Meteor smash: Difference between revisions

→‎Meteor canceling: Added extra information regarding Brawl.
(The article later says "A meteor smash is not to be confused with a spike", which contradicts the first paragraph)
(→‎Meteor canceling: Added extra information regarding Brawl.)
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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 ''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.
'''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 for most characters, though some characters have their own windows. Additionally in ''Brawl'', meteor canceling can only be performed if the meteor smash puts the opponent into [[tumble]] (in ''Melee'', it can be performed regardless of the knockback animation the opponent is put in).


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.
Additionally in ''Melee'', 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 the 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.
Though, oftentimes an up special input is also a jump input with the 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.
This penalty was removed in ''Brawl'' and the player can even [[buffer]] the meteor cancel input to perform it as soon as possible.
 
Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s (although in ''Smash 4'', grounded opponents can tech meteor smashes but not spikes). However, games after ''Brawl'' check the same angle range to play a unique sound effect for meteor smashes.


====Characters with unusual meteor cancel windows in ''Brawl''====
====Characters with unusual meteor cancel windows in ''Brawl''====
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*{{SSBB|Wolf}}: 60 frames
*{{SSBB|Wolf}}: 60 frames
*{{SSBB|Yoshi}}: 20 frames
*{{SSBB|Yoshi}}: 20 frames
** Fighting Wire Frames have a 60 frame window, much like Wolf.


With the exception of Wolf, the different meteor cancel windows are justified; characters that rely on tethers (or a sub-par up special in Yoshi's case) have faster meteor cancel windows, while characters with multiple jumps and the ability to [[glide]] have slower meteor cancel windows.
With the exception of Wolf, the different meteor cancel windows are justified; characters that rely on tethers (or a sub-par up special in Yoshi's case) have faster meteor cancel windows, while characters with multiple jumps and the ability to [[glide]] have slower meteor cancel windows.
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