Super Smash Bros. Melee
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Double shine: Difference between revisions

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(improvements to presentation of data, someone should check that I didn't get anything wrong in the conversion)
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{{ArticleIcons|ssbm=y|unofficial=y}}
{{ArticleIcons|ssbm=y|unofficial=y}}
A '''double shine''' (or triple shine, and so forth, as it can be used an infinite amount of times) is the repeated use of [[Reflector]] by either [[Fox (SSBM)|Fox]] or [[Falco (SSBM)|Falco]] in ''[[Super Smash Bros. Melee|Melee]]''. It is performed by first using Reflector, [[jump-canceling]] it, and then using another reflector just when leaving the ground. It is very hard to perform and is often practiced at slower speeds in [[Training mode]], though it is considered easier to perform with Falco due to his longer jump animation.
A '''double shine''' (or '''multi shine''', '''triple shine''', etc.) is the repeated use of [[Reflector]] as an attack by either {{SSBM|Fox}} or {{SSBM|Falco}} in ''[[Super Smash Bros. Melee]]''. It is performed by [[jump-cancel]]ling a Reflector and using a second Reflector just after leaving the ground, timed so that Fox or Falco will quickly land and allow the pattern to be repeated. It is a very difficult and technically demanding technique and is often practiced at slower speeds in [[training mode]], though it is easier to perform with Falco as his jump is 2 [[frame]]s slower. Performing more than two shines in a row in this way is known as "multi shining".
 
Performing more than two shines in a row that way is referred to as “Multi shining”. After the second shine, at least one frame of waiting is necessary so that Fox/Falco lands on the ground again. It's also possible to interrupt the shine with a mid-air jump. Doing so makes the next shine come out faster as the 3 (Fox) / 5 (Falco) frames ground jump startup lag, but ends the multishining cycle.


== Frame data ==
== Frame data ==
For all windows, frame perfection is assumed at later steps.
Note that frames given assume that inputs are given during the first frame of every range (i.e. all inputs are frame-perfect).
=== Fox ===
{|class="wikitable"
1: Shine 1
!Frame (Fox)!!Frame (Falco)!!
 
|-
4-21: Window for the jump, can be infinitely longer if you keep B pressed
|1||1||Shine 1
 
|-
7: Shine 2; if you do it later, you won't land on the ground anytime soon
|4-21||4-21||Jump window. Keeping the Reflector active extends the window indefinitely.
 
|-
10: On this frame you are still airborne and will do a mid-air jump if you press jump. If you do so, you can do the next shine on frame 11.
|7||9||Shine 2. If done later than this, Fox/Falco will jump too high for the technique to continue.
 
|-
11: On this frame, pressing jump triggers a ground jump.
|10||12-13||On these frames, the Reflector can be jump-cancelled, but Fox/Falco is still in the air. Jumping here will use a [[double jump]] and allow the next shine to come out on the next frame, but end the multishine cycle.
 
|-
14: Shine 3. From now on, every iteration runs just like the last one (7-14, so shine 4 comes out on 21, shine 5 on 28 etc.)
|11||14||On this frame, Fox/Falco is grounded and will use a ground jump when a jump is input. The jump window extends from this point until the Reflector ends.
 
|-
=== Falco ===
|14||19||Shine 3. From here the technique loops to the point marked "Shine 2". Therefore, Fox can shine every 7 frames while Falco takes 10 frames.
1: Shine 1
|}
 
4-21: Window for the jump, can be infinitely longer if you keep B pressed
 
9: Shine 2; if you do it later, you won't land on the ground anytime soon
 
12-13: On these frames you are still airborne and will do a mid-air jump if you press jump. If you do so, you can do the next shine one frame later.
 
14: On this frame, pressing jump triggers a ground jump.
 
19: Shine 3. From now on, every iteration runs just like the last one (9-19, so shine 4 comes out on 29, shine 5 on 39 etc.)
 


[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]

Revision as of 17:31, June 2, 2013

A double shine (or multi shine, triple shine, etc.) is the repeated use of Reflector as an attack by either Fox or Falco in Super Smash Bros. Melee. It is performed by jump-cancelling a Reflector and using a second Reflector just after leaving the ground, timed so that Fox or Falco will quickly land and allow the pattern to be repeated. It is a very difficult and technically demanding technique and is often practiced at slower speeds in training mode, though it is easier to perform with Falco as his jump is 2 frames slower. Performing more than two shines in a row in this way is known as "multi shining".

Frame data

Note that frames given assume that inputs are given during the first frame of every range (i.e. all inputs are frame-perfect).

Frame (Fox) Frame (Falco)
1 1 Shine 1
4-21 4-21 Jump window. Keeping the Reflector active extends the window indefinitely.
7 9 Shine 2. If done later than this, Fox/Falco will jump too high for the technique to continue.
10 12-13 On these frames, the Reflector can be jump-cancelled, but Fox/Falco is still in the air. Jumping here will use a double jump and allow the next shine to come out on the next frame, but end the multishine cycle.
11 14 On this frame, Fox/Falco is grounded and will use a ground jump when a jump is input. The jump window extends from this point until the Reflector ends.
14 19 Shine 3. From here the technique loops to the point marked "Shine 2". Therefore, Fox can shine every 7 frames while Falco takes 10 frames.