1,916
edits
No edit summary |
|||
Line 21: | Line 21: | ||
'''Meteor canceling''' is the act of instantly negating the downwards knockback of a meteor smash by jumping or using an [[up special]] after being hit. In ''Melee'', a meteor cancel can be done 8 frames after the hitlag ends, producing a distinctive wind-cutting sound and a sparkle (the character will also briefly glow white); in ''Brawl'', meteor cancels are unindicated and can only be done after 25 frames (depending on the character, see below), and attempting to jump to meteor cancel before this will result in a 40 frame penalty before the window opens (this penalty does not apply if attempting to use an up special to meteor cancel without making a jump input). 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. | '''Meteor canceling''' is the act of instantly negating the downwards knockback of a meteor smash by jumping or using an [[up special]] after being hit. In ''Melee'', a meteor cancel can be done 8 frames after the hitlag ends, producing a distinctive wind-cutting sound and a sparkle (the character will also briefly glow white); in ''Brawl'', meteor cancels are unindicated and can only be done after 25 frames (depending on the character, see below), and attempting to jump to meteor cancel before this will result in a 40 frame penalty before the window opens (this penalty does not apply if attempting to use an up special to meteor cancel without making a jump input). 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. | ||
Meteor canceling does not exist in the original ''Super Smash Bros.'', so | Meteor canceling does not exist in the original ''Super Smash Bros.'' or in ''Super Smash Bros. 4'' (despite earlier claims of it existing in a weaker form), so meteor smashes in both games are functionally equivalent to [[spike]]s. | ||
In ''Melee'', a meteor cancel after an [[up special]] must have the stick return to neutral or some other non-up position before performing the subsequent cancellation [[up special]]. If the stick is left oriented up, a meteor cancel is not possible. | In ''Melee'', a meteor cancel after an [[up special]] must have the stick return to neutral or some other non-up position before performing the subsequent cancellation [[up special]]. If the stick is left oriented up, a meteor cancel is not possible. | ||
====Characters with unusual meteor cancel windows in ''Brawl''==== | ====Characters with unusual meteor cancel windows in ''Brawl''==== | ||
Line 38: | Line 36: | ||
*{{SSBB|Zero Suit Samus}}: 15 frames | *{{SSBB|Zero Suit Samus}}: 15 frames | ||
With the exception of Wolf, the different meteor cancel windows are justified; characters that rely on tethers (or a sub-par up special in Yoshi's case) have faster meteor cancel windows, while characters with multiple jumps and the ability to [[glide]] have slower meteor cancel windows. | |||
==Similar techniques== | ==Similar techniques== |
edits