Momentum canceling: Difference between revisions
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When combined with [[directional influence]] (DI), momentum canceling can allow characters to survive to [[damage]] percentages far higher than the percentage a character would normally (without momentum canceling or DI) be KO'd at. While less effective against attacks with high [[knockback|knockback scaling]], such as {{SSBB|Luigi}}'s [[forward smash]], this technique is essential in competitive play and helpful in casual matches. | When combined with [[directional influence]] (DI), momentum canceling can allow characters to survive to [[damage]] percentages far higher than the percentage a character would normally (without momentum canceling or DI) be KO'd at. While less effective against attacks with high [[knockback|knockback scaling]], such as {{SSBB|Luigi}}'s [[forward smash]], this technique is essential in competitive play and helpful in casual matches. | ||
In [[Smash 4]], momentum canceling is apparently still existent but due to the changes to [[hitstun]] canceling, momentum canceling is almost impossible utilise and characters in Brawl that were able to slow/halt their momentum may not be able to in Smash 4. A prime example is | In [[Smash 4]], momentum canceling is apparently still existent but due to the changes to [[hitstun]] canceling and lack of being able to air dodge or use and aerial almost immediately after getting hit, momentum canceling is almost impossible utilise and characters in Brawl that were able to slow/halt their momentum may not be able to in Smash 4. A prime example is [[Mr. Game & Watch]] where [[Oil Panic]] can no longer completely cancel momentum at all due to it being deliberately removed. | ||
==How to perform== | ==How to perform== |