9,155
edits
(I think it's important to explain why momentum cancelling works, as well as how it works. This information was obtained by the use of windboxes to halt knockback momentum without affecting hitstun.) |
|||
Line 5: | Line 5: | ||
In ''[[Super Smash Bros. 4]]'', momentum canceling is technically still existent, but due to the changes to [[hitstun canceling]] and lack of being able to air dodge or use an aerial almost immediately after getting hit, momentum canceling is functionally impossible to utilize, and characters in ''Brawl'' that were able to slow/halt their momentum can no longer do so in ''Smash 4''. A prime example is {{SSB4|Mr. Game & Watch}}, whose [[Oil Panic]] can no longer completely cancel momentum at all due to it being deliberately removed. | In ''[[Super Smash Bros. 4]]'', momentum canceling is technically still existent, but due to the changes to [[hitstun canceling]] and lack of being able to air dodge or use an aerial almost immediately after getting hit, momentum canceling is functionally impossible to utilize, and characters in ''Brawl'' that were able to slow/halt their momentum can no longer do so in ''Smash 4''. A prime example is {{SSB4|Mr. Game & Watch}}, whose [[Oil Panic]] can no longer completely cancel momentum at all due to it being deliberately removed. | ||
==Mechanism== | |||
Momentum cancelling is possible due to a critical property of knockback; that is, that it still enables other sources of aerial velocity (such as falling) to build up normally, simply stacking with the velocity of the knockback, with the exception of moves such as Oil Panic which cancel it entirely. Ordinarily hitstun would prevent taking advantage of this, and hence [[fall speed]] is the only critical factor in determining overall distance once the magnitude of knockback has been calculated. However, ''Brawl'' enables the cancelling of hitstun by use of airdodging and use of aerials, and once the lag from the aerial or airdodge has ended, any special move which applies a velocity to the fighter can be used to alter the overall speed of the fighter. It is also possible to immediately initiate a fastfall if the hitstun is cancelled with an aerial, and assuming the player has not used up their jumps, midair jumping is also possible. Since lateral movement in the air is still disabled until such time that the hitstun would have ended automatically, the use of the initial horizontal velocity granted by jumping forwards or backwards is the only safe method of horizontal momentum canceling for characters who do not possess specials which apply a velocity to the character without causing [[helpless]]ness. | |||
==How to perform== | ==How to perform== | ||
Line 103: | Line 107: | ||
==Horizontal momentum canceling== | ==Horizontal momentum canceling== | ||
Horizontal momentum canceling is notably more complicated than its vertical counterpart. The most basic method is to perform a character's fastest aerial, followed by a midair jump. If this technique is performed, every character is able to survive to percentages that are at least 1% higher than in cases in which it is not. The amount that each character benefits from this basic method hinges on two factors: the speed of their fastest aerial, and the | Horizontal momentum canceling is notably more complicated than its vertical counterpart. The most basic method is to perform a character's fastest aerial, followed by a midair jump. If this technique is performed, every character is able to survive to percentages that are at least 1% higher than in cases in which it is not. The amount that each character benefits from this basic method hinges on two factors: the speed of their fastest aerial, and the initial lateral speed granted by their midair jump, in addition to [[air friction]]. | ||
Horizontal air speed is not a helpful factor; for example, {{SSBB|Wario}} has fast horizontal air speed, but is poor at momentum canceling horizontally. It should also be noted that Ike and Snake yield better results from using an [[air dodge]] instead of their fastest aerial. Coincidentally, these two gain the most benefit from the basic method. Unlike vertical momentum canceling, there are multiple [[special moves]] that aid horizontal momentum canceling; most influence the character's movement, and a few can cancel it completely. | Horizontal air speed is not a helpful factor; for example, {{SSBB|Wario}} has fast horizontal air speed, but is poor at momentum canceling horizontally. It should also be noted that Ike and Snake yield better results from using an [[air dodge]] instead of their fastest aerial. Coincidentally, these two gain the most benefit from the basic method. Unlike vertical momentum canceling, there are multiple [[special moves]] that aid horizontal momentum canceling; most influence the character's movement, and a few can cancel it completely. |