Super Smash Bros. Melee
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Double shine: Difference between revisions

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(I know the proper term)
(→‎Frame data: corrected frame numbers)
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|10||12-13||On these frames, the Reflector can be jump-cancelled, but Fox/Falco is still in the air. Jumping here will use a [[double jump]] and allow the next shine to come out on the next frame, but end the multishine cycle.
|10||12-13||On these frames, the Reflector can be jump-cancelled, but Fox/Falco is still in the air. Jumping here will use a [[double jump]] and allow the next shine to come out on the next frame, but end the multishine cycle.
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|11||14||On this frame, Fox/Falco is grounded and will use a ground jump when a jump is input. The jump window extends from this point until the Reflector ends.
|11||14||Beginning at this frame, Fox/Falco is grounded.
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|14||19||Shine 3. From here the technique loops to the point marked "Shine 2". Therefore, Fox can shine every 7 frames while Falco takes 10 frames.
|12||15||Earliest frame the jump can start.
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|15||20||Shine 3. From here the technique loops to the point marked "Shine 2". Therefore, Fox can shine every 8 frames while Falco takes 11 frames.
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Revision as of 15:30, November 11, 2014

A series of frame-perfect multi shines at 1/4 speed.

A double shine (or multi shine, triple shine, etc.) is the repeated use of Reflector as an attack by either Fox or Falco in Super Smash Bros. Melee. It is performed by jump-cancelling a Reflector and using a second Reflector just after leaving the ground, timed so that Fox or Falco will quickly land and allow the pattern to be repeated. It is a very difficult and technically demanding technique and is often practiced at slower speeds in training mode, though it is easier to perform with Falco as his jump squat animation is 2 frames longer. Performing more than two shines in a row in this way is known as "multi shining".

Frame data

Note that frames given assume that inputs are given during the first frame of every range (i.e. all inputs are frame-perfect). It also assumes none of the shines hit (i.e. does not count freeze frames).

Frame (Fox) Frame (Falco)
1 1 Shine 1
4-21 4-21 Jump window. Keeping the Reflector active extends the window indefinitely.
7 9 Shine 2. If done later than this, Fox/Falco will jump too high for the technique to continue.
10 12-13 On these frames, the Reflector can be jump-cancelled, but Fox/Falco is still in the air. Jumping here will use a double jump and allow the next shine to come out on the next frame, but end the multishine cycle.
11 14 Beginning at this frame, Fox/Falco is grounded.
12 15 Earliest frame the jump can start.
15 20 Shine 3. From here the technique loops to the point marked "Shine 2". Therefore, Fox can shine every 8 frames while Falco takes 11 frames.