VECTORMAN
(BTW I created this 3d model in Maya)
Check out some
3d animations I did for Vectorman!
http://vimeo.com/1537866
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~ INFO ~
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Vectorman is a platform game developed by BlueSky Software and published by Sega for the Sega Mega Drive/Genesis. It was released on October 24 1995 in North America and on November 30, 1995 in Europe. The game is also a part of the Sega Genesis Collection for the PlayStation 2 and PlayStation Portable and is part of the Sonic Gems Collection for the Nintendo Gamecube. It was released on the Wii Virtual Console on February 27, 2007 in Japan and April 5, 2007 in Europe, and is scheduled for release on the North American Virtual Console later this year.
~from wikipedia
Original Vectorman Boxart
Some Images
Screw Attack Review
Speedrun Footage
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~ Story ~
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In the distant future the planet earth has been trashed, literally! Pollution and climate change have wrecked the planet and it is no longer suitable for human habitation, as a result the entire human race takes to the stars in a migratory voyage to find a new homeworld. However they left behind a race of mechanical orbots charged with the task of protecting and healing the planet with the hopes that human beings can someday return.
Raster, one of the high-level Orbots who monitors and administers the cleanup operation on Earth is accidentally attached to an ancient smart missile and goes insane, becoming an evil dictator and changing his name to Warhead. He declares himself supreme ruler of Earth, and begins amassing a huge army and weapons stockpile with plans to lure humans back to Earth in order to execute them. Vectorman, a lowly sludge barge pilot, lands on Earth after his last trip and finds chaos and confusion. But Vectorman is no chump, he leaps into action shooting first and asking questions never!
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~ Vectorman At A Glance ~
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Vectorman rides the line between lightweight and heavyweight, being difficult to KO and possessing attacks that are both strong and speedy. He’s got a funky style that makes him difficult to predict. It doesn’t hurt that he’s got a quick projectile attack. He’s also got a good air game, with good air mobility, funky and damaging aerial attacks that can catch opponents off guard, and a good recovery move.
Vectorman has many
unique qualities:
1. He's a green robot made out of balls
2. Energy gun built into his hand
3. Rocket Booster
4. Ability to Morph into just about anything including: trains, fish, rockets, tanks, crickets, etc.
5. Cheesy quips, like when he blows someone up he says "Toasty!" or "Gone Daddy Gone!"
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~ Pros and Cons ~
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Pros:
>Powerful KO moves
>Good range and priority
>Disjointed Hitboxes
>Has a fast projectile that can be spammed in short bursts
>Good grab range
>Hard for weaker characters to KO Vectorman
>Strong vertical recovery
Cons:
>Slow walker/runner
>Big target
>Easy to combo
>Quite a few moves are laggy
>Stages with lips can gimp his recovery
>Not the best dodger
>Horizontal recovery isn't the best (though vertical recovery usually compensates)
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~ Properties ~
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Size: 4/5 Large (a head shorter than Ike)
Power: 4/5 Excellent (on par with Mr. Game & Watch)
Range: 4/5 Above Average (around Gannons level of reach)
Projectile Distance: 5/5 Excellent (similar to Fox)
Weight: 3.5/5 Light Heavy (a little lighter than ROB)
Walking Speed: 3/5 Average
Dash speed: 2.5/5 Below Average (bit faster than Gannon, still pretty bad)
Traction: 4/5 Good on flat ground, Bad on slopes
Drop Speed: 3/5 Average
1st Jump: 3/5 Average (about the same as mario)
2nd Jump: 2.5/5 Below Average
Air Mobility: 3/5 Average
Wall-jump: No
Wall Cling: No
Crawl: No
Glide: No
Tether: No
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~ Movement ~
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Walk: Casually walks forward.
Run: Looks like his classic run cycle from the original Vectorman games. A little slow, but not as slow as Gannon!
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~ A Attacks ~
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KEY:
Input: Attack Name
Damage: How much damage the attack does
KO: percentage this attack kills at, based on average character at center of Final D
KB: how much knockback/general angle of knockback
KBI: knockback increase, if any
Startup: how long it takes to reach hit state
Recovery: how long it takes to return to attack ready state
Range: general range, relative to Vectormans longest and shortest attacks.
Description:A description follows. I try to keep it as short and concise as possible, however some attacks have quite a lot of properties that need explaining. Please bear with me :D
A, A, A: Right Palm Strike, Left Palm Strike, Right Overhand Chop
Damage: 4+3+6 (13)
KO: 220%, last hit
KB: low/diagonally up
KBI: medium
Startup: fast
Recovery: fast
Range: short
Description:A quick standard combo with a bit of knock-back on the chop.
Dash A- Rhino Morph
Damage: 10%
KO: 120%
KB: medium/diagonally up
KBI: medium
Startup: fast
Recovery: medium
Range: medium (horn adds a bit of range)
Description:He leaps forward and morphs into a Rhino type thing with a big ‘ol horn on his forehead. Good damage and speed, tends to knock people back horizontally (setup for spike). Quite a lot of recovery on block so don't throw this out too often. Can KO at high percentages.
Side Tilt: Hook Punch
Damage: 10%
KO: 139%
KB: low/side
KBI: high
Startup: fast
Recovery: medium
Range: medium
Description:Vectorman swings his arm in a vicious arc and twists his upper body as he punches. Looks like how the barge pilots (the brown baddies) attack in the original Vectorman game. This attack is pretty fast and has good range. Does big knock-back at higher percentages.
Up Tilt: Blue Sky Punch
Damage: 7%
KO: 181%
KB: low/up
KBI: low
Startup: medium
Recovery: fast
Range: medium
Description:Vectorman does an uppercut straight up into the air. It looks like his up shot in the original Vectorman games. Its good to catch your opponent early with this move as you can chain at least 3-4 in a row together w/o them di'ing out of it. Opponents have to be practically on top of you for this to connect though.
NOTE: The name of this attack is a nod to the now defunct Blue Sky Studios which developed the first two Vectorman games.
Down Tilt: Crouching Palm Strike
Damage: 6%
KO: 220%
KB: low/diagonally up
KBI: low
Startup: fast
Recovery: fast
Range: short
Description:A standard crouching punch with decent range and speed but not a lot of knock-back. On its own this move is pretty useless but this attack has many IASA frames and can be cancelled with another attack, such as another dtilt. If you catch someone against a wall with this it can be nearly impossible to break out.
Ledge Attack: Kick
Damage: 8%-10%
KB: medium/side
KBI: none
Startup: fast
Recovery: fast
Description:Does a little kick.
Get up Attack: Flailing Arms
Damage: 6%
KB: medium/side
KBI: low
Startup: fast
Recovery: fast
Description:Spins his arms around like a madman.
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~ Smash Attacks ~
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Side Smash: Boot Blast [Plasma]
Damage: UC: 20%, FC: 28%
KO: UC: 100% FC: 75%
KB: high/side
KBI: high
Startup: medium
Recovery: medium
Range: long
Description:Does a Sparta-kick and yells “TOASTY!” shooting blue fire from his extended foot. Has a deceptive range due to the column of fire extending from his foot. You can angle this attack slightly up or down. This is one of Vectorman’s most deadly KO moves. The plasma jet can eat some projectiles. This attack has about the same timing as G&W fsmash with slightly more startup time, it also has some IASA frames at the end which makes this attack semi-spammable.
Up Smash: Booster Backflip [Plasma]
Damage: UC: 16%-18%, FC: 21%-23%
KO: UC: 75%-80%, FC: 60%-65%
KB: med to high/up or diagonally up
KBI: high
Startup: medium
Recovery: slow
Range: short in front, long up top, really short in back
Description:Flips and fires up his boosters a bit. The attack hits all around him except underneath. The booster is fired up about halfway so the range isn’t broken. Comes out fast but lags on recovery. The attack does slightly more damage when Vectorman is halfway through the flip, but this difference is negligible and the attack can still KO at moderate percentages. The plasma jet can eat projectiles. This attack actually has more knockback then the fsmash but its not nearly as fast and is very punishable on block. This attack does have a few IASA frames but it doesn't mean you can spam this attack.
Down Smash: Dancin’ Fool
Damage: UC: 2%, 2%, 2%, 2%, 2%, 2%, 3% (15%), FC: 2%, 3%, 2%, 3%, 2%, 3%, 6% (21%)
KO: UC: 250%, FC: 235%
KB: medium/up
KBI: low
Startup: fast
Recovery: fast
Range: medium in front and back
Description:Does a quick spin with his arms flailing about. Not a KO move but good for racking up some damage. Spacing is important since this move has rather mediocre range and you are very vulnerable to aerial attack. This attack has quite a few IASA frames at the end so spamming is an option but again the range is a tad short so you have to be careful.
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~ Aerial Attacks ~
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Nair: Splits Punch
Damage: 9%-6%
KO: 180%
KB: low/side
KBI: low
Startup: fast
Recovery: fast
Range: long
Description:Looks like his aerial downward corner shot in the original Vectorman games. Vectorman sticks both legs out and one of his arms out in front of him. This attack is fast, decent range, not much knock-back which makes it a great candidate for Wall of Pain tactics. This move has a pretty big hit box that covers the area in front and below Vectorman, it’s also a sex kick that does damage for the duration of his kick pose.
Fair: Double Chop
Damage: 15%
KO: 110%
KB: high/side or down
KBI: high
Startup: medium
Recovery: slow
Range: medium
Description:Flips forward, swinging both arms in an arc that hits everywhere around him except behind. This attack does a lot of damage and knock-back but its a bit slow. KO move.
Bair: Blind Kick [Plasma]
Damage: 11%
KO: 140%
KB: medium/side
KBI: medium
Startup: fast
Recovery: medium
Range: medium at start, short after that
Description:Quick kick to the rear with a little booster action, decent range and knock-back. A potential KO move at high percentages if you connect with the first few frames of the attack. A bit too slow for WoP tactics on faster characters.
Dair: Drill Morph
Damage: sweetspot: 11%, normal: 3%, 2%, 2%, 2%, 2%, 2% (13%), ground hit: 5%
KO: 180%
KB: medium to high/down or diagonally down
KBI: medium
Startup: fast
Recovery: medium
Range: long
Description:Floats for a second while morphing into the drill then falls down. The first hit SPIKES airborne opponents if the tip of the drill hits. After that it hits multiple times without much knock-back. The drill has a disjointed hitbox, so if you attack the drill bit it usually wont interrupt the attack (unless you have a long disjointed sword like Ike). Comes out pretty fast and will do one extra hit if it falls to the ground (this may throw off shield-grabbers). As with any meteor smash trying to setup a spike with this move is pretty difficult and takes good timing.
Uair: Rocket Morph [Plasma]
Damage: 2%, 2%, 2%, 2%, 2%, 10% (20%)
KO: 140%
KB: medium to high/variable
KBI: low
Startup: fast
Recovery: medium
Range: medium at start, long at the end
Description:Spins around flailing his limbs as he morphs, then turns into a rocket and blasts upwards a little bit, approx. 1 body length up. It hits multiple times as he’s morphing, then the rocket comes out and hits once for some considerable knock-back. The last hit of the rocket can easily KO at the top of low ceiling stages. Also can be used to stall downward momentum.
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~ Special Attacks ~
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Neutral B: M-Ball Shot [Plasma]
Damage: 3%
KB: low (about as much as a jab)
KBI: none
Startup: fast
Recovery: medium
Range: very long
Description:Tap B rapidly for a fast shot. This works differently than most projectiles. It comes out fast and has medium recovery but it can be cancelled into itself due to IASA frames at the end. If you have fast thumbs you can make the shots come out as fast as Fox's blaster. However unless you are some kind of machine you'll probably only be able to squeeze out 4 or 5 shots in a quick burst. If you use this move in the air it will auto cancel when you land, allowing some combo possibilities.
Side B: Buggy Morph
Damage: 10%-15%
KO: fullspeed: 190%, 3/4 speed: 215%
KB: medium/side
KBI: medium
Startup: medium
Recovery: fast
Range: medium
Description:Vectorman transforms into a speedy buggy. The Buggy Morph has a disjointed hitbox on the wheels when moving, the hurtbox being on the frame of the vehicle. This means the buggy is only vulnerable on top and underneath when moving. When the buggy isn't moving there are no hitboxes on the wheels and he is completely vulnerable to attack. It has some decent knock-back which could be used to setup edgeguarding. Vectorman is especially vulnerable when slowing down or turning but there is very little lag when morphing back to normal. When performed in the air it has some initial forward momentum which can aid in horizontal recovery. However you cannot grab ledges while in this state, you'll have to cancel the animation to grab ledges.
Up B: Booster Jump [Plasma]
Damage: sweetspot: 20%-29%, normal: 10%
KO: sweetspot: 100%
KB: sweetspot: high/down, normal: low/variable
KBI: sweetspot: high, normal: low
Startup: fast
Recovery: slow
Range: long (only for the first few franges)
Description:This move has huge vertical recovery, about as much as Sonics or G&W’s recovery moves. If the fire column touches an enemy at the very first 2 frames of this attack its almost guaranteed to instantly spike, however the edge of the fire column does less damage and less knock-back. Vectorman has a few frames of invincibility at the beginning of the animation and he can sweetspot ledges. The trajectory is normally straight up but di left or right immediately after initiating this move and you'll go more in that direction. Vectorman can follow this with any attack, even B moves (not another up B of course)! However he is very vulnerable at the end of this animation and if he hits a ceiling he'll bounce down almost immediately. Be careful when trying to sweet spot ledges on lipped stages.
Down B: Bomb Morph [Plasma]
Damage: dive hit: 3%, UC: 15%-21%, FC: 21%-27%
KO: UC: 150%-155%, FC: 115%-120%
KB: medium/up
KBI: med
Startup: slow
Recovery: fast
Description:Vectorman dives forward and when he hits the ground transforms into a timed bomb that eventually explodes leaving behind a thick cloud of smoke. Vectorman can hit people as he's falling, though he will not transform until he hits the ground. Even if you are at the very top of the stage you cannot morph until you touch the ground. You can cancel the attack while you are diving by pressing B again. The longer you hold B the more damage. Release B to detonate at any time or wait for the fuse to run out after 10 seconds for maximum damage. The closer your opponent is to the epicenter of the explosion, the more damage inflicted. While Vectorman is in bomb mode he can clumsily roll around and due to his reduced size he can avoid certain attacks that would normally hit him. Vectorman has a few frames of invincibility when he explodes and then he morphs back to normal pretty quickly.
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~ Grabs and Throws ~
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Grab Attack: Head Butt
Damage: 2%
KB: none
KBI: none
Description:Does a quick head butt.
Forward Throw: Shove
Damage: 9%
KO: 275%
KB: medium/diagonally up
KBI: medium
Description:Vectorman shoves the enemy in front of him.
Back Throw: Toss
Damage: 9%
KO: 220%
KB: medium/diagonally up
KBI: high
Description:Vectorman casually tosses the opponent behind him.
Down Throw: Hot Hot Heat
Damage: 12%
KO: 292%
KB: medium/diagonally down
KBI: low
Description:Vectorman holds the opponent down and then cooks them with his boot blast. This is his most damaging throw.
Up Throw: Helicopter
Damage: 8%-11%
KO: 240%
KB: high/diagonally up
KBI: low
Description:Throws opponent straight up and then morphs into a helicopter. Your opponent lands on the spinning helicopter blades and gets slice and diced.
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~ Final Smash ~
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Final Smash: Callacab
Damage: 20%-30%
KO: 100%
KB: high/diagonally up
KBI: high
Description:Vectorman turns into a small pixilated arrow that can pass through any obstacles. Any one he touches will get hit! Lasts about 13 seconds. A bit difficult to control as the arrow has slow acceleration and tends to retain momentum making it difficult to make quick course corrections. You'll have to anticipate where your opponent will be ahead of time and intercept them. Its easier to control if you gently tilt the thumbstick as opposed to tapping in the direction you want to go.
NOTE: This move is based on a cheat code from the original Vectorman game that allows you to turn into an invincible little arrow that can pass through walls and insta kills anything it touches. The input on the Sega Genesis controller was to pause the game and press C, A, left, left, A, C, A, B.
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~ Other Moves ~
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Forward Roll:
Description:Leaps forward, doing a 540 spin in the air. Decent speed, doesn't cover that much ground though.
Back Roll:
Description:Flips backwards and clumsily lands on his feet. Decent speed, doesn't cover that much ground though.
Spot Dodge:
Description:Leans back and puts his hands behind his h.
Shield:
Description:Brings arms up to cover face.
Up Taunt:
Description:Throws up peace signs with both hands but then his torso sags down. Embarassed Vectorman lowers his hands and lifts his midsection back up. This animation is identical to the original Vectorman games.
Side Taunt:
Description:A reclining chair appears. Vectorman plops down and has a drink.
Down Taunt:
Description:Vectorman does a little dance and says “Come on!” This looks like the animation on the extra life counter with the little dancing Vectorman icons.
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~ Miscellaneous ~
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Logo: The classic Vectorman logo, a V with a ball behind it.
Stage Entrance: Falls from the sky and lands on his feet, ready for action. This is an homage to his entrance in the first level of Vectorman.
Kirby Hat: Kirby transforms into a little green robot with floating boots and hands. He gains Vectorman's M-Ball shot.
Alternates Colors:
Default: Mean and Green with Red eyes
Alternate 1: Yellow with red eyes
Alternate 2: Orange with blue eyes
Alternate 3: Blue with magenta eyes
Alternate 4: Black with white eyes
Alternate 5: Pink with red eyes
Wii Mote sound: Vectorman shouts "C'mon!"
End-battle poses:
Win Pose 1: Throws up peace signs
Win Pose 2: Does a hokey victory dance
Win Pose 3: Starts spinning around wildly, then falls to pieces. This is an homage to Vectormans death animation from the original game.
Victory Theme: Classic level complete theme from original Vectorman game.
Snake Codec:
Snake: "Hm, there's a green robot here, and it looks like he's made out of floating balls!"
Otacon: "Snake that's Vectorman the sludge barge pilot! He's an orbot, short for orbital robot. Orbots like Vectorman are designed to protect and restore the planet."
Snake: "He doesn't look serious. Am I supposed to be afraid of some robotic tree hugger?"
Otacon: "Don't underestimate him Snake! He's equipped with plasma guns in his palms. He also has the ability to morph into different objects like bombs and Jets and Rhinos. On top of that he has booster rockets built in to aid him in recovering. He may be a tree hugger, but he is no pacifist!"
Otacon: "A warrior with a cause. I can respect that."
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~ Stage ~
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Port: This is the first stage from the first Vectorman game. A walk off stage with a platform on top.
Remastered Music:
Main Theme: http://www.youtube.com/watch?v=niVS7F8x-vc
Minus 32: http://www.youtube.com/watch?v=otFNn_PTve4&feature=related
Nocturnicular: http://www.youtube.com/watch?v=Dn3pOtLCs5M&feature=related
Original 16 bit music:
Port: http://www.youtube.com/watch?v=Ue8vu387zC4&feature=related
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~ General Tactics ~
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Approaching:
Vectorman has a few options when on he's on the offensive.
-Short Hopped M-Ball: Fire a quick burst. If you land close enough to your enemy you can try an utilt, ftilt, dtilt or short hop dair. This is risky because you can easily be shield grabbed if your too close.
-Ftilt: This attack has deceptive range and its pretty fast. Simply walk forward and throw out one of these when you're close enough.
-Nair: This is a solid move with good priority, speed, and range and nearly zero lag on landing. This auto-cancels on landing so you can follow up with ftilt, dtilt, or utilt. This is risky because you can easily be shield grabbed if your too close. Wall of Pain is possible with this attack so you can also try short hopping and weaving in and out of range. When you create an opening follow up with more Nairs or maybe Dair or Uair or even a Fair for the KO.
-Side B: If you throw this out sparingly you may catch people off guard. This is also a good way to approach when you are off the stage. Because this attack tends to send opponents flying straight back at higher percentages this may be a useful setup for meteor smashing.
-Down B: Seeing a tiny high explosive bomb rolling your way can have a petrifying effect on you opponent. If your opponent throws up his shield simply wait. If your opponent dodges he's still not safe. If you can anticipate where he's going you can be there in time to blow up in his face. Vectorman is so small when he's in this morph he can avoid most attacks, some people will panic and whiff an attack leaving them open to a big explosion in there face! The possibilities are limitless! Just make sure you don't throw this out when you are high up in the air because you'll be defenseless until you hit the ground, unless you cancel the animation to fake out your opponent.
Killing:
-Fsmash: When this attack is fresh it can kill at a pretty low percentage. This attack comes out pretty faster and has little ending lag due to IASA frames. You'll probably kill a lot with this move.
-Usmash: This can kill at even lower percentages then the fsmash but it leaves you very vulnerable to counter attack. This attack becomes very useful when you employ Hyphen Smash and/or Smash Boosting techniques.
-Fair: This is your strongest aerial move but it is quite slow. However it is possible to do a zero lag fair if you shorthop and quickly press C-stick forward.
-Dair: This is only useful as a killing move if you can spike you opponent. Setting up the spike takes some practice of course but once the technique is mastered you'll be able to kill your opponents at very low percentages!
-Uair: If you can hit your opponent with this at the top of the stage it can kill at much lower percentages. Otherwise its not a useful kill move.
-Down B: When fully charged this attack is very formidable.
-Ftilt: This attack tends to knock people straight back and at higher percentages it can knock them back quite far from the stage. Against opponents with poor vertical recovery this is devastating (im looking at you Ike)
Edge Guarding:
-Bair: You can't WoP with the Bair but you may get lucky and catch them with this attack. Its faster then the Fair and has almost as much knockback at higher percentages. If your opponent is hanging on the ledge, run off the ledge and bair towards the stage to get a stage spike.
-Nair: Try WoPing them before they get to the ledge. Of course Vectorman only has 3 jumps (including his up B) so he can't chase them too far off the ledge before he has to Boost Jump back. Its possible to throw out a couple Nairs them end it with a Dair for the kill.
-Dair: As you may remember if the tip of Vectormans drill bit hits your opponent at the beginning of the animation it will meteor smash. This is pretty tricky to pull of and it all depends on what angle your opponent chooses. Its easier to pull off if your opponent is on the same level or below you.
-Fsmash: A downward angled fsmash might catch your opponent if they don't sweetspot the ledge.
-Down B: The hitbox from the explosion can catch people even if they are underneath you. If you time this right you can hit an opponent if they don't sweetspot the ledge or just as their invincibility frames where off.
-Nuetral B: Take a few pot shots at your opponent as they struggle to get back. This will frustrate your foes and may cause them to make a fatal mistake. At the very least you will rack up a bit more damage.
Dodge and Counter:
Vectorman's dodge isn't so great so most of the time you are better off spot dodging.
Dsmash: This attack is very fast and safe. You can pull this off almost instantly out of a dodge and thanks to IASA frames it can be cancelled into itself. The only problem is the rather short range. Only throw this out when your enemy is close enough or you will be punished.
-Dair: A short hopped dair is pretty easy to pull off out of a dodge and can eat up shields rather quickly. You can even shorthop again and catch them with another Dair at low percentages.
Retreating:
-Side B: This move covers a lot of ground in a short period of time, much faster then running. This is perfect for putting some space between you and your opponent.
-Nair: This move is pretty versatile. It can be used for offense and defense. Due to the big hit box and good priority this move can make it difficult for you opponent to approach.
-Uair: The initial hit box of this attack covers almost the entire area around Vectorman making it difficult for an opponent to hit him. Not as useful as the Nair.
-Down B: A lot of attacks will simply fly over your head while your in your Bomb Morph so its pretty easy to roll back. However if your opponent anticipates where you are going he can simply wait for you to blow your load and then dash grab you.
Recovering:
Vectorman's recovery has a bit of a learning curve but with practice you can recover from almost any situation.
Up B: This is without a doubt your best recovery move. You can cover a ton of vertical distance and if you immediately press left or right at the beginning of this move you can get quite a bit of horizontal momentum as well. Vectorman has a few invincibility frames at the start of this animation and he can sweet spot ledges. After using this move you are free to use any move including B moves. You have to be extra careful with lipped stages however. If you are slightly off you will get gimped. Vectorman will hit his head and fall down like a sack of potatoes. But all is not lost, you can still use you side B to get out from under the lip and if you still have your second jump you can grab the ledge. This takes a lot of skill and some fast fingers!
Side B: When performed in the air this move will nearly stop downward momentum and send you in a horizontal arc. You can cover quite a lot of horizontal distance with this move in the start but it slows down drastically after a few seconds. You can use the Buggy Morph as many times as you want so simply hold down left or right and tap B to rapidly morph back and forth and get the most momentum possible.
Uair: This move stalls your downward momentum most notably at the peak of jumps. The effect diminishes when you are falling at full speed but may help you gain that extra inch.