Aerial interrupt: Difference between revisions
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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'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. | 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 | The technique is similar to [[drop cancel]]ling. | ||
{{stub}} | {{stub}} | ||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] |
Revision as of 22:47, 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 similar to drop cancelling.