Stall-then-fall: Difference between revisions

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(<ref></ref>→‎Characters: a note about the "key")
 
(Can someone help me elaborate this? Not sure if it's useful, but I thought it was important and/or interesting.)
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===Platform Stalling===
===Platform Stalling===
If one of the Down Aerial Stall-Then-Fall attacks is used immediately after begining to fall through a platform, the stall will cause the character to move slightly above the platform, so that they fall immediately directly on to it. This is somewhat useful with Toon Link and Mr. Game and Watch, who have the shortest landing lags on their Stall-Then-Fall Aerials, and can use this technique to land several quick hits.
If one of the Down Aerial Stall-Then-Fall attacks is used immediately after begining to fall through a platform, the stall will cause the character to move slightly above the platform, so that they fall immediately directly on to it. This is somewhat useful with Toon Link and Mr. Game and Watch, who have the shortest landing lags on their Stall-Then-Fall Aerials, and can use this technique to land several quick hits.
===Sliding===
Certain Stall-Then-Fall Aerials will cause the user to skid down slopes a bit, such as Toon Link's and Mr. Game & Watch's.


===Extra Jump (Melee Only)===
===Extra Jump (Melee Only)===

Revision as of 17:34, April 22, 2008

A Stall-Then-Fall is a type of aerial maneuver in all three installments of Smash. Types of Stall-Then-Falls vary from kicks to hip drops to everything inbetween. No matter the type, all of Stall-Then-Falls are similar in function.

Properties

Description

The attack is as simple as the name: the character pauses briefly in the air then rockets downward, usually with a kick. The downward falling speed is much greater than the character's usual falling speed, even while fastfalling. Most of these attacks launch the character diagonally forward and downwards, but a couple of them (Toon Link's, Mr. Game and Watch's, Bowser's, Kirby's, and Yoshi's) do not, instead launching straight downwards or that the direction can be controlled (Mr.Game and Watch only).

Landing Shockwave

These attacks have a long duration. If used while off of the stage, they can result in a self-destruct. If the character performing the move hits the stage while the attack is still being executed, there is a fairly large landing lag with most of them. However, some of these moves have an additional hit upon hitting the ground. Toon Link's attack (for instance), instead of doing this, will bounce off of an opponent the first time it hits and will remain extended as a regular attack for a short duration afterwards.

Spiking

Some of these attacks can be used to spike an opponent. If the opponent is hit by the initial downward thrust, they will be propelled downward with the move (Toon Link's will instead bounce off of them, but still launch them downwards). This is usually intended to drag the opponent in to the final hit of the attack on the ground, but it can also be used to drag the opponent off of the stage to their death.

Stalling

All of the Down Aerial Stall-Then-Fall attacks introduced in Brawl have an interesting property that may actually be a glitch. If they are used while suffering verical knockback, the aerial will cancel this knockback and additionally cancel the "Fall" part of the aerial, simply causing the character to stall for a second in the air with the attack extended, for example the toon link down air glitch.

Platform Stalling

If one of the Down Aerial Stall-Then-Fall attacks is used immediately after begining to fall through a platform, the stall will cause the character to move slightly above the platform, so that they fall immediately directly on to it. This is somewhat useful with Toon Link and Mr. Game and Watch, who have the shortest landing lags on their Stall-Then-Fall Aerials, and can use this technique to land several quick hits.

Sliding

Certain Stall-Then-Fall Aerials will cause the user to skid down slopes a bit, such as Toon Link's and Mr. Game & Watch's.

Extra Jump (Melee Only)

In Melee, Captain Falcon and Ganondorf had an interesting property with their Down Specials. If they were used after performing a midair jump, another midair jump would become useable upon completion.

Characters

  • Zero Suit Samus: D-air, extends a leg, then shoots downward diagonally. One of the spiking Stall-Then-Falls.
  • Sonic: D-air, extends a leg, then shoots downward diagonally.
  • Sheik: D-air, extends a leg and launches herself downward diagonally.
  • Toon Link: D-air, Points his blade downward, then falls quickly. Spikes in the initial fall.
  • Ice Climbers: Dair, thrusts the hammer beneath them and then drop down. Speed is lower than most of the other Stall-then-fall aerials in Brawl, and does not spike, but landing lag is shorter than most.
  • Mr. Game & Watch: D-air, pulls out key and rides it to the ground. Spikes in the initial fall. Unlike every other Stall-Then-Fall Aerial, his can be directed left or right slightly.
  • Ganondorf: Down B, Wizard's Foot. When performed while airborne, Ganondorf extends leg, then shoots downward diagonally whilst surrounded by dark energy. Spikes with the initial fall.
  • Captain Falcon: Down B, Falcon Kick. When performed while airborne, Captain Falcon extends leg, then shoots downward diagonally whilst surrounded by fire.
  • Yoshi: Down B, Yoshi Bomb. When Yoshi starts the attack in the air, he flips once then shoots downward. When Yoshi hits the ground, damage-dealing stars appear on either side of Yoshi.
  • Bowser: Down B, Bowser Bomb. When Bowser starts the attack, he faces the screen and takes a sitting position midair. He falls downward lower body first. Has considerable landing lag.
  • Kirby: Down B, Stone. During the Stall portion of the move, Kirby is transforming to stone. When he hits the ground, he remains invincible.