Doval
Smash Lord
I know this is a pretty strong claim and it smells like trolling, but read first before you flame, k? Ok.
In my other thread, DethSmasher claimed that he had spiked an Olimar player at around 80% with Diddy Kong, and that Olimar managed to Up-B early and grab the edge. This didn't make any sense to me, so I did a bit of messing around, and to my surprise, I managed to cancel Ike's d-air spike with Olimar's Up B, far before the stun from the d-air should've worn off (in fact, the stun wouldn't have worn off at all and Olimar would've died, normally.) I also noticed that sometimes, I could Jump early as well. I tried it on a couple of different characters to make sure the jumping thing wasn't a fluke, and that the Up B thing isn't Olimar-specific, and I was able to consistently cancel Ike and Samus's d-air spikes with Up B moves.
After some experimenting, I've come to the conclusion that Meteor Canceling wasn't removed from Brawl after all, but it certainly behaves VERY differently than it does in Melee. First off, you can't Meteor Cancel right away like you could in Melee - your character must fall a certain distance before you can Meteor Cancel. The harder you got meteored, the more your character will fall before you're allowed to Meteor Cancel.
The other catch is that if you repeatedly tap the Jump button, you won't Meteor Cancel, much like repeatedly hitting L or R will prevent you from teching. You can, however, mash Up B as much as you like, and you'll get a Meteor Cancel every time (assuming you weren't mashing the Jump button too.)
I don't have a way of recording this, but I can tell you how to verify it yourself easily. Make a Large-sized Stage Builder stage, and place platforms up on the top of the grid. Go to Training Mode, pick a character with a good, strong Meteor (Ike or Samus will do) and any other character you want. Set the training Dummy to Control, and give him at least 100-200%. Now set the speed to 1/4, have both characters fall through the platform, and Meteor the dummy. Now, with the dummy, mash Side B or Down B all you want - you'll die before it comes out. Now try that again, mashing Up+B. Your character will use his Up B move before dying off the bottom. Now try again, mashing the Jump button as fast as you can - the dummy will once again die. Finally, try again, but this time wait until the dummy falls at least as much as the time you got the Up B off, and THEN press Jump. The dummy will break out of stun, and jump.
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EDIT:
Here's all the known information so far:
- You can only Meteor Cancel using a jump or an Up-B special, like in Melee.
- Your character will always fall a certain distance (roughly half of the distance you'd normally fall while stunned) before you're allowed to Meteor Cancel.
- If you hit a Jump Button before your character is able to Meteor Cancel (this includes the attack's hit lag), you won't be allowed to Meteor Cancel with your Jump Button(s) for a certain amount of time. If you press any Jump Button again before this time passes, the timer will restart. In other words, if you hit the Jump Button too early and continue to tap the Jump Button, your character won't Meteor Cancel at all.
- There's no penalty for hitting Up on the Analog Stick too early, even if you have Tap Jump on.
- Even if you hit the Jump Button too early and can't Meteor Cancel using the Jump Button, you can ALWAYS Meteor Cancel using the Analog Stick (assuming you have Tap Jump ON), or with your character's Up-B.
In my other thread, DethSmasher claimed that he had spiked an Olimar player at around 80% with Diddy Kong, and that Olimar managed to Up-B early and grab the edge. This didn't make any sense to me, so I did a bit of messing around, and to my surprise, I managed to cancel Ike's d-air spike with Olimar's Up B, far before the stun from the d-air should've worn off (in fact, the stun wouldn't have worn off at all and Olimar would've died, normally.) I also noticed that sometimes, I could Jump early as well. I tried it on a couple of different characters to make sure the jumping thing wasn't a fluke, and that the Up B thing isn't Olimar-specific, and I was able to consistently cancel Ike and Samus's d-air spikes with Up B moves.
After some experimenting, I've come to the conclusion that Meteor Canceling wasn't removed from Brawl after all, but it certainly behaves VERY differently than it does in Melee. First off, you can't Meteor Cancel right away like you could in Melee - your character must fall a certain distance before you can Meteor Cancel. The harder you got meteored, the more your character will fall before you're allowed to Meteor Cancel.
The other catch is that if you repeatedly tap the Jump button, you won't Meteor Cancel, much like repeatedly hitting L or R will prevent you from teching. You can, however, mash Up B as much as you like, and you'll get a Meteor Cancel every time (assuming you weren't mashing the Jump button too.)
I don't have a way of recording this, but I can tell you how to verify it yourself easily. Make a Large-sized Stage Builder stage, and place platforms up on the top of the grid. Go to Training Mode, pick a character with a good, strong Meteor (Ike or Samus will do) and any other character you want. Set the training Dummy to Control, and give him at least 100-200%. Now set the speed to 1/4, have both characters fall through the platform, and Meteor the dummy. Now, with the dummy, mash Side B or Down B all you want - you'll die before it comes out. Now try that again, mashing Up+B. Your character will use his Up B move before dying off the bottom. Now try again, mashing the Jump button as fast as you can - the dummy will once again die. Finally, try again, but this time wait until the dummy falls at least as much as the time you got the Up B off, and THEN press Jump. The dummy will break out of stun, and jump.
------
EDIT:
Here's all the known information so far:
- You can only Meteor Cancel using a jump or an Up-B special, like in Melee.
- Your character will always fall a certain distance (roughly half of the distance you'd normally fall while stunned) before you're allowed to Meteor Cancel.
- If you hit a Jump Button before your character is able to Meteor Cancel (this includes the attack's hit lag), you won't be allowed to Meteor Cancel with your Jump Button(s) for a certain amount of time. If you press any Jump Button again before this time passes, the timer will restart. In other words, if you hit the Jump Button too early and continue to tap the Jump Button, your character won't Meteor Cancel at all.
- There's no penalty for hitting Up on the Analog Stick too early, even if you have Tap Jump on.
- Even if you hit the Jump Button too early and can't Meteor Cancel using the Jump Button, you can ALWAYS Meteor Cancel using the Analog Stick (assuming you have Tap Jump ON), or with your character's Up-B.