• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

How to momentum cancel with falco?

Joined
Aug 6, 2008
Messages
19,346
Basically the title
Momentum canceling works by several different methods.

Against vertical knockback you want to use any aerial, then hit the control stick downwards. You can initiate a fast fall as soon as the aerial comes out doing this. You cannot fast fall during an airdodge or specials. This helps against vertical knockback. Uair is the best aerial simply because it ends faster and in situations where you might explode with Snake you want to get out of lag quickly. Using the C-stick down is an alternative method because pressing down on the c-stick auto-fast falls for you.

For horizontal knockback you want to basically be drifting towards the stage with the control stick to counter balance some of your knockback.

Putting it all together you would DI into a corner, but slightly above the corner to compensate the trajectory with the fast falling aerial, then holding towards the stage after the fast fall.
 

MoosyDoosy

Smash Ace
Joined
Jan 11, 2014
Messages
704
Location
United States
Momentum canceling works by several different methods.

Against vertical knockback you want to use any aerial, then hit the control stick downwards. You can initiate a fast fall as soon as the aerial comes out doing this. You cannot fast fall during an airdodge or specials. This helps against vertical knockback. Uair is the best aerial simply because it ends faster and in situations where you might explode with Snake you want to get out of lag quickly. Using the C-stick down is an alternative method because pressing down on the c-stick auto-fast falls for you.

For horizontal knockback you want to basically be drifting towards the stage with the control stick to counter balance some of your knockback.

Putting it all together you would DI into a corner, but slightly above the corner to compensate the trajectory with the fast falling aerial, then holding towards the stage after the fast fall.
I'm not quite sure I understand this. Momentum canceling should be as simple as doing an Uair as that cancels a lot of the momentum from being hit. Afterwards you hit jump to remove all momentum.

Throughout this you're supposed to hold perpendicular to the direction you're hit towards. Sent flying horizontally would mean DI'ing upwards. Sent flying vertically would mean DI'ing horizontal and to the horizontal corner you're sent towards.

I don't think you can remove momentum by holding in the opposite direction you're sent towards.
 
Joined
Aug 6, 2008
Messages
19,346
I'm not quite sure I understand this. Momentum canceling should be as simple as doing an Uair as that cancels a lot of the momentum from being hit. Afterwards you hit jump to remove all momentum.

Throughout this you're supposed to hold perpendicular to the direction you're hit towards. Sent flying horizontally would mean DI'ing upwards. Sent flying vertically would mean DI'ing horizontal and to the horizontal corner you're sent towards.

I don't think you can remove momentum by holding in the opposite direction you're sent towards.
Not really.

I will go through a quick example of 'full DI' :

You get hit by Fox's Usmash. When you get hit you and fox both go into freeze frames (aka Hitlag). During this time you can SDI which are micro movements you can make to move your position a little bit each bit by bit. In TAS, you could use this to move rather far if the hitlag is long enough. Normally, you really only try to SDI multi-hitting moves as those are the easiest to get the most benefit out of.

After the hitlag is over with you 'launch'. Your angle you launch at depends upon the position of the stick BEFORE you launch. If a move like luigi's UpB sends you straight up, you want to hold perpendicular BEFORE you come out of hitlag. Holding left or right after immediately after launch does nothing.

After the launch you cannot do anything due to hitstun. However, with Brawl you can perform various actions at different parts out of hitstun. Hitstun depends upon several things, but as an example something like 40 frames after launch you can airdodge. That is the soonest action you can do universally. About 10 frames later you could do an aerial. 60-70 frames after some launch you would be able to use a special move or jump. However, none of these actions in and of themselves do your momentum canceling except jumping.

The aerial must be given a DOWN input during the move to initiate a fast fall. This works against your vertical momentum and thus what causes the momentum canceling vertically. Again, this will not do anything until you do the down input. Whether that be on the first frame or the 20th frame. The aerial you use does not matter at all. You can use Dair, Nair, Uair, Bair, and Fair to all get the same vertical canceling effect. The only reason to use Uair is the duration of the move is the shortest.

After you come out of hitstun fully you might still have some momentum working against you from you previous launch. However, you have regained full control over your character such as 'drift'. Drifting is the idea that when you are in the air you move the stick left or right and your character moves in that direction a bit. The drifting is working against your last bit of remaining sideways momentum provided you are holding away from the blast zone.
 
Last edited:
Top Bottom