Super Smash Bros. Melee
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Double shine: Difference between revisions

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Line 8: Line 8:
=== Fox ===
=== Fox ===
1: Shine 1
1: Shine 1
4-21: Window for the jump, can be infinitely longer if you keep B pressed
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
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.
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.
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.)
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 ===
=== Falco ===
1: Shine 1
1: Shine 1

Revision as of 14:58, 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.)