Momentum canceling: Difference between revisions

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'''Momentum canceling''' is a technique employed in [[Super Smash Bros. Brawl]] that is important in competitive play. The technique involves executing certain actions to halt or reduce the aerial momentum of a character who is knocked into the air. Since, in Brawl, attacks and [[air dodge]]s can be performed while [[tumble|tumbling]] and [[tumble|reeling]], it is possible to use these moves, in combination with others, to avoid crossing [[blast line]]s and being [[KO]]d. A prominent example of a momentum canceling move is [[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]'s [[Oil Panic]], which negates all aerial momentum, and may be used after tumbling has ended.
'''Momentum canceling''' is a technique employed in [[Super Smash Bros. Brawl]] that is important in competitive play. The technique involves executing certain actions to halt or reduce the aerial momentum of a character who is knocked into the air. Since, in Brawl, attacks and [[air dodge]]s can be performed while [[tumble|tumbling]] and [[tumble|reeling]], it is possible to use these moves, in combination with others, to avoid crossing [[blast line]]s and being [[KO]]d. A prominent example of a momentum canceling move is [[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]'s [[Oil Panic]], which negates all aerial momentum, and may be used after tumbling has ended. When combined with [[directional influence]], momentum canceling can allow characters to survive to [[percentage]]s as high as 200%. While less effective against attacks with high knockback scaling, such as [[Luigi (SSBB)|Luigi]]'s forward smash, this technique is essential in competitive play and helpful in casual matches.


==How to perform==
==How to perform==
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#Once knocked into the air, a character must use his or her fastest aerial attack as soon as possible, to end or tumbling or reeling. In the case of [[Ike (SSBB)|Ike]] or [[Snake (SSBB)|Snake]], an air dodge may be a better option.
#Once knocked into the air, a character must use his or her fastest aerial attack as soon as possible, to end or tumbling or reeling. In the case of [[Ike (SSBB)|Ike]] or [[Snake (SSBB)|Snake]], an air dodge may be a better option.
#If knocked vertically, the character must initiate a [[fastfall]], which can be achieved by using the [[c-stick]] during their attack in the previous step. If knocked back horizontally, a [[special move]] that negates unwanted momentum should be used. If the character has none, a midair jump should be performed instead.
#If knocked vertically, the character must initiate a [[fastfall]], which can be achieved by using the [[c-stick]] during their attack in the previous step. If knocked back horizontally, a [[special move]] that negates unwanted momentum should be used. If the character has none, a midair jump should be performed instead.
When combined with [[directional influence]], momentum canceling can allow characters to survive to [[percentage]]s as high as 200%. While less effective against attacks with high knockback scaling, such as [[Luigi (SSBB)|Luigi]]'s forward smash, this technique is essential in competitive play and helpful in casual matches.


==Vertical Momentum Canceling Chart==
==Vertical Momentum Canceling Chart==
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