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Shine while recovering?

Dta.Sleek

Smash Rookie
Joined
Feb 26, 2007
Messages
16
Location
Pittsburgh, pz
Ive been watching alot of vids latly and when both fox and falco are trying to come back they shine then jump up to upb or overb. reason?
 

mathos

Smash Champion
Joined
Jan 11, 2004
Messages
2,440
Location
In the COK
Shining while airborn can slow or halt any momentum. So there's kinda a point but sometimes not as it does give your opponent more time to get to the edge. Yea I know 3 frames. . . big deal.
 
D

Deleted member

Guest
not only does it halt momentum. it raises you a bit
 

Adi

Smash Lord
Joined
Nov 5, 2006
Messages
1,505
Location
New Paltz, NY
Do you have to keep the shine up in order to furthur slow momentum or can you just JC it the moment you shine.
 

BooThunder

Smash Journeyman
Joined
Mar 2, 2006
Messages
247
Location
Pittsburgh Steelers
ive noticed it really doesnt do anything unless u get smacked out of a crouch cancel or DI down, and even then its not anything to get excited about. the only time that u really need to use it is on a level with a wall or ceiling to get bounced off of. when u bounce around off a wall or get spiked downward onto the stage, momentum has a much greater effect on you therefore the shine momentum cancel recovery is more useful
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
It does essentially nothing for recovery besides stall. It has absolutely ZERO effect on horizontal momentum. It isn't useful for stopping vertical momentum either since jumping is more effective for downward momentum, and for dying off the top it actually launches you upwards instead of stopping you if used immediately after the hitstun ends. Once you're 2 frames beyond when the hit stun would normally end you won't die by passing through the blast zone either. In the event you skim just along the top blastline, if you were to double jump or shine on the 1st or 2nd actionable frame after the stun you would actually die whereas you wouldn't had you done nothing at all.

Double jumping has an instantaneous effect on your horizontal momentum, so when dealing with the side blastline, DJing immediately will allow you to survive a few percent higher than shining/shine DJing/air control would.

Regarding the boost you get by using shine at the end of hit stun, it gives you a vertical boost proportional to the amount of your original vertical knockback (DI included, so you'll get more of a boost off say Marth's f-smash by DIing up/towards than no DI at the same %). It also carries over into your jump if you DJ. The thing is though, you also get it by DJing, up b-ing, forward b-ing, or airdodging anyway (may be different for other chars), and since the shine does nothing for your horizontal momentum you still drift away and lose enough horizontal distance to negate the extra vertical distance you may get with it because of his fall speed.

In the end, immediately DJing/full shine->DJ/shine->immediate JC all work out to pretty much the exact same recovery distance, though shining will get you killed if you barely recover from stun the moment before reaching the side blast line as opposed to DJing. It will also take slightly longer to make it back if you add a shine in too obviously.
 
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