Meteor smash: Difference between revisions
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(Added independency of dj and up b meteor cancel penalties; removed misinfo.) |
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==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 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''' is the act of instantly negating the downwards knockback of a meteor smash by jumping or using an [[up special]] after being hit. In ''Super Smash Bros. 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. |