Fast fall: Difference between revisions

m
Added jumping to the ways to end a fastfall. Changed a few wordings to be clearer.
m (Added jumping to the ways to end a fastfall. Changed a few wordings to be clearer.)
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[[File:ff.gif|thumb|Differences with fast falling: the Samus on the left uses the technique, while the Samus on the right does not.]]
[[File:ff.gif|thumb|Differences with fast falling: the Samus on the left uses the technique, while the Samus on the right does not.]]


A '''Fast fall''' is the act of falling more quickly than usual in mid-air. It is performed by [[tap]]ping down on the [[control stick]] while falling, as long as the character is not [[tumbling]]. The character will continue to fast fall until landing on the platform or taking a hit. [[Gravity]] is ignored once a fast fall is begun; the character's downward velocity is simply set to their fast falling speed without accelerating. Fast falling is a technique commonly used to speed up a character's game, especially after a [[short hop]]. It is a part of [[SHFFL]]ing, an [[advanced technique]].
A '''fast fall''' is the act of falling more quickly than usual in mid-air. It is performed by [[tap]]ping down on the [[control stick]] while falling, as long as the character is not [[tumbling]]. The character will continue to fast fall until landing on a platform, sustaining [[knockback]], or jumping. [[Gravity]] is ignored once a fast fall is begun; the character's downward velocity is simply set to their fast falling speed without accelerating. Fast falling is a technique commonly used to speed up a character's game, especially after a [[short hop]]. It is a part of [[SHFFL]]ing in Melee, an [[advanced technique]].


[[Stall-then-fall]] aerials have an effect similar to fast falling, though the move is an attack, and most of the time cannot be stopped or slowed.  
[[Stall-then-fall]] aerials have an effect similar to fast falling, though the move is an attack, and most of the time cannot be stopped or slowed.  
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