Editing Meteor smash

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Additionally, any time a jump input is made, even before the character is meteor smashed, a penalty period of 40 frames follows the jump input frame, during which they cannot meteor cancel with double jump. Likewise, an up special input starts a 40 frame penalty on meteor cancelling with up special. These meteor cancel penalties are independent: a character can meteor cancel with up special even during double jump penalty and vice versa.  
Additionally, any time a jump input is made, even before the character is meteor smashed, a penalty period of 40 frames follows the jump input frame, during which they cannot meteor cancel with double jump. Likewise, an up special input starts a 40 frame penalty on meteor cancelling with up special. These meteor cancel penalties are independent: a character can meteor cancel with up special even during double jump penalty and vice versa.  


Though, oftentimes an up special input is also a jump input with the control stick and starts both penalties simultaneously, but not always. In a similar vein to the [[tech]] penalty, these penalties prevent players from simply [[mash]]ing said inputs to easily pull off a meteor cancel. Characters can meteor cancel even if they were hit while grounded, though they must have bounced off a ceiling and still be taking the now-downwards knockback to do so. While the player generally needs perfect timing to meteor cancel as soon as possible in ''Melee'', one exception to this is with Kirby and Jigglypuff. If Kirby or Jigglypuff has used at least one of their mid-air jumps, they can easily meteor cancel perfectly by holding the jump button after getting hit by a meteor smash. By doing this, they will [[buffer]] a jump as soon as the meteor cancel window begins (as long as they are holding the jump button when the meteor cancel window begins).
Though, oftentimes an up special input is also a jump input with the control stick and starts both penalties simultaneously, but not always. In a similar vein to the [[tech]] penalty, these penalties prevent players from simply [[mash]]ing said inputs to easily pull off a meteor cancel. Characters can meteor cancel even if they were hit while grounded, though they must have bounced off a ceiling and still be taking the now-downwards knockback to do so.


In ''Brawl'', the penalty is still present although the penalty no longer applies during the buffer window for the jump/up special. This means that the player can input a jump or up special up to 10 frames before they can meteor cancel and they will perform the jump/up special as soon as the meteor cancel window begins. Additionally, [[tap jump]] completely ignores the penalty in ''Brawl'', so the player can perform a tap jump during the penalty period and they can still meteor cancel with a jump. Likewise, if the player inputs a regular jump during the penalty period, they can bypass the penalty with tap jump.
In ''Brawl'', the penalty is still present although the penalty no longer applies during the [[buffer]] window for the jump/up special. This means that the player can input a jump or up special up to 10 frames before they can meteor cancel and they will perform the jump/up special as soon as the meteor cancel window begins. Additionally, [[tap jump]] completely ignores the penalty in ''Brawl'', so the player can perform a tap jump during the penalty period and they can still meteor cancel with a jump. Likewise, if the player inputs a regular jump during the penalty period, they can bypass the penalty with tap jump.


Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s (although in ''Smash 4'', grounded opponents can tech meteor smashes but not spikes). However, games after ''Brawl'' check the same angle range to play a unique sound effect for meteor smashes.
Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s (although in ''Smash 4'', grounded opponents can tech meteor smashes but not spikes). However, games after ''Brawl'' check the same angle range to play a unique sound effect for meteor smashes.

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