leejaybird
Smash Cadet
- Joined
- Jul 12, 2015
- Messages
- 52
- NNID
- leejaybird
I was screwing around in Training Mode when I accidentally stumbled across something awesome. This tech may be old news since I'm not up to speed on all of the tech. If that's the case, consider this a refresher course. If it's actually new, it will change the way you play Mewtwo in Smash Ultimate. I call it the Double Jump Shadow Ball Cancel.
-What does it do?
This tech allows you to cancel your Shadow Ball charging animation as you land from either a short hop or full hop, placing you in a standing position.
-How is it performed?
This tech is fairly simple to perform. While charging your Shadow Ball, simply activate your double jump right before you land. You need to do this about 0.35 units to the ground or closer.
-Why does this work?
While in the air you can cancel out of your charging animation with a double jump. But when you double jump while you are falling, you actually continue to fall a tiny bit before you go up. By double jumping just before you land, you enter the start of the animation but because you continue to fall for a brief moment, you end up landing on the ground instead just as if you landed from a regular jump.
-Why is this important?
While charging Shadow Ball your defensive options remain. You can spot dodge, roll, and shield just as fast as you can from a standing position. Offensive options, however are limited to Shadow Ball itself and aerials. You cannot grab, jab, tilt, or smash attack as these inputs will instead just throw out your Shadow Ball. Since this tech ends you in a standing position, your entire offensive arsenal is at your disposal the second you land on the ground. This is absolutely huge and gives Mewtwo an incredible range of options upon landing.
-What does it do?
This tech allows you to cancel your Shadow Ball charging animation as you land from either a short hop or full hop, placing you in a standing position.
-How is it performed?
This tech is fairly simple to perform. While charging your Shadow Ball, simply activate your double jump right before you land. You need to do this about 0.35 units to the ground or closer.
-Why does this work?
While in the air you can cancel out of your charging animation with a double jump. But when you double jump while you are falling, you actually continue to fall a tiny bit before you go up. By double jumping just before you land, you enter the start of the animation but because you continue to fall for a brief moment, you end up landing on the ground instead just as if you landed from a regular jump.
-Why is this important?
While charging Shadow Ball your defensive options remain. You can spot dodge, roll, and shield just as fast as you can from a standing position. Offensive options, however are limited to Shadow Ball itself and aerials. You cannot grab, jab, tilt, or smash attack as these inputs will instead just throw out your Shadow Ball. Since this tech ends you in a standing position, your entire offensive arsenal is at your disposal the second you land on the ground. This is absolutely huge and gives Mewtwo an incredible range of options upon landing.