Editing Stall-then-fall

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{{ArticleIcons|series=y|unofficial=y}}
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[[File:Stall-then-fall Brawl.gif|thumb|250px|{{SSBB|Toon Link}}'s down aerial is an example of a stall-then-fall move.]]
[[File:Stall-then-fall Brawl.gif|thumb|right|250px|{{SSBB|Toon Link}}'s down aerial is an example of a stall-then-fall move.]]
A '''stall-then-fall''' is a type of aerial maneuver in all installments of the ''{{b|Super Smash Bros.|series}}'' series. Types of stall-then-falls vary from kicks to hip drops. No matter the type, all stall-then-falls are similar in function. Stall-then-fall moves come in 2 types, aerials and [[special move]]s. Stall-then-fall specials exist in all games of the series, and stall-then-fall [[aerial attack]]s have existed since ''[[Super Smash Bros. Brawl]]''.
A '''stall-then-fall''' is a type of aerial maneuver in all installments of the ''{{b|Super Smash Bros.|series}}'' series. Types of stall-then-falls vary from kicks to hip drops. No matter the type, all stall-then-falls are similar in function. Stall-then-fall moves come in 2 types, aerials and [[special move]]s. Stall-then-fall specials exist in all games of the series, and stall-then-fall [[aerial attack]]s have existed since ''[[Super Smash Bros. Brawl]]''.


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===Platform stalling===
===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 & Watch, who have the shortest landing lags on their stall-then-fall aerials, and can use this technique to land several quick hits.
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===
===Sliding===
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===Sweet-spotting===
===Sweet-spotting===
Stall-then-falls are useful for sweet-spotting the edge. The player can use the attack in midair, fall to below the level of the edge, and use their midair jump or up special move. They must be very high above the bottom [[blast line]] to avoid a [[self-destruct]]. Only Yoshi's [[Yoshi Bomb]] and Bowser's [[Bowser Bomb]] can sweetspot the ledge automatically while falling. The rest do not do so, continuing downwards.
Stall-then-falls are useful for sweet-spotting the edge. The player can use the attack in midair, fall to below the level of the edge, and use their midair jump or up special move. They must be very high above the bottom [[blast line]] to avoid a [[self-destruct]].
 
Only Yoshi's [[Yoshi Bomb]] and Bowser's [[Bowser Bomb]] can sweetspot the ledge automatically while falling. The rest do not do so, continuing downwards.


===Extra jump (''Melee'' only)===
===Extra jump (''Melee'' only)===
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===Disadvantages===
===Disadvantages===
While stall-then-falls have a long duration — giving them long-lasting hitboxes — this also means that they are slow and easy to intercept if prepared for. Therefore, while they can assist in coming down from a [[juggling]] situation, the opponent can also use their landing lag to reset the situation. If used while off of the stage, they can result in a [[self-destruct]]. Therefore, their off-stage utility is limited and requires advance knowledge of when this can occur. With this knowledge, they can be effective; for example, {{SSBU|Ridley}} in ''Ultimate'' can [[full hop]] and use his {{mvsub|Ridley|SSBU|down aerial}} on stages like [[Battlefield]] to thwart simpler recoveries. However, if this fails, characters using this tactic are in terrible situations afterwards: Being below an opponent is a recipe for a [[meteor smash]]. Ergo, using stall-then-falls for edgeguarding is extremely rare and arguably self-sabotage.
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 with stall-then-fall attacks==
==Characters with stall-then-fall attacks==
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*[[Bowser]]:
*[[Bowser]]:
**[[Bowser Bomb]] — Bowser faces the screen, takes a sitting position midair, then plummets. Has considerable landing lag, but greatly damages shields. Bowser will self-destruct if used over a pit, but he can still grab ledges during the attack. Meteors in ''Super Smash Bros. Ultimate''.
**[[Bowser Bomb]] — Bowser faces the screen, takes a sitting position midair, then plummets. Has considerable landing lag, but greatly damages shields. Bowser will self-destruct if used over a pit, but he can still grab ledges during the attack. Meteors in ''Super Smash Bros. Ultimate''.
**Down aerial in ''Super Smash Bros. 4'' onwards — Bowser withdraws into his shell then falls. Clean hit is a meteor smash. Late hit sends horizontally. Can be slightly directed left or right. This move also grants Bowser minor additional height; more than other stall-then-falls.
**[[down aerial]] in ''Super Smash Bros. 4'' — Bowser withdraws into his shell then falls. The first hitbox can meteor smash, while the others send the opponent at a meteor smash angle or diagonally upward, depending on what frame they connect. Can be slightly directed left or right. This move also grants Bowser minor additional height; more than other stall-then-falls.
**[[Flying Slam]] is a grab-based stall-then-fall. First, Bowser will grab a victim, then Bowser will rise to an impressive height, then fall directly downwards. This stall-then-fall is unescapable.
*[[Captain Falcon]]'s [[Falcon Kick]] — when performed in the air, Captain Falcon extends his leg and shoots diagonally downward in a blaze of fire.
*[[Captain Falcon]]'s [[Falcon Kick]] — when performed in the air, Captain Falcon extends his leg and shoots diagonally downward in a blaze of fire.
*[[Corrin]]'s down aerial — The Dragon Fang transforms his legs into spears and Corrin dives straight downward. The only multi-hit stall-then-fall, and it meteor smashes throughout with weak, set knockback. There is a shockwave when landing before the move completes that launches opponents diagonally at an nonadjustable angle.
*[[Corrin]]'s down aerial — The Dragon Fang transforms his legs into spears and Corrin dives straight downward. The only multi-hit stall-then-fall, and it meteor smashes throughout with weak, set knockback. There is a shockwave when landing before the move completes that launches opponents diagonally at an nonadjustable angle.
*[[Ganondorf]]:
*[[Ganondorf]]:
**[[Wizard's Foot]] — when performed in the air, Ganondorf extends his leg and shoots diagonally downward surrounded by dark energy. [[Spike]]s during all hitboxes in ''Melee'', but meteor smashes in the initial falling hitbox in ''Brawl'' and ''Smash 4''.
**[[Wizard's Foot]] — when performed in the air, Ganondorf extends his leg and shoots diagonally downward surrounded by dark energy. [[Spike]]s during all hitboxes in ''Melee'', but meteor smashes in the initial falling hitbox in ''Brawl'' and ''Smash 4''.
**[[Flame Choke]] in ''Super Smash Bros. 4'' and ''Ultimate'' — One of the only grab-based stall-then-falls, Ganondorf dashes forward to choke his opponent. If successful in midair, the pair rise slightly before slamming the foe to the ground. Unlike other stall-then-falls, this only damages the grabbed opponent. Ganondorf can steer left or right just after grabbing his opponent, which can be combined with the stall to prevent or cause [[Ganoncide]].  
**[[Flame Choke]] in ''Super Smash Bros. 4'' — The only grab-based stall-and-fall, Ganondorf dashes forward to choke his opponent. If successful in midair, the pair rise slightly before slamming the foe to the ground. Unlike other stall-then-falls, this only damages the grabbed opponent. Ganondorf can steer left or right just after grabbing his opponent, which can be combined with the stall to prevent or cause [[Ganoncide]].  
*[[Greninja]]'s down aerial — Plummets incredibly quickly. If Greninja strikes an opponent, it will backflip upwards off them and regain control, consuming a midair jump in Smash Bros 4. The first hitbox meteor smashes. Lasts a long time, has no landing hitbox, and suffers plenty of landing lag, making it very punishable.
*[[Greninja]]'s down aerial — Plummets incredibly quickly. Can't be controlled and has no super armor. If Greninja strikes an opponent, they will backflip upwards off them and regain control, consuming a midair jump. The first hitbox meteor smashes. Lasts a long time, has no landing hitbox, and suffers plenty of landing lag, making it very punishable.
*[[Hero]]'s [[Kaclang]] - One of the spells available through [[Command Selection]]. The Hero will turn into metal and, if used in the air, plummet downwards, damaging any opponent he hits in the process. The spell cannot be canceled, effectively guaranteeing a self-destruct if used over a pit, though the Hero has a very limited ability to steer his fall. Also cannot be canceled after the Hero hits the ground, leaving him vulnerable to be hit once the metal transformation fades off.
*[[Ice Climbers]]' down aerial (''Brawl'' onwards) — the pair thrusts their hammers below them and then drop down. Falls slower than most stall-then-falls in ''Brawl'', but with less landing lag than most. They also do not "stall" for very long (seemingly not at all), making the move less predictable.
*[[Ice Climbers]]' down aerial (''Brawl'' onwards) — the pair thrusts their hammers below them and then drop down. Falls slower than most stall-then-falls in ''Brawl'', but with less landing lag than most. They also do not "stall" for very long (seemingly not at all), making the move less predictable.
*[[Kazuya]]'s down aerial — the Demon Scissors, in which Kazuya flips forwards and extends his legs, rushing downwards quickly. He travels a short distance upwards at the beginning of the move.Becomes a nearly inevitable self-destruct if missed.
*[[Kirby]]'s [[Stone]] — during the stall, Kirby transforms into an invincible stone and plummets. The stone remains invincible after hitting the ground, other than grabs. Can be cancelled midair by pressing the special button. Won't cancel automatically until some time after hitting the ground.
*[[Kirby]]'s [[Stone]] — during the stall, Kirby transforms into an invincible stone and plummets. The stone remains invincible after hitting the ground, other than grabs. Can be cancelled midair by pressing the special button. Won't cancel automatically until some time after hitting the ground.
*[[Mii Brawler]]'s [[Head-On Assault]] — Flips around while airborne then crashes down headfirst, attacking anyone it hits.
*[[Mii Brawler]]'s [[Head-On Assault]] — Flips around while airborne then crashes down headfirst, attacking anyone it hits.
*[[Min Min]]'s down aerial - She extends her leg outward and then dives downward.
*[[Min Min]]'s down aerial - She extends her leg outward and then dives downward.
*[[Mr. Game & Watch]]'s down aerial (''Brawl'' onwards) — takes out a giant key and rides it to the ground while holding it beneath himself. Meteor smashes in the initial fall. Can be directed left or right slightly during descent.
*[[Mr. Game & Watch]]'s Down aerial (''Brawl'' onwards) — pulls out a large key and rides it to the ground. Meteor smashes in the initial fall. Can be directed left or right slightly.
*[[Richter]]'s down aerial — works exactly like Simon's down aerial.
*{{SSBU|Richter}}'s down aerial — works exactly like Simon's down aerial.
*[[Ridley]]'s down aerial — stomps down with both feet. Meteors at the beginning, but has a good bit of landing lag.
*{{SSBU|Ridley}}'s down aerial — stomps down with both feet. Meteors at the beginning, but has a good bit of landing lag.
*[[Sephiroth]]'s down aerial - Falls down with his sword pointed down.
*[[Sephiroth]]'s down aerial - Falls down with his sword pointed down.
*[[Sheik]]'s down aerial (''Brawl'' onwards) — extends a leg and shoots diagonally downward. Can meteor smash in ''Super Smash Bros. 4''.
*[[Sheik]]'s down aerial (''Brawl'' onwards) — extends a leg and shoots diagonally downward. Can meteor smash in ''Super Smash Bros. 4''.
*[[Simon]]'s down aerial — extends a leg and shoots diagonally downward. Meteor smashes at the beginning. If he hits an opponent, he bounces off, giving Simon a relatively safe edgeguarding option.
*{{SSBU|Simon}}'s down aerial — extends a leg and shoots diagonally downward. Meteor smashes at the beginning. If he hits an opponent, he bounces off, giving Simon a safe edgeguarding option.
*[[Sonic]]'s down aerial — extends a leg and shoots diagonally downward. Can meteor smash starting in ''Super Smash Bros. 4''.
*[[Sonic]]'s down aerial — extends a leg and shoots diagonally downward. Can meteor smash in ''Super Smash Bros. 4''.
*[[Sora]]'s down aerial — Hurricane Blast, where Sora plunges downward while backflipping with the Keyblade stretched outward. Unique among other stall-then-falls, the hitbox position is not consistent as Sora is spinning with the Keyblade, resulting in the hitbox following a spiral pattern.
*[[Steve]]'s down aerial — Generates an anvil below himself, then stands on it as it falls. The first example of a stall-then-fall that can be cancelled, in which case Steve will jump off the anvil as it continues to fall. However, it requires one piece of iron to perform and will fail if he has no iron.
*[[Steve]]'s down aerial — Generates an anvil below himself, then stands on it as it falls. The first example of a stall-then-fall that can be cancelled, in which case Steve will jump off the anvil as it continues to fall. However, it requires one piece of iron to perform and will fail if he has no iron.
*[[Toon Link]]'s down aerial — Points his sword down, then falls quickly. Meteor smashes in the initial fall. In ''Brawl'', bounces off successful targets and loses downward momentum. In ''Super Smash Bros. 4'', it does not bounce off opponents, making it riskier.
*[[Toon Link]]'s down aerial — Points his sword down, then falls quickly. Meteor smashes in the initial fall. In ''Brawl'', bounces off successful targets and loses downward momentum. In ''Super Smash Bros. 4'', it does not bounce off opponents, making it riskier.
*[[Wario-Man]]'s down aerial (''Brawl'' and ''Smash 4'') — Plummets downward head-first, meteor smashing anyone in the way.
*[[Wario-Man]]'s down aerial (''Brawl'' and ''Smash 4'') — Plummets downward head-first, meteor smashing anyone in the way.
*[[Yoshi]]'s [[Yoshi Bomb]] — when Yoshi starts the attack in the air, he flips once then butt-stomps downward. When Yoshi hits the ground, damaging stars appear on either side. Like the Bowser Bomb, this will always self-destruct if used over a pit.
*[[Yoshi]]'s [[Yoshi Bomb]] — when Yoshi starts the attack in the air, he flips once then butt-stomps downward. When Yoshi hits the ground, damaging stars appear on either side. Like the Bowser Bomb, this will always self-destruct if used over a pit.
*[[Zero Suit Samus]]'s down aerial - extends a leg and shoots diagonally downward. Falling hitbox is a meteor smash for aerial opponents.
*[[Zero Suit Samus]]'s down aerial - extends a leg and shoots diagonally downward. Falling hitbox is a meteor smash.


==See also==
==See also==

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