Meteor smash: Difference between revisions

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'''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 its meteor smashes are functionally equivalent to [[spike]]s.
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.
Meteor canceling also has been removed in ''Smash 4''. While some have claimed it to still exist in a weaker form, this is just mistaking the smaller amount of hitstun on meteor smashes at low percents. There is no input window for jumping or using an up special that allows the player to actually cancel any knockback, therefore, meteor smashes essentially act as true spikes in ''Smash 4''.


====Characters with unusual meteor cancel windows in ''Brawl''====
====Characters with unusual meteor cancel windows in ''Brawl''====
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*{{SSBB|Zero Suit Samus}}: 15 frames
*{{SSBB|Zero Suit Samus}}: 15 frames


It is curious how characters that use wings for multiple jumps have a longer-than-usual window whereas those who inflate for multiple jumps do not, while characters who rely on [[tether recovery|tether recoveries]] have a shorter window to accommodate for their recovery weakness. Wolf's 60-frame delay in meteor cancelling remains inexplicable, though.
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==
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