Momentum canceling: Difference between revisions
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To momentum cancel when launched vertically, a character must perform an [[aerial attack]] and fast fall. Both the aerial and the fast fall can be achieved by tapping down on the c-stick, since this will input a [[dair]] and fast fall simultaneously. It should be noted that [[Stall-Then-Fall|stall-then-fall]] attacks '''do not''' assist vertical momentum canceling. Players whose characters possess stall-then-fall dairs should instead tap the c-stick in a different direction to carry out a different aerial, and tap the control stick down to fast fall. | To momentum cancel when launched vertically, a character must perform an [[aerial attack]] and fast fall. Both the aerial and the fast fall can be achieved by tapping down on the c-stick, since this will input a [[dair]] and fast fall simultaneously. It should be noted that [[Stall-Then-Fall|stall-then-fall]] attacks '''do not''' assist vertical momentum canceling. Players whose characters possess stall-then-fall dairs should instead tap the c-stick in a different direction to carry out a different aerial, and tap the control stick down to fast fall. | ||
Each character's potential to vertical momentum cancel hinges on the difference between the speed of their regular fall, and the speed of their fast fall. [[Link (SSBB)|Link]], who possesses the largest difference, gains the most benefit from vertical momentum canceling, while [[Wolf (SSBB)|Wolf]], who has the smallest difference, benefits the least. It is important to note that, despite the existence of particular special moves that negate vertical momentum, all characters can survive longer by using this basic method, except Mr. Game & Watch. However, he only survived 3% longer using Oil Panic than the basic method (though the difference would be greater in a stage with | Each character's potential to vertical momentum cancel hinges on the difference between the speed of their regular fall, and the speed of their fast fall. [[Link (SSBB)|Link]], who possesses the largest difference, gains the most benefit from vertical momentum canceling, while [[Wolf (SSBB)|Wolf]], who has the smallest difference, benefits the least. It is important to note that, despite the existence of particular special moves that negate vertical momentum, all characters can survive longer by using this basic method, except Mr. Game & Watch. However, he only survived 3% longer using Oil Panic than the basic method (though the difference would be greater in a stage with a higher ceiling). | ||
===Character abilities chart=== | ===Character abilities chart=== | ||
The following chart shows each character's vertical momentum canceling abilities, and ranks them in terms of their maximum vertical endurance, that is, the highest percentage at which they can survive vertical knockback. Characters | The following chart shows each character's vertical momentum canceling abilities, and ranks them in terms of their maximum vertical endurance, that is, the highest percentage at which they can survive vertical knockback. Characters were hit by [[Olimar (SSBB)|Olimar]]'s dair using [[Olimar (SSBB)#Blue Pikmin|Blue Pikmin]], from the center of [[Final Destination (SSBB)|Final Destination]]. This information is courtesy of OmegaTyrant<ref>[[User:Omega Tyrant#Vertical Momentum Canceling Chart|Testing details of Omega Tyrant's vertical momentum canceling chart]]</ref>. | ||
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====[[Spinning Kong]]==== | ====[[Spinning Kong]]==== | ||
Overall the second best momentum canceling move in the game, second only to Oil Panic, [[Donkey Kong (SSBB)|Donkey Kong]]'s up B, Spinning Kong, completely negates all momentum upon its first frame of activation, both horizontal momentum. This, in combination with his fast bair and his heavy weight, allows him to survive longer than every other character in the game when knocked horizontally, including Bowser. It puts him in a [[helpless]] state however, which is the reason Oil Panic is considered superior. Its landing lag may also leave DK vulnerable upon his return to the stage, but Spinning Kong can always cover the distance required to return to any neutral stage after momentum canceling. It also negates vertical momentum as well, but is impractical for this task other than getting hit diagonally | Overall the second best momentum canceling move in the game, second only to Oil Panic, [[Donkey Kong (SSBB)|Donkey Kong]]'s up B, Spinning Kong, completely negates all momentum upon its first frame of activation, both horizontal and vertical momentum. This, in combination with his fast bair and his heavy weight, allows him to survive longer than every other character in the game when knocked horizontally, including Bowser. It puts him in a [[helpless]] state however, which is the reason Oil Panic is considered superior. Its landing lag may also leave DK vulnerable upon his return to the stage, but Spinning Kong can always cover the distance required to return to any neutral stage after momentum canceling. It also negates vertical momentum as well, but is impractical for this task other than getting hit diagonally upward as a result of DIing upwards as it leaves Donkey Kong helpless and Donkey Kong can survive longer vertically through the basic method. | ||
====[[Squall Hammer]]==== | ====[[Squall Hammer]]==== |