Momentum canceling: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Categorizing) |
mNo edit summary |
||
Line 1: | Line 1: | ||
'''Momentum cancelling''' is the ability to instantly stop all knockback as the player's character is about to collide with an object. If a player is hit with a medium to high knockback move, they will be sent flying. If this player is about to collide with a platform, however, such as a wall or ceiling, they can air dodge, which will result in a momentum cancel. As long as one dodges just before they collide with solid ground, and are still in the dodging animation during their collision, they will complete their dodge animation and instantly fall to the ground. This is an easy and helpful strategy, and is especially useful to beginners. | '''Momentum cancelling''' is the ability to instantly stop all knockback as the player's character is about to collide with an object. If a player is hit with a medium to high knockback move, they will be sent flying. If this player is about to collide with a platform, however, such as a wall or ceiling, they can air dodge, which will result in a momentum cancel. As long as one dodges just before they collide with solid ground, and are still in the dodging animation during their collision, they will complete their dodge animation and instantly fall to the ground. This is an easy and helpful strategy, and is especially useful to beginners. | ||
{{stub}} | |||
[[Category:Techniques]] | [[Category:Techniques]] | ||
[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] |
Revision as of 21:04, March 5, 2009
Momentum cancelling is the ability to instantly stop all knockback as the player's character is about to collide with an object. If a player is hit with a medium to high knockback move, they will be sent flying. If this player is about to collide with a platform, however, such as a wall or ceiling, they can air dodge, which will result in a momentum cancel. As long as one dodges just before they collide with solid ground, and are still in the dodging animation during their collision, they will complete their dodge animation and instantly fall to the ground. This is an easy and helpful strategy, and is especially useful to beginners.