Momentum canceling: Difference between revisions

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'''Momentum cancelling''' is the ability to instantly stop all knockback as the player's character is about to collide with an objectIf a player is hit with a medium to high knockback move, they will be sent flyingIf this player is about to collide with a platform, however, such as a wall or ceiling, they can air dodge, which will result in a momentum cancelAs long as one dodges just before they collide with solid ground, and are still in the dodging animation during their collision, they will complete their dodge animation and instantly fall to the ground.  This is an easy and helpful strategy, and is especially useful to beginners.
'''Momentum Canceling''' is the a very necessary element of super smash bros brawlIt is done by using your quickest attack as soon as you have been hit by a medium to high velocity smash (or similar)Doing this cancels all of you hit lag and allows you to perform other actions while in the air.  A preferable combo after being hit is Uair or Bair into a b projectile or even another quick aerial attack.  This technique allows you to survive to an upward of 200% with most characters (given that the smash isn't snake's or DDD's over smash).  You can take this technique farther by fast-falling or using DI on the aerialIf hit upwards, it is recommended, generally, that you use your Dair as most tend to give you a slight push downwards, and they are easier to fast-fall.
 
<a href="http://www.youtube.com/watch?v=njcYW0rFmUg">How to Recover, after DI: momentum cancelling, etc.</a>
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Revision as of 12:29, March 22, 2009

Momentum Canceling is the a very necessary element of super smash bros brawl. It is done by using your quickest attack as soon as you have been hit by a medium to high velocity smash (or similar). Doing this cancels all of you hit lag and allows you to perform other actions while in the air. A preferable combo after being hit is Uair or Bair into a b projectile or even another quick aerial attack. This technique allows you to survive to an upward of 200% with most characters (given that the smash isn't snake's or DDD's over smash). You can take this technique farther by fast-falling or using DI on the aerial. If hit upwards, it is recommended, generally, that you use your Dair as most tend to give you a slight push downwards, and they are easier to fast-fall.

<a href="http://www.youtube.com/watch?v=njcYW0rFmUg">How to Recover, after DI: momentum cancelling, etc.</a>

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