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Double shine: Difference between revisions

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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 interrupting the pre-jump animation with another reflector. 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 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.


FreddyP from [[GameFAQs]] says of double shine, "''Double, triple, quadruple, and so on shine is just shine, jump, shine, jump, shine, etc.
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 ==
For all windows, frame perfection is assumed at later steps.
=== Fox ===
1: Shine 1
4-21: Window for the jump, can be infinitely longer if you keep B pressed
7: Shine 2; if you do it later, you won't land on the ground anytime soon
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.
11: On this frame, pressing jump triggers a ground jump.
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.)
=== Falco ===
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.)


''Same for both Fox and Falco, and can be done forever. The important thing is that the next shine has to be done before Fox/Falco leaves the ground after jumping from the previous shine, which is 4 frames for Fox and 6 for Falco. You need insanely fast reflexes to do them, and very very few people can consistently do even a double shine in a match.''"


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

Revision as of 14:57, June 2, 2013

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 or Falco in 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.

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

For all windows, frame perfection is assumed at later steps.

Fox

1: Shine 1 4-21: Window for the jump, can be infinitely longer if you keep B pressed 7: Shine 2; if you do it later, you won't land on the ground anytime soon 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. 11: On this frame, pressing jump triggers a ground jump. 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.)

Falco

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.)