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 technique employed in ''[[Super Smash Bros. Brawl]]'' that is important in [[competitive play]] to survive after being launched by an attack with high [[knockback]]. The technique involves executing aerials, specials, or air dodges to halt or reduce the aerial momentum of 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, 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 essentially exploits the use of [[hitstun canceling]] to not only cancel hitstun but to also reduce the momentum they received from the knockback by executing aerials, specials, or air dodges to slow down the knocked back character. 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 KOd. 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 as high as 200%. 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 ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', momentum canceling is technically still existent, but due to the changes to hitstun canceling (with players having to wait much longer to air dodge or use an aerial after getting hit), momentum canceling is functionally impossible to utilize, and characters in ''Brawl'' that were able to slow/halt their momentum can no longer do so. A prime example is Mr. Game & Watch, whose Oil Panic can no longer completely cancel momentum at all due to it being deliberately removed.
 
==Mechanism==
Momentum canceling is possible due to a critical property of knockback; that is, that it still enables other sources of aerial velocity (such as falling) to build up normally, simply stacking with the velocity of the knockback, with the exception of moves such as Oil Panic which cancel it entirely. Ordinarily hitstun would prevent taking advantage of this, and hence [[fall speed]] is the only critical factor in determining overall distance once the magnitude of knockback has been calculated. However, ''Brawl'' enables the canceling of hitstun by use of airdodging and use of aerials, and once the lag from the aerial or airdodge has ended, any special move which applies a velocity to the fighter can be used to alter the overall speed of the fighter. It is also possible to immediately initiate a fastfall if the hitstun is canceled with an aerial, and assuming the player has not used up their jumps, midair jumping is also possible. Since lateral movement in the air is still disabled until such time that the hitstun would have ended automatically, the use of the initial horizontal velocity granted by jumping forwards or backwards is the only safe method of horizontal momentum canceling for characters who do not possess specials which apply a velocity to the character without causing [[helpless]]ness.


==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]]. 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==
To momentum cancel when launched vertically, a character must perform an [[aerial attack]] and fast fall. Both the aerial and the fast fall can be achieved by tapping down on the C-Stick (if it is set to Smash), since this will input a down aerial and fast fall simultaneously. It should be noted that [[stall-then-fall]] attacks '''do not''' assist vertical momentum canceling. Players whose characters possess stall-then-fall down aerials should instead tap the C-Stick in a different direction to carry out a different aerial, and tap the control stick down to fast fall.
To momentum cancel when launched vertically, a character must perform an [[aerial attack]] and fast fall. Both the aerial and the fast fall can be achieved by tapping down on the C-Stick (if it is set to Smash), since this will input a down aerial and fast fall simultaneously. It should be noted that [[stall-then-fall]] attacks '''do not''' assist vertical momentum canceling. Players whose characters possess stall-then-fall down aerials should instead tap the C-Stick in a different direction to carry out a different aerial, and tap the control stick down to fast fall.


Each character's potential to vertical momentum cancel hinges on the difference between the speed of their regular fall, and the speed of their fast fall. {{SSBB|Link}}, who possesses the largest difference, gains the most benefit from vertical momentum canceling, while {{SSBB|Wolf}}, who has the smallest difference, benefits the least. It is important to note that, despite the existence of particular special moves that negate vertical momentum, all characters can survive longer by using this basic method, except Mr. Game & Watch. However, he only survived 3% longer using Oil Panic than the basic method (though the difference would be greater in a stage with a higher ceiling).
Each character's potential to vertical momentum cancel hinges on the difference between the speed of their regular fall and the speed of their fast fall. {{SSBB|Link}}, who possesses the largest difference, gains the most benefit from vertical momentum canceling, while {{SSBB|Wolf}}, who has the smallest difference, benefits the least. It is important to note that, despite the existence of particular special moves that negate vertical momentum, all characters can survive longer by using this basic method, except Mr. Game & Watch. However, he only survives 3% longer using Oil Panic than the basic method (though the difference would be greater in a stage with a higher ceiling).


===Character abilities chart===
===Character abilities chart===
 
The following chart shows each character's vertical momentum canceling abilities, and ranks them in terms of their maximum vertical endurance, that is, the highest percentage at which they can survive vertical knockback. Characters were hit by {{SSBB|Olimar}}'s down aerial using {{h2|Olimar (SSBB)|Blue Pikmin}}, from the center of {{SSBB|Final Destination}}. This information was compiled by {{Sm|Omega Tyrant}}.
The following chart shows each character's vertical momentum canceling abilities, and ranks them in terms of their maximum vertical endurance, that is, the highest percentage at which they can survive vertical knockback. Characters were hit by {{SSBB|Olimar}}'s down aerial using [[Olimar (SSBB)#Blue Pikmin|Blue Pikmin]], from the center of {{SSBB|Final Destination}}. This information was compiled by {{Sm|Omega Tyrant}}.


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


==Horizontal momentum canceling==
==Horizontal momentum canceling==
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 initial lateral speed granted by their midair jump, in addition to [[air friction]].


Horizontal air speed is not a helpful factor, since {{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 center of Final Destination with the tip of Wolf's forward smash. This information was compiled by {{Sm|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.
Line 119: Line 122:
*'''DI, special MC''' shows KO percentage when using DI and using their special move for momentum canceling, if any.
*'''DI, special MC''' shows KO percentage when using DI and using their special move for momentum canceling, if any.


'''*''' ''Indicates that the character does not make it back to the stage, and is KOd by the bottom blast line.''
<nowiki/>*''Indicates that the character does not make it back to the stage, and is KOd by the bottom blast line.''


'''**''' ''Indicates that without DI, the character's special move provides no additional benefit.''
<nowiki/>**''Indicates that without DI, the character's special move provides no additional benefit.''


If a character does not have a special move that negates momentum, their statistics in the "Special MC" columns are copies of those in the "Basic MC" columns, and are displayed in grey. Note that {{SSBB|Lucario}}'s forward aerial is most beneficial when used in basic momentum canceling with no DI, but his down aerial is most beneficial when used in momentum canceling with DI. As such, his down aerial appears in the position of other characters' "Special Moves". Similarly, Snake and Ike have air dodge ("AD") displayed instead of an aerial.
If a character does not have a special move that negates momentum, their statistics in the "Special MC" columns are copies of those in the "Basic MC" columns, and are displayed in ''italics''. Note that {{SSBB|Lucario}}'s forward aerial is most beneficial when used in basic momentum canceling with no DI, but his down aerial is most beneficial when used in momentum canceling with DI. As such, his down aerial appears in the position of other characters' "Special Moves". Similarly, Snake and Ike have air dodge ("AD") displayed instead of an aerial.


{| class="wikitable sortable"
{| class="wikitable sortable"
Line 129: Line 132:
!Rank!!Character / Attack / Special move!!No MC, no DI!!Basic MC, no DI!!Special MC, no DI!!DI, no MC!!DI, basic MC!!DI, special MC
!Rank!!Character / Attack / Special move!!No MC, no DI!!Basic MC, no DI!!Special MC, no DI!!DI, no MC!!DI, basic MC!!DI, special MC
|-
|-
|1.|| Donkey Kong / back aerial / [[Spinning Kong]] ||'''155% /163%'''||'''176%'''||'''204%'''||'''189%'''||'''199%'''||'''234%'''
| 1 || Donkey Kong / back aerial / [[Spinning Kong]] ||155% / 163%||176%||204%||189%||199%||234%
|-
|-
|2.|| Bowser / forward aerial / none ||'''157% / 165%'''||'''174%'''||<span style="color:#999999;">'''174%'''</span>||'''192%'''||'''204%'''||<span style="color:#999999;">'''204%'''</span>
| 2 || Bowser / forward aerial / none ||157% / 165%||174%||''174%''||192%||204%||''204%''
|-
|-
|3.|| Yoshi / up aerial / [[Egg Roll]] ||'''149% / 157%'''||'''169%'''||'''181%*'''||'''181%'''||'''197%'''||'''204%*'''
| 3 || Yoshi / up aerial / [[Egg Roll]] ||149% / 157%||169%||181%*||181%||197%||204%*
|-
|-
|4.|| King Dedede / back aerial / [[Super Dedede Jump]] ||'''152% / 159%'''||'''165%'''||'''172%*'''||'''184%'''||'''194%'''||'''204%'''
| 4 || King Dedede / back aerial / [[Super Dedede Jump]] ||152% / 159%||165%||172%*||184%||194%||204%
|-
|-
|5.|| Ike / AD / [[Quick Draw]] ||'''147% / 153%'''||'''167%'''||'''167%**'''||'''178%'''||'''189%'''||'''203%'''
| 5 || Ike / AD / [[Quick Draw]] ||147% / 153%||167%||167%**||178%||189%||203%
|-
|-
|6.|| Snake / AD / none ||'''153% / 159%'''||'''174%'''||<span style="color:#999999;">'''174%'''</span>||'''184%'''||'''201%'''||<span style="color:#999999;">'''201%'''</span>
| 6 || Snake / AD / none ||153% / 159%||174%||''174%''||184%||201%||''201%''
|-
|-
|7.|| Ganondorf / up aerial / [[Flame Choke]] ||'''149% / 155%'''||'''165%'''||'''168%*'''||'''181%'''||'''192%'''||'''197%*'''
| 7 || Ganondorf / up aerial / [[Flame Choke]] ||149% / 155%||165%||168%*||181%||192%||197%*
|-
|-
|8.|| Samus / up aerial / none ||'''151% / 159%'''||'''167%'''||<span style="color:#999999;">'''167%'''</span>||'''182%'''||'''195%'''||<span style="color:#999999;">'''195%'''</span>
| 8 || Samus / up aerial / none ||151% / 159%||167%||''167%''||182%||195%||''195%''
|-
|-
|9.|| Charizard / up aerial / none ||'''151% / 157%'''||'''165%'''||<span style="color:#999999;">'''165%'''</span>||'''182%'''||'''195%'''||<span style="color:#999999;">'''195%'''</span>
| 9 || Charizard / up aerial / none ||151% / 157%||165%||''165%''||182%||195%||''195%''
|-
|-
|10.|| Captain Falcon / up aerial / none ||'''145% / 152%'''||'''164%'''||<span style="color:#999999;">'''164%'''</span>||'''178%'''||'''189%'''||<span style="color:#999999;">'''189%'''</span>
| 10 || Captain Falcon / up aerial / none ||145% / 152%||164%||''164%''||178%||189%||''189%''
|-
|-
|11.|| Lucario / forward aerial / down aerial ||'''144% / 152%'''||'''164%'''||'''164%'''||'''177%'''||'''188%'''||'''188%'''
| 11 || Lucario / forward aerial / down aerial ||144% / 152%||164%||164%||177%||188%||188%
|-
|-
|12.|| Wario / forward aerial / none ||'''148% / 160%'''||'''163%'''||<span style="color:#999999;">'''163%'''</span>||'''184%'''||'''188%'''||<span style="color:#999999;">'''188%'''</span>
| 12 || Wario / forward aerial / none ||148% / 160%||163%||''163%''||184%||188%||''188%''
|-
|-
|13.|| Link / back aerial / none ||'''146% / 152%'''||'''162%'''||<span style="color:#999999;">'''162%'''</span>||'''177%'''||'''186%'''||<span style="color:#999999;">'''186%'''</span>
| 13 || Link / back aerial / none ||146% / 152%||162%||''162%''||177%||186%||''186%''
|-
|-
|14.|| R.O.B. / forward aerial / [[Arm Rotor]] ||'''149% / 155%'''||'''156%'''||'''157%'''||'''179%'''||'''180%'''||'''184%'''
| 14 || R.O.B. / forward aerial / [[Arm Rotor]] ||149% / 155%||156%||157%||179%||180%||184%
|-
|-
|15.|| Mr. Game & Watch / neutral aerial / [[Oil Panic]] ||'''124% / 132%'''||'''140%'''||'''157%'''||'''152%'''||'''161%'''||'''184%'''
| 15 || Mr. Game & Watch / neutral aerial / [[Oil Panic]] ||124% / 132%||140%||157%||152%||161%||184%
|-
|-
|16.|| Sonic / forward aerial / [[Spin Dash]] ||'''139% / 145%'''||'''156%'''||'''156%**'''||'''169%'''||'''179%'''||'''183%'''
| 16 || Sonic / forward aerial / [[Spin Dash]] ||139% / 145%||156%||156%**||169%||179%||183%
|-
|-
|17.|| Diddy Kong / back aerial / [[Monkey Flip]] ||'''137% / 144%'''||'''153%'''||'''160%'''||'''167%'''||'''171%'''||'''182%'''
| 17 || Diddy Kong / back aerial / [[Monkey Flip]] ||137% / 144%||153%||160%||167%||171%||182%
|-
|-
|18.|| Ivysaur / back aerial / none ||'''143% / 151%'''||'''155%'''||<span style="color:#999999;">'''155%'''</span>||'''175%'''||'''182%'''||<span style="color:#999999;">'''182%'''</span>
| 18 || Ivysaur / back aerial / none ||143% / 151%||155%||''155%''||175%||182%||''182%''
|-
|-
|19.|| Wolf / back aerial / none ||'''142% / 151%'''||'''164%'''||<span style="color:#999999;">'''164%'''</span>||'''178%'''||'''179%'''||<span style="color:#999999;">'''179%'''</span>
| 19 || Wolf / back aerial / none ||142% / 151%||164%||''164%''||178%||179%||''179%''
|-
|-
|20.|| Ness / neutral aerial / none ||'''139% / 147%'''||'''154%'''||<span style="color:#999999;">'''154%'''</span>||'''170%'''||'''179%'''||<span style="color:#999999;">'''179%'''</span>
| 20 || Ness / neutral aerial / none ||139% / 147%||154%||''154%''||170%||179%||''179%''
|-
|-
|21.|| Lucas / neutral aerial / none ||'''138% / 147%'''||'''153%'''||<span style="color:#999999;">'''153%'''</span>||'''170%'''||'''179%'''||<span style="color:#999999;">'''179%'''</span>
| 21 || Lucas / neutral aerial / none ||138% / 147%||153%||''153%''||170%||179%||''179%''
|-
|-
|22.|| Pit / forward aerial / none ||'''139% / 146%'''||'''152%'''||<span style="color:#999999;">'''152%'''</span>||'''169%'''||'''179%'''||<span style="color:#999999;">'''179%'''</span>
| 22 || Pit / forward aerial / none ||139% / 146%||152%||''152%''||169%||179%||''179%''
|-
|-
|23.|| Mario / up aerial / none ||'''142% / 150%'''||'''160%'''||<span style="color:#999999;">'''160%'''||'''173%'''||'''177%'''||<span style="color:#999999;">'''177%'''</span>
| 23 || Mario / up aerial / none ||142% / 150%||160%||''160%''||173%||177%||''177%''
|-
|-
|24.|| Ice Climbers / up aerial / [[Squall Hammer]] ||'''137% / 144%'''||'''151%'''||'''156%'''||'''166%'''||'''174%'''||'''177%'''
| 24 || Ice Climbers / up aerial / [[Squall Hammer]] ||137% / 144%||151%||156%||166%||174%||177%
|-
|-
|25.|| Marth / forward aerial / none ||'''134% / 141%'''||'''152%'''||<span style="color:#999999;">'''152%'''</span>||'''163%'''||'''176%'''||<span style="color:#999999;">'''176%'''</span>
| 25 || Marth / forward aerial / none ||134% / 141%||152%||''152%''||163%||176%||''176%''
|-
|-
|26.|| Luigi / forward aerial / none ||'''142% / 149%'''||'''158%'''||<span style="color:#999999;">'''158%'''</span>||'''171%'''||'''174%'''||<span style="color:#999999;">'''174%'''</span>
| 26 || Luigi / forward aerial / none ||142% / 149%||158%||''158%''||171%||174%||''174%''
|-
|-
|27.|| Peach / up aerial / none ||'''137% / 144%'''||'''152%'''||<span style="color:#999999;">'''152%'''</span>||'''166%'''||'''173%'''||<span style="color:#999999;">'''173%'''</span>
| 27 || Peach / up aerial / none ||137% / 144%||152%||''152%''||166%||173%||''173%''
|-
|-
|28.|| Toon Link / back aerial / none ||'''138% / 145%'''||'''155%'''||<span style="color:#999999;">'''155%'''</span>||'''168%'''||'''172%'''||<span style="color:#999999;">'''172%'''</span>
| 28 || Toon Link / back aerial / none ||138% / 145%||155%||''155%''||168%||172%||''172%''
|-
|-
|29.|| Zelda / back aerial / none ||'''133% / 140%'''||'''148%'''||<span style="color:#999999;">'''148%'''</span>||'''161%'''||'''170%'''||<span style="color:#999999;">'''170%'''</span>
| 29 || Zelda / back aerial / none ||133% / 140%||148%||''148%''||161%||170%||''170%''
|-
|-
|30.|| Zero Suit Samus / up aerial / [[Flip Jump]] ||'''128% / 136%'''||'''145%'''||'''147%'''||'''158%'''||'''167%'''||'''169%'''
| 30 || Zero Suit Samus / up aerial / [[Flip Jump]] ||128% / 136%||145%||147%||158%||167%||169%
|-
|-
|31.|| Olimar / up aerial / none ||'''131% / 137%'''||'''144%'''||<span style="color:#999999;">'''144%'''</span>||'''158%'''||'''167%'''||<span style="color:#999999;">'''167%'''</span>
| 31 || Olimar / up aerial / none ||131% / 137%||144%||''144%''||158%||167%||''167%''
|-
|-
|32.|| Falco / up aerial / none ||'''128% / 135%'''||'''143%'''||<span style="color:#999999;">'''143%'''</span>||'''159%'''||'''166%'''||<span style="color:#999999;">'''166%'''</span>
| 32 || Falco / up aerial / none ||128% / 135%||143%||''143%''||159%||166%||''166%''
|-
|-
|33.|| Pikachu / up aerial / [[Skull Bash]]||'''127% / 135%'''||'''143%'''||'''149%'''||'''156%'''||'''157%'''||'''165%'''
| 33 || Pikachu / up aerial / [[Skull Bash]]||127% / 135%||143%||149%||156%||157%||165%
|-
|-
|34.|| Meta Knight / up aerial / [[Drill Rush]] ||'''126% / 133%'''||'''141%'''||'''160%'''||'''154%'''||'''156%'''||'''164%'''
| 34 || Meta Knight / up aerial / [[Drill Rush]] ||126% / 133%||141%||160%||154%||156%||164%
|-
|-
|35.|| Sheik / forward aerial / none ||'''129% / 137%'''||'''143%'''||<span style="color:#999999;">'''143%'''</span>||'''163%'''||'''163%'''||<span style="color:#999999;">'''163%'''</span>
| 35 || Sheik / forward aerial / none ||129% / 137%||143%||''143%''||163%||163%||''163%''
|-
|-
|36.|| Kirby / up aerial / none ||'''127% / 134%'''||'''139%'''||<span style="color:#999999;">'''139%'''</span>||'''155%'''||'''161%'''||<span style="color:#999999;">'''161%'''</span>
| 36 || Kirby / up aerial / none ||127% / 134%||139%||''139%''||155%||161%||''161%''
|-
|-
|37.|| Fox / up aerial / none ||'''123% / 132%'''||'''138%'''||<span style="color:#999999;">'''138%'''</span>||'''158%'''||'''158%'''||<span style="color:#999999;">'''158%'''</span>
| 37 || Fox / up aerial / none ||123% / 132%||138%||''138%''||158%||158%||''158%''
|-
|-
|38.|| Jigglypuff / back aerial / [[Pound]] ||'''120% / 127%'''||'''131%'''||'''131%**'''||'''146%'''||'''150%'''||'''155%'''
| 38 || Jigglypuff / back aerial / [[Pound]] ||120% / 127%||131%||131%**||146%||150%||155%
|-
|-
|39.|| Squirtle / up aerial / none ||'''123% / 131%'''||'''141%'''||<span style="color:#999999;">'''141%'''</span>||'''153%'''||'''154%'''||<span style="color:#999999;">'''154%'''</span>
| 39 || Squirtle / up aerial / none ||123% / 131%||141%||''141%''||153%||154%||''154%''
|}
|}


==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.


===[[Arm Rotor]]===
===[[Arm Rotor]]===
{{SSBB|R.O.B}}'s side special very mildly negates horizontal momentum, but does not move him far or put him into a [[helpless]] state. While only marginally beneficial, it does not pose any threats to R.O.B's recovery.
{{SSBB|R.O.B.}}'s side special very mildly negates horizontal momentum, but does not move him far or put him into a [[helpless]] state. While only marginally beneficial, it does not pose any threats to R.O.B.'s recovery.


===[[Drill Rush]]===
===[[Drill Rush]]===
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===[[Squall Hammer]]===
===[[Squall Hammer]]===
The [[Ice Climbers (SSBB)|Ice Climbers']] side special will negate horizontal momentum a small amount. When using the move together, the Ice Climbers are able to return to the stage, but a solo Climber cannot. Squall Hammer is moderately risky when used for momentum canceling, as it puts Ice Climbers into a helpless state upon its completion, which can be dangerous.
The {{SSBB|Ice Climbers}}' side special will negate horizontal momentum a small amount. When using the move together, the Ice Climbers are able to return to the stage, but a solo Climber cannot. Squall Hammer is moderately risky when used for momentum canceling, as it puts Ice Climbers into a helpless state upon its completion, which can be dangerous.


===[[Super Dedede Jump]]===
===[[Super Dedede Jump]]===
[[King Dedede (SSBB)|King Dedede]]'s up special negates a decent amount of horizontal momentum, despite projecting him upwards. When using the move to momentum cancel, Dedede cannot return to neutral stages without DI. It is possible to do so with DI, but this may require the player to carefully time its cancel in order to grab a ledge without [[self destruct]]ing. The Super Dedede Jump moves Dedede quickly, and it can be difficult for an unprepared opponent to punish. However, its use it still risky, as performing it without the use of DI is often fatal, and using the move after being knocked offstage by too weak a hit can result in punishment.
{{SSBB|King Dedede}}'s up special negates a decent amount of horizontal momentum, despite projecting him upwards. When using the move to momentum cancel, Dedede cannot return to neutral stages without DI. It is possible to do so with DI, but this may require the player to carefully time its cancel in order to grab a ledge without [[self destruct]]ing. The Super Dedede Jump moves Dedede quickly, and it can be difficult for an unprepared opponent to punish. However, its use it still risky, as performing it without the use of DI is often fatal, and using the move after being knocked offstage by too weak a hit can result in punishment.


===[[Skull Bash]]===
===[[Skull Bash]]===
[[Pikachu (SSBB)|Pikachu]]'s side special negates horizontal momentum moderately, and does not leave him helpless. The move has a large amount of ending lag, so its use could leave Pikachu close the stage and vulnerable to reactive opponents if used after non-lethal knockback. However, Skull Bash is still considered one of the safer momentum canceling moves.
{{SSBB|Pikachu}}'s side special negates horizontal momentum moderately, and does not leave him helpless. The move has a large amount of ending lag, so its use could leave Pikachu close the stage and vulnerable to reactive opponents if used after non-lethal knockback. However, Skull Bash is still considered one of the safer momentum canceling moves.


===[[Quick Attack]]===
===[[Quick Attack]]===
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==Video==
==Video==
The following video demonstrates the momentum canceling of Donkey Kong's Spinning Kong.
The following video demonstrates the momentum canceling ability of Donkey Kong's Spinning Kong.
<br>
 
<youtube>TyLBM5d1-20</youtube>
{{#widget:YouTube|id=TyLBM5d1-20}}
 
==In ''Super Smash Bros. 4'' and ''Super Smash Bros. Ultimate''==
Momentum canceling is still present in ''Smash 4'' and ''Ultimate'' but due to the changes to hitstun canceling, it is almost impossible to utilise, severely limiting any character's endurance. Therefore, momentum canceling is not nearly as abusable as it was in ''Brawl''. Because of this, aerial momentum canceling is no longer existent and only special moves can slow/cancel momentum. Also good DI would usually help survive for slightly longer combined with momentum canceling. Here are a list of characters and special moves that can cancel momentum:
 
===Lloid Rocket===
{{SSB4|Villager}}'s side special can completely negate all momentum, both horizontally and vertically, upon its first frame of activation and is safe to use after being launched far. It is not necessary, and generally not recommended, to ride the rocket, as {{b|Balloon Trip|move}} is the safer means of recovery. It may be advantageous to aim toward the blast line when using the move for momentum canceling, so that the rocket will despawn and the move can be used again sooner.
 
===Spinning Kong===
Donkey Kong's Spinning Kong in terms of momentum canceling functions exactly the same as it did in ''Brawl''. {{SSB4|Donkey Kong}}'s [[up special move]], Spinning Kong, completely negates all momentum upon its first frame of activation, both horizontal and vertical momentum. This, in combination with good DI  and his heavy weight, allows him to survive longer than every other character in the game when knocked horizontally and vertically, including Bowser. It puts him in a [[helpless]] state however, which might consider Villager's Lloid Rocket to be superior in terms of safety. Its landing lag may also leave DK vulnerable upon his return to the stage, but Spinning Kong can always cover the distance required to return to any neutral stage after momentum canceling. It also negates vertical momentum as well, but is impractical for this task other than getting hit diagonally upward as a result of DIing upwards as it leaves Donkey Kong helpless. However, due to the changes to hitstun canceling, Spinning Kong's very powerful momentum canceling is almost impossible to use effectively because of the lack of being able to use DK's fast back aerial to end hitstun early. Also, DK's customs Chopper Kong and Kong Cyclone are the same (Smash 4 only).
 
===Egg Roll===
Yoshi's side special almost functions exactly the same as it did in ''Brawl''. Egg Roll completely negates horizontal momentum, it is surpassed in this field only by Spinning Kong and Lloid Rocket, and it often allows Yoshi to survive potentially fatal blows if its first few frames are activated. Along with Lloid Rocket and Spinning Kong, it is the only special move that can completely negate vertical momentum as well as horizontal. However, its drawbacks hinder its effectiveness to the point of rendering it impractical under most circumstances.
While Egg Roll completely negates horizontal momentum, it does not give Yoshi any horizontal boost back toward the stage, but unlike in Brawl, Yoshi can end Egg Roll earlier and it no longer renders him helpless. Yoshi can now possibly recover back to a neutral stage in combination with his great horizontal air speed.
 
===Wario Bike===
Wario Bike can reduce an extreme amount of horizontal momentum as long as it has already been activated (when the bike is moving forward). This might improve Wario's endurance a little bit but due to the changes to hitstun canceling, it is practically impossible to use as Wario can still drift and be KO'd during Wario Bike's startup. Wario Bike can also help survive vertical momentum despite the fact that it does not actually cancel vertical momentum at all. This is because Wario Bike makes Wario himself immune to the top blast lines.
 
===Fire Fox, Fire Bird, and Fire Wolf===
In Ultimate, it instantly cancels all of Fox's, Falco's, and Wolf's knockback (both horizontal and vertical momentum) in the same fashion Spinning Kong, Egg Roll, and Lloid Rocket does.
 
===Sword of the Creator===
In Ultimate, it instantly cancels all of Byleth's knockback (both horizontal and vertical) in the same fashion Spinning Kong, Egg Roll, Fire Fox/Bird/Wolf, and Lloid Rocket does.
 
==See also==
* [[V-cancelling]]
* [[Directional influence]]


==References==
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Advanced Techniques]]
[[Category:Advanced techniques]]
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