Aerial interrupt: Difference between revisions
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The '''aerial interrupt''' is a technique in ''Melee'' that causes a character to land on a platform earlier by doing an aerial attack at a certain frame. | The '''aerial interrupt''' is a technique in ''Melee'' that causes a character to land on a platform earlier by doing an aerial attack at a certain frame. | ||
The reason it works is that the character's environment collision box (ECB) is shifted downwards due to the attack's animation, making it connect with a platform and triggering the landing animation. | The reason it works is that the character's environment collision box (ECB) is shifted downwards due to the attack's animation, making it connect with a platform and triggering the landing animation. | ||
It can be used to preserve enough ledge intangibility so that a grounded attack can be carried out whilst being still intangible. | It can be used to preserve enough ledge intangibility so that a grounded attack can be carried out whilst being still intangible. It's use can replace the need to air-dodging onto a platform, since the aerial interrupt is the fastest possible way to get onto a platform from under it. | ||
The technique is used in [[drop cancel]]ling. | The technique is used in [[drop cancel]]ling. | ||
Revision as of 22:32, October 21, 2015
The aerial interrupt is a technique in Melee that causes a character to land on a platform earlier by doing an aerial attack at a certain frame. The reason it works is that the character's environment collision box (ECB) is shifted downwards due to the attack's animation, making it connect with a platform and triggering the landing animation. It can be used to preserve enough ledge intangibility so that a grounded attack can be carried out whilst being still intangible. It's use can replace the need to air-dodging onto a platform, since the aerial interrupt is the fastest possible way to get onto a platform from under it. The technique is used in drop cancelling.