![]() ![]() :round_pushpin: In either situation, the animation ends after 49 frames :round_pushpin: When launching a Missile from the air, the Missile appears after 15 frames, as opposed to the 22 frames it takes when grounded This essentially doubles the amount of Missiles that can be fired. This technique can become even more effective when combined with platforms, as Samus can land-cancel a Missile on a platform, and then fall through it and land-cancel another Missile on the stage. ![]() :round_pushpin: To repeat the cycle, input another short hop after you have been on the ground for 3 frames :round_pushpin: Launch a Missile 1 or 2 frames after fast falling (waiting 3 frames will cause the Missile to not be launched) :round_pushpin: Fastfall at the peak of your short hop (the 26th frame of airtime) One of the fastest ways to perform this technique is to: Although the technique lacks the invincibility, the attack will have the reduced lag of the aerial version while retaining the horizontal control of the grounded version.īoth versions of Samus' Side-B, Homing Missile and Super Missile, can have their endlag cancelled by landing, similar to Falco's Laser and some other moves. The aerial version is shorter, but lacks the invincibility, and is harder to control (here, Bowser is holding left after the initial movement to the right). The grounded version lasts 30 frames longer, but is invincible for the first 4 frames, and he retains tight horizontal control. This movement option is most often used as a bait: the opponent thinks you are dashing towards them when you are actually sliding away. Moonwalking is performed by starting to dash one way, and then rolling the control stick to the opposite direction, without ever reaching the complete opposite direction (you must avoid returning the control stick to neutral). That’s because Falco’s starts around 3 frames faster. You’ve probably noticed that Fox Illusion takes longer to shorten. :round_pushpin: Full length: By not cancelling the attack, you go this distance :round_pushpin: Medium length: By pressing B again on frame 23 for Fox and 20 for Falco, you will go this distance. ![]() :round_pushpin: Short length: By pressing B again on frame 22 for Fox and 19 for Falco, you will go this distance. :round_pushpin: Feint: By pressing B again on frames 20 or 21 for Fox and 17 or 18 for Falco, you will barely move at all, and no hitbox will come out. This gif shows of all 4 lengths of the attack: Just like in Smash 64, Pikachu (and Pichu) can dash twice in the same direction with Up-B, using some tricky inputs. Pikachu and Pichu can also use this technique on the second dash of their Up-Bsīoth of these techniques were documented here… by Axe. Be sure to use a gentle nudge, because pressing too hard will cause these characters to move left or right instead of up. While the characters are in their startup animation, very slightly tilt the control stick in the opposite direction from where you are facing. This can be very helpful in Melee, because you can not grab a ledge when you are facing the wrong way. Sheik, along with Pikachu, Pichu, Mewtwo, and Zelda, can reverse the direction they are facing while performing their Up-B straight up. The second, and harder of the two techs, is the turnaround Up-B. You can shorten your distance in any direction. The (Blue) Sheik who doesn't make it to the platform has their control slightly less tilted (it isn't touching the top edge of the controller). In this gif, the (Red) Sheik who reaches the platform was holding completely upward (note that holding no direction will also result in maximum height). In order to shorten your Vanish distance, simply tilt the control stick at less of an angle than you normally would. ![]()
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