Meteor smash: Difference between revisions

129 bytes added ,  4 years ago
Added independency of dj and up b meteor cancel penalties; removed misinfo.
No edit summary
(Added independency of dj and up b meteor cancel penalties; removed misinfo.)
Line 26: Line 26:
==Meteor canceling==
==Meteor canceling==


'''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 hit lag 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 hit lag 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 input is made, even before the character is meteor smashed, a penalty period of 40 frames follows the jump input frame, during which they cannot meteor cancel with double jump. Likewise, an up special input starts a 40 frame penalty on meteor cancelling with up special. These meteor cancel penalties are independent: a character can meteor cancel with up special even during double jump penalty and vice versa. Though, oftentimes an up special input is also a jump input with control stick and starts both penalties simultaneously, but not always. In a similar vein to the [[tech]] penalty, these penalties prevent 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'' check the same angle range to play a unique sound effect for meteor smashes.
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.


====Characters with unusual meteor cancel windows in ''Brawl''====
====Characters with unusual meteor cancel windows in ''Brawl''====
62

edits