Momentum canceling: Difference between revisions

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{{ArticleIcons|brawl=yes|unofficial=yes|fa=yes}}
{{ArticleIcons|brawl=yes|unofficial=yes|fa=yes}}
'''Momentum canceling''' is a staple [[technique]] in ''[[Super Smash Bros. Brawl]]''{{'}}s [[metagame]] that reduces the momentum of a character in midair, and makes characters harder to [[KO]]. The technique involves executing aerials, specials, or air dodges to halt a character that is knocked into the air. Since, in ''Brawl'', attacks and [[air dodge]]s can be performed while [[tumble|tumbling]] and reeling, it is possible to use these moves, in combination with others, to slow a character's aerial movement, and avoid crossing [[blast line]]s and being [[KO]]d. A prominent example of a momentum canceling move is {{SSBB|Mr. Game & Watch}}'s [[Oil Panic]], which negates all aerial momentum immediately, and may be used after tumbling has ended.
'''Momentum canceling''' is a staple [[technique]] in ''[[Super Smash Bros. Brawl]]''{{'}}s [[metagame]] that reduces the momentum of a character in midair, and makes characters harder to [[KO]]. The technique involves executing aerials, specials, or air dodges to halt a character that is knocked into the air. Since, in ''Brawl'', attacks and [[air dodge]]s can be performed while [[tumbling]] and reeling, it is possible to use these moves, in combination with others, to slow a character's aerial movement, and avoid crossing [[blast line]]s and being [[KO]]d. A prominent example of a momentum canceling move is {{SSBB|Mr. Game & Watch}}'s [[Oil Panic]], which negates all aerial momentum immediately, and may be used after tumbling has ended.


When combined with [[directional influence]] (DI), momentum canceling can allow characters to survive to [[damage]] percentages far higher than the percentage a character would normally (without momentum canceling or DI) be KO'd at. While less effective against attacks with high [[knockback|knockback scaling]], such as {{SSBB|Luigi}}'s [[forward smash]], this technique is essential in competitive play and helpful in casual matches.
When combined with [[directional influence]] (DI), momentum canceling can allow characters to survive to [[damage]] percentages far higher than the percentage a character would normally (without momentum canceling or DI) be KO'd at. While less effective against attacks with high [[knockback scaling]], such as {{SSBB|Luigi}}'s [[forward smash]], this technique is essential in competitive play and helpful in casual matches.


In [[Smash 4]], momentum canceling is apparently still existent but due to the changes to [[hitstun]] canceling and lack of being able to air dodge or use and aerial almost immediately after getting hit, momentum canceling is almost impossible utilise and characters in Brawl that were able to slow/halt their momentum may not be able to in Smash 4. A prime example is [[Mr. Game & Watch]] where [[Oil Panic]] can no longer completely cancel momentum at all due to it being deliberately removed.
In ''[[Super Smash Bros. 4]]'', momentum canceling is apparently still existent but due to the changes to [[hitstun]] canceling and lack of being able to air dodge or use and aerial almost immediately after getting hit, momentum canceling is almost impossible utilise and characters in ''Brawl'' that were able to slow/halt their momentum may not be able to in ''Smash 4''. A prime example is {{SSB4|Mr. Game & Watch}} where [[Oil Panic]] can no longer completely cancel momentum at all due to it being deliberately removed.


==How to perform==
==How to perform==
Momentum canceling involves two steps:
Momentum canceling involves two steps:
#Once knocked into the air, a character must use an aerial attack as soon as possible, to end [[tumbling]] or [[reeling]], and be able to act with other options. If knocked back horizontally, the character's fastest aerial is usually preferable, and in the case of {{SSBB|Ike}} or {{SSBB|Snake}}, an air dodge may be a better option.
#Once knocked into the air, a character must use an aerial attack as soon as possible, to end [[tumbling]] or [[reeling]], and be able to act with other options. If knocked back horizontally, the character's fastest aerial is usually preferable, and in the case of {{SSBB|Ike}} or {{SSBB|Snake}}, an air dodge may be a better option.
#If knocked vertically, the character must initiate a [[fast fall]], which can be achieved by using the [[C-Stick]] (or the [[Wii remote]]'s [[Directional pad|D-Pad]]), to perform a [[down aerial]] in conjunction with the previous step. If knocked back horizontally, a [[special move]] that negates unwanted momentum should be used. If the character has none, a [[midair jump]] should instead be performed.
#If knocked vertically, the character must initiate a [[fast fall]], which can be achieved by using the [[C-Stick]] (or the [[Wii remote]]'s [[D-Pad]]), to perform a [[down aerial]] in conjunction with the previous step. If knocked back horizontally, a [[special move]] that negates unwanted momentum should be used. If the character has none, a [[midair jump]] should instead be performed.


==Vertical momentum canceling==
==Vertical momentum canceling==
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Horizontal momentum canceling is notably more complicated than its vertical counterpart. The most basic method is to perform a character's fastest aerial, followed by a midair jump. If this technique is performed, every character is able to survive to percentages that are at least 1% higher than in cases in which it is not. The amount that each character benefits from this basic method hinges on two factors: the speed of their fastest aerial, and the properties of their midair jump.
Horizontal momentum canceling is notably more complicated than its vertical counterpart. The most basic method is to perform a character's fastest aerial, followed by a midair jump. If this technique is performed, every character is able to survive to percentages that are at least 1% higher than in cases in which it is not. The amount that each character benefits from this basic method hinges on two factors: the speed of their fastest aerial, and the properties of their midair jump.


Horizontal air speed is not a helpful factor; for example, {{SSBB|Wario}} has fast horizontal air speed, but is poor at momentum canceling horizontally. It should also be noted that Ike and Snake yield better results from using an [[Air dodging|air dodge]] instead of their fastest aerial. Coincidentally, these two gain the most benefit from the basic method. Unlike vertical momentum canceling, there are multiple [[Special Move|special moves]] that aid horizontal momentum canceling; most influence the character's movement, and a few can cancel it completely.
Horizontal air speed is not a helpful factor; for example, {{SSBB|Wario}} has fast horizontal air speed, but is poor at momentum canceling horizontally. It should also be noted that Ike and Snake yield better results from using an [[air dodge]] instead of their fastest aerial. Coincidentally, these two gain the most benefit from the basic method. Unlike vertical momentum canceling, there are multiple [[special moves]] that aid horizontal momentum canceling; most influence the character's movement, and a few can cancel it completely.


===Character abilities chart===
===Character abilities chart===
 
The following chart shows and ranks each character's horizontal momentum canceling abilities. Each test was carried out by hitting the character from the centre of Final Destination with the tip of Wolf's forward smash. This information was compiled by Omega Tyrant.
The following chart shows and ranks each character's horizontal momentum canceling abilities. Each test was carried out by hitting the character from the centre of Final Destination with the tip of Wolf's f-smash. This information was compiled by Omega Tyrant.


*'''Rank''' shows each character's position in terms of the their maximum horizontal endurance: the absolute highest percentage at which they can survive when knocked back horizontally.
*'''Rank''' shows each character's position in terms of the their maximum horizontal endurance: the absolute highest percentage at which they can survive when knocked back horizontally.
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==Momentum canceling [[special move]]s==
==Momentum canceling [[special move]]s==
The following are detailed descriptions of each special move that aids momentum canceling, in terms of characteristics, effectiveness, usefulness, and risk.
The following are detailed descriptions of each special move that aids momentum canceling, in terms of characteristics, effectiveness, usefulness, and risk.