Momentum canceling: Difference between revisions

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This technique allows survival around 200% with most heavy characters, as long as the attack isn't ridiculously powerful like [[Snake]]'s up tilt. You can take this technique farther by fast-falling and using [[Directional Influence]] on the aerial.  If hit upwards, it is generally recommended that you use your down aerial as most of the character's down aerials tend to give you a slight push downwards and are easier to fast-fall with.
This technique allows survival around 200% with most heavy characters, as long as the attack isn't ridiculously powerful like [[Snake]]'s up tilt. You can take this technique farther by fast-falling and using [[Directional Influence]] on the aerial.  If hit upwards, it is generally recommended that you use your down aerial as most of the character's down aerials tend to give you a slight push downwards and are easier to fast-fall with.
==Vertical Momentum Canceling Chart==
This is a chart showing the vertical momentum canceling abilities of each character. To momentum cancel when launched vertically, all you have to do is perform one of your aerials and fast-fall. This can simply be done by tapping down on the [[c-stick]] as this will simultaneously perform your dair and fast-fall. It should be noted that [[Stall-Then-Fall|stall-then-fall]] attacks DO NOT help at all with vertical momentum canceling. With such characters, you'll have to tap the c-stick (or d-pad) in a direction other then down and simultaneously tap the control stick down.
<p>
These percentages were found in [[Training mode]] by hitting each character with Olimar's dair (blue pikmin). This attack was chosen since it has pure vertical knockback and KOs Mario around 150%. How well a character can vertical momentum cancel is based entirely on the difference between the speed of their normal fall and the speed of their fast-fall. Link, who has the biggest difference, has the most notable benefit of vertical momentum canceling. Wolf, who has the smallest difference, gains the least notable benefit from momentum canceling. This chart does not factor in DI because the ranking of each character would not change if DI was factored in. Characters are ranked on their total vertical endurance.
''Even though there are a few special moves that can stop vertical momentum, all characters survive longer through the basic method, including Mr.Game & Watch''.
{| class="wikitable sortable"
|-
! Rank !! Character !! Non-Momentum Canceled !! Momentum-Canceled
|-
|1. || King Dedede || '''176%''' || '''195%
|-
|2. || Snake || '''172%''' || '''188%'''
|-
|3. || Donkey Kong || '''171%''' || '''185%'''
|-
|4. || Link || '''161%''' || '''185%'''
|-
|5. || Captain  Falcon || '''165%''' || '''182%'''
|-
|6. || Bowser || '''168%''' || '''179%'''
|-
|7. || Ganondorf || '''164%''' || '''179%'''
|-
|8. || Ike || '''163%''' || '''178%'''
|-
|9. || Charizard || '''161%''' || '''171%'''
|-
|10. || Wario || '''159%''' || '''170%'''
|-
|11. || Yoshi  || '''159%''', || '''168%'''
|-
|12. || R.O.B. || '''157%''' || '''165%'''
|-
|13. || Samus || '''156%''' || '''164%'''
|-
|14. || Ivysaur || '''154%''' || '''164%'''
|-
|15. || Wolf || '''159%''' || '''161%'''
|-
|16. || Lucario || '''152%''' || '''160%'''
|-
|17. || Mario || '''151%''' || '''160%'''
|-
|18. || Pit || '''150%''' || '''160%'''
|-
|19. || Sonic || '''150%''' || '''159%'''
|-
|20. || Diddy Kong || '''147%''' || '''158%'''
|-
|21. || Luigi || '''150%''' || '''157%'''
|-
|22. || Ness || '''148%''' || '''157%'''
|-
|23. || Lucas || '''147%''' || '''157%'''
|-
|24. || Toon Link || '''146%''' || '''157%'''
|-
|25. || Marth || '''146%''' || '''157%'''
|-
|26. || Falco || '''142%''' || '''155%'''
|-
|27. || Pikachu || '''138%''' || '''154%'''
|-
|28. || Ice Climbers || '''144%''' || '''151%'''
|-
|29. || Fox || '''134%''' || '''150%'''
|-
|30. || Sheik || '''137%''' || '''149%'''
|-
|31. || Peach || '''141%''' || '''147%'''
|-
|32. || Olimar || '''139%''' || '''147%'''
|-
|33. || Zero Suit Samus || '''138%''' || '''147%'''
|-
|34. || Zelda || '''138%''' || '''145%'''
|-
|35. || Kirby || '''134''' || '''144%'''
|-
|36. || Meta Knight || '''135%''' || '''143%'''
|-
|37. || Squirtle || '''128%''' || '''141%'''
|-
|38. || Mr. Game & Watch || '''131%''' || '''137%'''
|-
|39. || Jigglypuff || '''123%''' || '''128%'''
|}


[http://www.youtube.com/watch?v=njcYW0rFmUg How to Recover, after DI: momentum cancelling, etc.]
[http://www.youtube.com/watch?v=njcYW0rFmUg How to Recover, after DI: momentum cancelling, etc.]

Revision as of 23:16, April 16, 2010

Momentum Canceling is a very important element of Super Smash Bros. Brawl's competitive play. The concept is that certain attacks will halt or reduce a character's aerial momentum, such as Oil Panic. Combined with the ability to attack and air dodge while tumbling or reeling in Brawl, this makes it possible to use these moves to avoid being KO'd.

Momentum cancelling has two steps:

  1. Once hit, use a fast aerial attack to escape the reeling or tumbling.
  2. Use the momentum-cancelling move.

This technique allows survival around 200% with most heavy characters, as long as the attack isn't ridiculously powerful like Snake's up tilt. You can take this technique farther by fast-falling and using Directional Influence on the aerial. If hit upwards, it is generally recommended that you use your down aerial as most of the character's down aerials tend to give you a slight push downwards and are easier to fast-fall with.

Vertical Momentum Canceling Chart

This is a chart showing the vertical momentum canceling abilities of each character. To momentum cancel when launched vertically, all you have to do is perform one of your aerials and fast-fall. This can simply be done by tapping down on the c-stick as this will simultaneously perform your dair and fast-fall. It should be noted that stall-then-fall attacks DO NOT help at all with vertical momentum canceling. With such characters, you'll have to tap the c-stick (or d-pad) in a direction other then down and simultaneously tap the control stick down.

These percentages were found in Training mode by hitting each character with Olimar's dair (blue pikmin). This attack was chosen since it has pure vertical knockback and KOs Mario around 150%. How well a character can vertical momentum cancel is based entirely on the difference between the speed of their normal fall and the speed of their fast-fall. Link, who has the biggest difference, has the most notable benefit of vertical momentum canceling. Wolf, who has the smallest difference, gains the least notable benefit from momentum canceling. This chart does not factor in DI because the ranking of each character would not change if DI was factored in. Characters are ranked on their total vertical endurance. Even though there are a few special moves that can stop vertical momentum, all characters survive longer through the basic method, including Mr.Game & Watch.

Rank Character Non-Momentum Canceled Momentum-Canceled
1. King Dedede 176% 195%
2. Snake 172% 188%
3. Donkey Kong 171% 185%
4. Link 161% 185%
5. Captain Falcon 165% 182%
6. Bowser 168% 179%
7. Ganondorf 164% 179%
8. Ike 163% 178%
9. Charizard 161% 171%
10. Wario 159% 170%
11. Yoshi 159%, 168%
12. R.O.B. 157% 165%
13. Samus 156% 164%
14. Ivysaur 154% 164%
15. Wolf 159% 161%
16. Lucario 152% 160%
17. Mario 151% 160%
18. Pit 150% 160%
19. Sonic 150% 159%
20. Diddy Kong 147% 158%
21. Luigi 150% 157%
22. Ness 148% 157%
23. Lucas 147% 157%
24. Toon Link 146% 157%
25. Marth 146% 157%
26. Falco 142% 155%
27. Pikachu 138% 154%
28. Ice Climbers 144% 151%
29. Fox 134% 150%
30. Sheik 137% 149%
31. Peach 141% 147%
32. Olimar 139% 147%
33. Zero Suit Samus 138% 147%
34. Zelda 138% 145%
35. Kirby 134 144%
36. Meta Knight 135% 143%
37. Squirtle 128% 141%
38. Mr. Game & Watch 131% 137%
39. Jigglypuff 123% 128%


How to Recover, after DI: momentum cancelling, etc.

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