented up, a meteor cancel is not possible.
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