Super Smash Bros. series

Fall Break: Difference between revisions

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(I'm a filthy noob editor. First page I've created on this wiki. I just saw that this attribute is never mentioned on this site, so I'm just creating this for until a more experienced editor comes along and makes this a real article)
 
 
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'''Fall Break''' is an attribute present in certain special moves that makes a character cancel fall momentum to stop in midair or even cause them to bounce upward. All of these special moves can be used multiple times in the air, but have this effect only once even if hit afterward (with a few exceptions). This is refreshed when landing on the ground. Most often these are used as mix up tools for recovering, approaching, landing, etc.
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:''Not to be confused with [[tech]]ing, which is officially known as "breaking your fall" in ''Smash 4'' and "fall break" in ''Ultimate''.''


Special moves with Fall Breaks include:
'''Fall Break''' is an attribute present in certain moves that makes a character briefly cancel fall momentum to stop in midair or even cause them to bounce upward. All of these special moves can be used multiple times in the air, but have this effect only once even if hit afterward (with a few exceptions). This is refreshed when landing on the ground. Most often these are used as mix up tools for recovering, approaching, landing, etc.
*All [[Counters]]
*All [[Tether Recoveries]] (excluding Z-airs and aerials)
*{{SSBU|Mario}}'s side special
*{{SSBU|Samus}}'s down special
*{{SSBU|Yoshi}}'s up special
*{{SSBU|Fox}}'s down special
*{{SSBU|Ness}}'s neutral special and down special
*{{SSBU|Zelda}}'s neutral special and side special
*{{SSBU|Dr. Mario}}'s side special
*{{SSBU|Mewtwo}}'s side special and down special
*{{SSBU|Mr. Game & Watch}}'s down special
*{{SSBU|Lucas}}'s neutral special, and down special
*{{SSBU|Wolf}}'s down special
*{{SSBU|Pac-Man}}'s down special
*{{SSBU|Ryu}}'s down special
*{{SSBU|Cloud}}'s neutral special and side special
*{{SSBU|Bayonetta}}'s neutral special
*{{SSBU|Simon}}'s side special
*{{SSBU|Incineroar}}'s neutral special
*{{SSBU|Piranha Plant}}'s neutral special, side special and down special
*{{SSBU|Joker}}'s neutral special
*{{SSBU|Hero}}'s neutral special and side special
*{{SSBU|Banjo & Kazooie}}'s down special
*{{SSBU|Terry}}'s neutral special
*{{SSBU|Byleth}}'s side special


==Notable Fall Breaks==
==Moves with Fall Breaks==
*Samus and Dark Samus' Bomb Drop triggers a bounce when imputed that can be used multiple times in midair, and can make them bounce a second time if they're within the explosion's range.
{|class="wikitable sortable"
*Yoshi's Egg Throw grants a considerable hop when used for the first time in midair as a benefit for not having a 'true' recovery move.
|-
*Pac-Man's Hydrant causes a Fall Break when dropped and will fail if a hydrant is already out, but can be used again when the hydrant despawns.
!Character||Move
*Byleth's Areadbhar's Fall Break can be used an infinite amount of times akin to Samus' Bomb Drop.
|-
|rowspan=2|All applicable characters
|[[Counterattack]]s
|-
|[[Tether]] Recoveries (excluding Z-airs and aerials)
|-
|[[Mario]]
|[[Cape]]
|-
|[[Samus]]
|[[Bomb]]
|-
|[[Dark Samus]]
|[[Bomb]]
|-
|[[Yoshi]]
|[[Egg Throw]] {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|[[Kirby]]
|Any [[neutral special move]] listed here through copy ability
|-
|[[Fox]]
|[[Reflector]]
|-
|rowspan=2| [[Ness]]
|[[PK Flash]]
|-
|[[PSI Magnet]]
|-
|rowspan=2| [[Zelda]]
|[[Nayru's Love]]
|-
|[[Din's Fire]]
|-
|[[Dr. Mario]]
|[[Super Sheet]] {{gameIcon|SSBM}}
|-
|rowspan=2| [[Mewtwo]]
|[[Confusion]]
|-
|[[Disable]]
|-
|[[Mr. Game & Watch]]
|[[Oil Panic]]
|-
|rowspan=2| [[Lucas]]
|[[PK Freeze]]
|-
|[[PSI Magnet]]
|-
|[[Lucario]]
|Down Air
|-
|[[Wolf]]
|[[Reflector]]
|-
|[[Greninja]]
|[[Water Shuriken]]
|-
|[[Pac-Man]]
|[[Fire Hydrant]]
|-
|[[Ryu]]
|[[Focus Attack]]
|-
|[[Ken]]
|[[Focus Attack]]
|-
|rowspan=2| [[Cloud]]
|[[Blade Beam]]
|-
|[[Cross Slash]]
|-
|rowspan=2| [[Bayonetta]]
|Forward Air
|-
|[[Bullet Climax]]
|-
|[[Simon]]
|[[Cross]]
|-
|[[Richter]]
|[[Cross]]
|-
|[[Incineroar]]
|[[Darkest Lariat]]
|-
|rowspan=3| [[Piranha Plant]]
|[[Ptooie]]
|-
|[[Poison Breath]]
|-
|[[Long-Stem Strike]]
|-
|[[Joker]]
|[[Gun]]
|-
|rowspan=2| [[Hero]]
|[[Kafrizz]]
|-
|[[Kazap]]
|-
|[[Banjo]] & [[Kazooie]]
|[[Rear Egg]]
|-
|[[Terry]]
|[[Power Wave]]
|-
|-
|[[Kazuya Mishima]]
|[[Devil Blaster]]
|-
|[[Byleth]]
|[[Areadbhar]]
|}
 
==Pseudo Fall Breaks==
There are some moves that have similar properties of a fall break, but not officially recognized due to the technical details of the move. Pseudo fall breaks consist of the following:


The following do not qualify as Fall Breaks:
*All Special Moves that travel in a set trajectory such as {{SSBU|Sheik}}'s [[Bouncing Fish]], {{SSBU|Fox}}'s [[Fox Illusion]], or {{SSBU|Bayonetta}}'s [[Witch Twist]] and [[After Burner Kick]], to name a few examples.
*All Special Moves that travel in a set trajectory such as {{SSBU|Sheik}} down special and {{SSBU|Bayonetta}} side special and up special.
*All Special Moves that lead to free fall.
*All Special Moves that lead to free fall.
*Some Special Moves cancel some or all momentum, such as {{SSBU|Ness}} up special, {{SSBU|Meta Knight}} neutral special and {{SSBU|Wii Fit Trainer}} side special, but are moves that:
*Some Special Moves cancel some or all momentum, such as {{SSBU|Ness}} up special, {{SSBU|Meta Knight}} neutral special and {{SSBU|Wii Fit Trainer}} side special, but are moves that:
**Makes the stall serve a purpose in the animation.
**Make the stall serve a purpose in the animation.
**Are meant to lead into another action.
**Are meant to lead into another action.
**Themselves can only be used once until landing.
**Themselves can only be used once until landing.
**Cause free fall.
**Cause free fall.


==Trivia==
==Notable Fall Breaks==
*Lucario's down air is the only aerial attack that has a Fall Break.
*In ''Melee'', the first hit of Marth’s Dancing Blade is a crucial recovering tool, as it causes a fall break that stalls to improve his horizontal distance.
*In ''Brawl'', Fox’s Reflector had no limit to how many times the move would cancel falling, making it notorious for its uses in landing and stalling.
*Kirby's floaty physics cause some Copy Ability fall breaks to be noticeably strengthened, such as Greninja's Water Shuriken.
 
[[Category:Game physics]]
[[Category:Character attributes]]

Latest revision as of 15:10, November 6, 2023

Not to be confused with teching, which is officially known as "breaking your fall" in Smash 4 and "fall break" in Ultimate.

Fall Break is an attribute present in certain moves that makes a character briefly cancel fall momentum to stop in midair or even cause them to bounce upward. All of these special moves can be used multiple times in the air, but have this effect only once even if hit afterward (with a few exceptions). This is refreshed when landing on the ground. Most often these are used as mix up tools for recovering, approaching, landing, etc.

Moves with Fall Breaks[edit]

Character Move
All applicable characters Counterattacks
Tether Recoveries (excluding Z-airs and aerials)
Mario Cape
Samus Bomb
Dark Samus Bomb
Yoshi Egg Throw Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Kirby Any neutral special move listed here through copy ability
Fox Reflector
Ness PK Flash
PSI Magnet
Zelda Nayru's Love
Din's Fire
Dr. Mario Super Sheet Super Smash Bros. Melee
Mewtwo Confusion
Disable
Mr. Game & Watch Oil Panic
Lucas PK Freeze
PSI Magnet
Lucario Down Air
Wolf Reflector
Greninja Water Shuriken
Pac-Man Fire Hydrant
Ryu Focus Attack
Ken Focus Attack
Cloud Blade Beam
Cross Slash
Bayonetta Forward Air
Bullet Climax
Simon Cross
Richter Cross
Incineroar Darkest Lariat
Piranha Plant Ptooie
Poison Breath
Long-Stem Strike
Joker Gun
Hero Kafrizz
Kazap
Banjo & Kazooie Rear Egg
Terry Power Wave
Kazuya Mishima Devil Blaster
Byleth Areadbhar

Pseudo Fall Breaks[edit]

There are some moves that have similar properties of a fall break, but not officially recognized due to the technical details of the move. Pseudo fall breaks consist of the following:

  • All Special Moves that travel in a set trajectory such as Sheik's Bouncing Fish, Fox's Fox Illusion, or Bayonetta's Witch Twist and After Burner Kick, to name a few examples.
  • All Special Moves that lead to free fall.
  • Some Special Moves cancel some or all momentum, such as Ness up special, Meta Knight neutral special and Wii Fit Trainer side special, but are moves that:
    • Make the stall serve a purpose in the animation.
    • Are meant to lead into another action.
    • Themselves can only be used once until landing.
    • Cause free fall.

Notable Fall Breaks[edit]

  • In Melee, the first hit of Marth’s Dancing Blade is a crucial recovering tool, as it causes a fall break that stalls to improve his horizontal distance.
  • In Brawl, Fox’s Reflector had no limit to how many times the move would cancel falling, making it notorious for its uses in landing and stalling.
  • Kirby's floaty physics cause some Copy Ability fall breaks to be noticeably strengthened, such as Greninja's Water Shuriken.