Super Smash Bros. series

Fall Break

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Not to be confused with teching, which is officially known as "breaking your fall" in Smash 4 and "fall break" in Ultimate.

Fall Break is an attribute present in certain moves that makes a character briefly cancel fall momentum to stop in midair or even cause them to bounce upward. All of these special moves can be used multiple times in the air, but have this effect only once even if hit afterward (with a few exceptions). This is refreshed when landing on the ground. Most often these are used as mix up tools for recovering, approaching, landing, etc.

Moves with Fall Breaks[edit]

Character Move
All applicable characters Counterattacks
Tether Recoveries (excluding Z-airs and aerials)
Mario Cape
Samus Bomb
Dark Samus Bomb
Yoshi Egg Throw Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Kirby Any neutral special move listed here through copy ability
Fox Reflector
Ness PK Flash
PSI Magnet
Zelda Nayru's Love
Din's Fire
Dr. Mario Super Sheet Super Smash Bros. Melee
Mewtwo Confusion
Mr. Game & Watch Oil Panic
Lucas PK Freeze
PSI Magnet
Lucario Down Air
Wolf Reflector
Greninja Water Shuriken
Pac-Man Fire Hydrant
Ryu Focus Attack
Ken Focus Attack
Cloud Blade Beam
Cross Slash
Bayonetta Forward Air
Bullet Climax
Simon Cross
Richter Cross
Incineroar Darkest Lariat
Piranha Plant Ptooie
Poison Breath
Long-Stem Strike
Joker Gun
Hero Kafrizz
Banjo & Kazooie Rear Egg
Terry Power Wave
Byleth Areadbhar

Pseudo Fall Breaks[edit]

There are some moves that have similar properties of a fall break, but not officially recognized due to the technical details of the move. Pseudo fall breaks consist of the following:

  • All Special Moves that travel in a set trajectory such as Sheik's Bouncing Fish, Fox's Fox Illusion, or Bayonetta's Witch Twist and After Burner Kick, to name a few examples.
  • All Special Moves that lead to free fall.
  • Some Special Moves cancel some or all momentum, such as Ness up special, Meta Knight neutral special and Wii Fit Trainer side special, but are moves that:
    • Make the stall serve a purpose in the animation.
    • Are meant to lead into another action.
    • Themselves can only be used once until landing.
    • Cause free fall.


  • In Melee, the first hit of Marth’s Dancing Blade is a crucial recovering tool, as it causes a fall break that stalls to improve his horizontal distance.
  • In Brawl, Fox’s Reflector had no limit to how many times the move would cancel falling, making it notorious for its uses in landing and stalling.