Azazel
Smash Journeyman
There are 3 types of actions.
Some basic actions that have sets/adds momentum: Roll, Dash Attack, Dash Grab, Dash, Walk, Run, Drift, backwards Crawl*
*shifts/reverses momentum
Some basic actions that carry momentum: Crouch, Skid, Turnaround, Jump, Shield, Charging Smashes*, Pick Up Item, Standing Grab, Pivot Grabs, many Specials.
(edit) Turnaround and Jump actually add momentum if you hold a direction as you do it. This is most significant for RAR, since you don't want to lose momentum from your run. You jump before Turnaround can begin subtracting speed; but Jump itself adds an amount of speed when you jump depending on what direction you hold, thus essentially allowing 3 distinct type of jumps: Forward, Neutral, Backward (kinda like street fighter jumps, except you can drift in this game). For RARing you obvious want the Backwards jump.
Basically you can extend the range of actions that Carry momentum or use them safely by modifying their movement.
So basically you'd want to cancel something that has Great Set momentum or adds momentum to extend the reach of actions that Carries momentum
Momentum quirks
If you don't cancel a Turnaround, then F-tilt/Fsmash always resets your momentum
Although its main advantage is being able to cancel a Dash into anything, it only has a minimal slide to slightly extend CM attacks.
Note: You slide in the direction of the initial Dash, so you are sliding backwards.
Run Cancels
Turnaround Cancels
Skid Cancels
Character Specifics
Monkey Flip: has lots of momentum, increases drift speed cap so his drift boost is incredibly longer. The drift speed increase is reset by every aerial, airdodge, Item Toss, specials, Peanut Popgun Cancel, but not charging the Peanut Popgun(shooting it has set movement). Peanut popgun can be canceled into some CM moves. The start up of Monkey Flip does CM but then is given SM. Therefore, B-reversal Monkey Flip minimally affects it. Since it leaves you at a standing position you can do anything. Here's some that CM
Monkey Flip > Peanut
Monkey Flip > Drift Boosted (tilt / utilt / Usmash / Dsmash / Charging Fsmash / Item Toss / Spot dodge / taunts)
Monkey Flip > Peanut Gun > Grab/Shield/Item Toss
Monkey Flip > Peanut Gun > Shield > Jump > Usmash / Up-B
Monkey Flip > Drift Boost >Crawl Dash > Dtilt / utilt / Usmash / Dsmash / Charging Fsmash(But not released Fsmash) / Item Toss / Spot dodge / taunts
Note:Charging Peanut Popgun on the ground makes you decelerate faster; therefore, if you should cancel it into CM move ASAP to conserve momentum.
Also any basic actions that carries or adds momentum
WaveSlash: Cancel Custom Side-B 2 & 3 by landing just as Bowser lunges. This has lots of momentum. Also it leaves you in a standing position so you may do anything from it. Here some that CM
Waveslash > Dtilt / U-tilt / Usmash / Dsmash / Grab / Jump / Side-B
(edit):Waveslash AM, I originally believed it to have SM. Since it AM, it allows Bowser to do a ludicrously Far Side-B out of Waveslash. unfortunately Spot dodge has SM and resets his momentum.
F-tilt does 1% less damage and less knock back compared to Jab. Because of the extra knockback and the inability to walk and Jab, Jab > Jab does not work. Megaman can use his F-tilt/walk to extend the range of Jab allowing Jab > Jab to connect.
F-tilt cancel > Jab > F-Tilt Cancel > Jab > F-Tilt Cancel > Jab for 9%
where as f-tilt >f-tilt >f-tilt only does 6%
- set movement, resets your momentum to a set amount
- adds momentum, adds momentum up to a cap and carries momentum
- carries momentum, Slide as a result of built momentum
Some basic actions that have sets/adds momentum: Roll, Dash Attack, Dash Grab, Dash, Walk, Run, Drift, backwards Crawl*
*shifts/reverses momentum
Some basic actions that carry momentum: Crouch, Skid, Turnaround, Jump, Shield, Charging Smashes*, Pick Up Item, Standing Grab, Pivot Grabs, many Specials.
(edit) Turnaround and Jump actually add momentum if you hold a direction as you do it. This is most significant for RAR, since you don't want to lose momentum from your run. You jump before Turnaround can begin subtracting speed; but Jump itself adds an amount of speed when you jump depending on what direction you hold, thus essentially allowing 3 distinct type of jumps: Forward, Neutral, Backward (kinda like street fighter jumps, except you can drift in this game). For RARing you obvious want the Backwards jump.
Basically you can extend the range of actions that Carry momentum or use them safely by modifying their movement.
So basically you'd want to cancel something that has Great Set momentum or adds momentum to extend the reach of actions that Carries momentum
Momentum quirks
- B-reversals: Reverses momentum
- Crawl Dash: Crawling backwards reverses momentum
- Grounded Specials has you decelerate faster
- Also grass terrain has you decelerate faster
- F-tilt and Fsmash carry momentum if it cancels a Turnaround. Otherwise it always kills your momentum
If you don't cancel a Turnaround, then F-tilt/Fsmash always resets your momentum
Dash > Perfect Pivot > CM attackPerfect Pivot: In the first few frames of a dash, inputting the opposite direction for only one frame (can be done by flicking the stick) will perform a regular, lagless standing turnaround animation that can be instantly cancelled with any move. You keep some momentum from the direction of the initial dash.
Although its main advantage is being able to cancel a Dash into anything, it only has a minimal slide to slightly extend CM attacks.
Note: You slide in the direction of the initial Dash, so you are sliding backwards.
- Drift cancel: land (not that if you land on a slant you gain/lose more momentum from your falling force becoming kinetic energy)
- Walk cancel: Movement stick neutral, or dude. Anything.
- Roll Canceled Grab: Dash (buffers roll) > Roll > Grab/pivot Grab
Dash Attack Canceled Usmash: Dash attack > Usmash (varies)R.I.P
- Jump Canceled Up Special: Dash > Jump > Up-B
- Jump Canceled Usmash: Dash > Jump > Usmash
- Jump Canceled Reverse Usmash: Dash > Turnaround > Jump > Usmash
- Jump Canceled Item Throw: Dash > Jump > Item Throw
Run Cancels
- Run Canceled Special: Run > Specials
- Run Shield: Run > Shield
- Inherently all Jump Cancels
- Turnaround F-Tilt (Pivot tilt): Dash > Turnaround > Ftilt
- Turnaround Fsmash (Pivot Smash): Dash > Turnaround > Fsmash
- Reverse Aerial Rush: Dash > Turnaround > Jump
Skid Cancels
Skid Canceled Shield Grab is not returning from Brawl as you cannot cancel skid with shield anymore.
- Skid Canceled Pick up: Dash > Run > Skid > Pick up
- Skid Canceled Pivot Grab: Dash > Run > Skid > Pivot Grab
- Drift boost Tomahawking Grab: Short Hop > Drift > Fast Fall > grab, Grab's range is minimally extended by the momentum from drifting.
- Airdodge Edge Cancel: whilst drifting, Airdodge > off edge, note that you can only edge cancel if you are facing the edge. You can't slide off backwards.
Character Specifics
Monkey Flip: has lots of momentum, increases drift speed cap so his drift boost is incredibly longer. The drift speed increase is reset by every aerial, airdodge, Item Toss, specials, Peanut Popgun Cancel, but not charging the Peanut Popgun(shooting it has set movement). Peanut popgun can be canceled into some CM moves. The start up of Monkey Flip does CM but then is given SM. Therefore, B-reversal Monkey Flip minimally affects it. Since it leaves you at a standing position you can do anything. Here's some that CM
Monkey Flip > Peanut
Monkey Flip > Drift Boosted (tilt / utilt / Usmash / Dsmash / Charging Fsmash / Item Toss / Spot dodge / taunts)
Monkey Flip > Peanut Gun > Grab/Shield/Item Toss
Monkey Flip > Peanut Gun > Shield > Jump > Usmash / Up-B
Monkey Flip > Drift Boost >Crawl Dash > Dtilt / utilt / Usmash / Dsmash / Charging Fsmash(But not released Fsmash) / Item Toss / Spot dodge / taunts
Note:Charging Peanut Popgun on the ground makes you decelerate faster; therefore, if you should cancel it into CM move ASAP to conserve momentum.
Also any basic actions that carries or adds momentum
WaveSlash: Cancel Custom Side-B 2 & 3 by landing just as Bowser lunges. This has lots of momentum. Also it leaves you in a standing position so you may do anything from it. Here some that CM
Waveslash > Dtilt / U-tilt / Usmash / Dsmash / Grab / Jump / Side-B
Also any basic actions that carries or adds momentum
(edit):Waveslash AM, I originally believed it to have SM. Since it AM, it allows Bowser to do a ludicrously Far Side-B out of Waveslash. unfortunately Spot dodge has SM and resets his momentum.
F-tilt does 1% less damage and less knock back compared to Jab. Because of the extra knockback and the inability to walk and Jab, Jab > Jab does not work. Megaman can use his F-tilt/walk to extend the range of Jab allowing Jab > Jab to connect.
F-tilt cancel > Jab > F-Tilt Cancel > Jab > F-Tilt Cancel > Jab for 9%
where as f-tilt >f-tilt >f-tilt only does 6%
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