Stall-then-fall: Difference between revisions

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===Description===
===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 few 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).
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 few 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 & Watch only).


===Landing Shockwave===
===Landing Shockwave===

Revision as of 20:53, March 10, 2009

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 in between. 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 few 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 & Watch only).

Landing Shockwave

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, which usually can not be L-canceled. However, some of these moves have an additional hit upon hitting the ground, crating a shockwave effect that extends a short distance to either side of the character.

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 vertical 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; or, at high enough upward velocity, to simply not move up as quickly. An example is the Down aerial trick.

Platform Stalling

If one of the Down Aerial Stall-Then-Fall attacks is used immediately after beginning 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, mainly Toon Link's and Mr. Game & Watch's. Depending on the steepness of the slope, this can be a tiny distance or a huge one, and at steep slopes, the character slides a large distance at a speed that is often faster than their dash. This could be used to keep an opponent from taking advantage of the long landing lag, and also for mind-games.

Sweet-Spotting

Stall-then-Falls are useful for sweet-spotting the edge. You can use the attack in midair, fall to below the level of the edge, and use your midair jump or Up-B. You must be very high above the bottom blast line to avoid a Self-destruct. Only a Few Stall-then-Falls (Yoshi's and Bowser's) can sweetspot the ledge automatically while falling. The rest do not do so, continuing downwards.

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 usable upon completion.

Juggling Counters

Some characters are vulnerable to juggling due floatiness such as Kirby and Toon Link. Having a Stall-Then-Fall move allows the character to be less vulnerable to juggling due to the increased falling speed will make it difficult for the juggler to respond quickly.

Disadvantages

Stall-then-Falls have a long duration. If used while off of the stage, they can result in a self-destruct. Therefore, it is advisable to not use the attack off the edge at all (except for sweet-spotting - see above).

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. Unlike most other characters Sonic can stop this fall with his Spring Jump.
  • 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. If he hits an opponent with this attack, he bounces off, and the attack acts like a normal aerial attack.
  • 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.
  • Wario-Man: D-air; Plummets downward headfirst.
  • Ganondorf: Down Special move, Wizard's Foot; when performed while airborne, Ganondorf extends his leg, then shoots downward diagonally whilst surrounded by dark energy. Spikes with the initial fall.
  • Captain Falcon: Down Special move, Falcon Kick; when performed while airborne, Captain Falcon extends leg, then shoots downward diagonally whilst surrounded by fire.
  • Yoshi: Down Special move 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. Like the Bowser Bomb, this will always result in an SD if used off the edge.
  • Bowser:Down Special move, 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 and no shockwave. Like the Yoshi Bomb, this will always result in an SD if used off the edge.
  • Kirby: Down Special move, Stone; during the Stall portion of the move, Kirby is transforming to stone. When he hits the ground, he remains invincible, although he can be grabbed out of it. This move can be canceled in midair by pressing B.
  • Ivysaur: Up Aerial. Makes powder explode from its bulb. Powder trails behind it as it falls. Fall portion is minimal, and the attack does not follow through.