Momentum canceling

Momentum canceling is a technique employed in Super Smash Bros. Brawl that is important in competitive play. The technique involves executing certain actions to halt or reduce the aerial momentum of a character who is knocked into the air. Since, in Brawl, attacks and air dodges can be performed while tumbling and reeling, it is possible to use these moves, in combination with others, to avoid crossing blast lines and being KOd. A prominent example of a momentum canceling move is Mr. Game & Watch's Oil Panic, which negates all aerial momentum, and may be used after tumbling has ended.

When combined with directional influence, momentum canceling can allow characters to survive to percentages as high as 200%. While less effective against attacks with high knockback scaling, such as Luigi's forward smash, this technique is essential in competitive play and helpful in casual matches.

How to perform
Momentum canceling involves two steps:
 * 1) Once knocked into the air, a character must use an aerial attack as soon as possible, to end or tumbling or reeling. If knocked back horizontally, the character's fastest aerial is usually preferable, and in the case of Ike or Snake, an air dodge may be a better option.
 * 2) If knocked vertically, the character must initiate a fast fall, which can be achieved by using the c-stick (or the Wii remote's d-pad), to perform a down air in conjunction with the previous step. If knocked back horizontally, a special move that negates unwanted momentum should be used. If the character has none, a midair jump should instead be performed.

Vertical momentum canceling
To momentum cancel when launched vertically, a character must perform an aerial attack and fast fall. Both the aerial and the fast fall can be achieved by tapping down on the c-stick, since this will input a dair and fast fall simultaneously. It should be noted that stall-then-fall attacks do not assist vertical momentum canceling. Players whose characters possess stall-then-fall dairs should instead tap the c-stick in a different direction to carry out a different aerial, and tap the control stick down to fast fall.

Each character's potential to vertical momentum cancel hinges on the difference between the speed of their regular fall, and the speed of their fast fall. Link, who possesses the largest difference, gains the most benefit from vertical momentum canceling, while Wolf, who has the smallest difference, benefits the least. It is important to note that, despite the existence of particular special moves that negate vertical momentum, all characters can survive longer by using this basic method, including Mr. Game & Watch.

Character abilities chart
The following chart shows each character's vertical momentum canceling abilities, and ranks them on their total vertical endurance (the absolute maximum they can survive to when knockbacked vertically). Characters where attacked by Olimar's dair using Blue Pikmin, from the center of Final Destination. This information is courtesy of OmegaTyrant.

Horizontal momentum canceling
Horizontal momentum canceling is notably more complicated than its vertical counterpart. The most basic method is to perform a character's fastest aerial, followed by a midair jump. If this technique is performed, every character is able to survive to percentages that are at least 1% higher than in cases in which it is not. The amount that each character benefits from this basic method hinges on two factors: the speed of their fastest aerial, and the properties of their midair jump.

Horizontal air speed is not a helpful factor, since Wario has fast horizontal air speed, but is poor at momentum canceling horizontally. It should also be noted that Ike and Snake yield better results from using an air dodge instead of their fastest aerial. Coincidentally, these two gain the most benefit from the basic method. Unlike vertical momentum canceling, there are multiple special moves that aid horizontal momentum canceling; most influence the character's movement, and a few can cancel it completely.

Character abilities chart
The following chart shows and ranks each character's horizontal momentum canceling abilities. Each test was carried out by hitting the character from the centre of Final Destination with the tip of Wolf's f-smash. This information is courtesy of OmegaTyrant.


 * Rank shows the character's position in terms of the their maximum horizontal endurance: the absolute highest percentage at which they can survive when knocked back horizontally.
 * Character / Attack / Special Move shows each character's name, their fastest aerial, and, if they have one, their special move that negates momentum.
 * No MC, no DI shows the percentages at which each character is KOd without DI or momentum canceling. The first result is from testing with no controller input, and the second result is from testing with the control stick tilted toward the stage.
 * Basic MC, no DI shows KO percentage when using the basic method of momentum canceling, but no DI.
 * Special MC, no DI shows KO percentage when using their special move for momentum canceling, if any, but no DI.
 * DI, no MC shows KO percentage when using DI, but no momentum canceling.
 * DI, basic MC shows KO percentage when using DI and the basic method of momentum canceling.
 * DI, special MC shows KO percentage when using DI and using their special move for momentum canceling, if any.

* Indicates that the character does not make it back to the stage, and is KOd by the bottom blast line.

** Indicates that without DI, the character's special move provides no additional benefit.

If a character does not have a special move that negates momentum, their statistics in the "Special MC" columns are copies of those in the "Basic MC" columns, and are displayed in grey. Note that Lucario's fair is most beneficial when used in basic momentum canceling with no DI, but his dair is most beneficial when used in momentum canceling with DI. As such, his dair appears in the position of other characters' "Special Moves". Similarly, Snake and Ike have air dodge ("AD") displayed instead of an aerial.

Special Moves
The following are detailed descriptions of each special move that aids momentum canceling, in terms of characteristics, effectiveness, usefulness and risk.


 * Arm Rotor: R.O.B's side special very mildly negates horizontal momentum, but does not move him far or put him into a helpless state. While only marginally beneficial, it does not pose any threats to R.OB's recovery.


 * Drill Rush: When combined with his uair, the fastest aerial in the game, Meta Knight's side special negates a substantial amount of horizontal momentum without DI, surpassed only by DK's Spinning Kong. However, the use of DI provides very little extra benefit, allowing MK to survive at damages only 4% higher than instances in which DI is not used. The effectiveness of Drill Rush is further limited by the helpless state it leaves MK in, which can leave him vulnerable, especially when his slow horizontal air speed is taken into consideration.


 * Egg Roll: Yoshi's side special negates a large amount of horizontal momentum, it is surpassed in this field only by Spinning Kong and Oil Panic, and it often allows Yoshi to survive potentially fatal blows if its first few frames are activated. Along with Oil Panic, it is the only special move that can negate vertical momentum as well as horizontal. However, its drawbacks hinder its effectiveness to the point of rendering it impractical under most circumstances. While Egg Roll almost completely negates horizontal momentum, it does not give Yoshi any horizontal boost back toward the stage, it takes a long time to end the move, and renders him helpless upon its completion. Yoshi can never recover back to a neutral stage, even with his exceptional horizontal air speed. When momentum canceling vertically, Yoshi can survive longer by using the basic method and does not need Egg Roll. Overall, this move is only useful on "walk-off" stages, or stages on which a blast line is close to an edge.


 * Flame Choke: An move that can negate horizontal momentum slightly. In neutral stages, Ganondorf will never make it back to the stage using this move on a non-DI horizontal hit. He can make back on a DI hit in some stages (he won't make it back in Final Destination). Overall, this move isn't very useful for momentum canceling since it only provides a minimal benefit and Ganondorf is very likely to not make it back to the stage. Even if he can make it back, he will be helpless and is essentially a sitting duck for edgeguarders due to his large size and slow air speed.


 * Flip Jump: Like Diddy Kong's Monkey Flip, Zero Suit Samus' side B can negate horizontal momentum without putting her into a helpless state. It negates less momentum than Monkey Flip, and is only slightly beneficial in comparison to use of the basic method, but there is little risk involved in using it.


 * Monkey Flip: Diddy Kong's side special is relatively fast, negates horizontal momentum a substantial amount, and does not render him helpless. As such, it can be considered one of the best horizontal momentum canceling moves in the game.


 * Oil Panic: Mr. Game & Watch's down B is considered the best move in the game for momentum canceling: its use for this purpose even has its own special name, Bucket Braking. Oil Panic cancels all momentum on its first frame, both horizontal and vertical, thus, as long as Mr. G&W has enough time to use the move, his movement will halt and restrain him from crossing any nearby blast line. Oil Panic is also an extremely low risk move, as it does not move Mr. G&W in any direction or render him helpless. This allows him to make a safe recovery, and prevents opponents from attacking him while the move is executed. Mastery of this technique is essential for competitive G&W players. It should be noted that Oil Panic will not momentum cancel when the bucket is full.


 * Pound: This move is one of three moves that provides no benefit on non-DI hits but aid on DI hits. Its effect is minimal, but it doesn't leave Jigglypuff helpless so it only provides benefit.


 * Spin Charge: This move is one of three moves that provides no benefit on non-DI hits but aid on DI hits. Its effect is minimal on DI hits like Pound. Unlike Pound, this move will bring Sonic back to the stage so it has some risk. But it doesn't leave Sonic helpless and its fast so its overall risk is minimal.


 * Spinning Kong: Overall the second best momentum canceling move in the game, second only to Oil Panic, Donkey Kong's up B, Spinning Kong, completely negates all horizontal momentum upon its first frame of activation. This, in combination with his fast bair and his heavy weight, allows him to survive longer than every other character in the game when knocked horizontally, including Bowser. It does not, however, negate vertical momentum, which is the reason Oil Panic is considered superior. Its landing lag may also leave DK vulnerable upon his return to the stage, but Spinning Kong can always cover the distance required to return to any neutral stage after momentum canceling.


 * Squall Hammer: This move can slightly negate horizontal momentum. The Ice Climbers can make it back to the stage when together, but a solo Climber will not. This move does put them in a helpless state and leaves them vulnerable upon return.


 * Super Dedede Jump: This move can surprisingly negate horizontal momentum quite well, despite its mostly vertical movement. On non-DI hits, Dedede will not make it back to the stage on neutral stages. He can make it back on DI hits, though it may require canceling the move at the precise time to grab the edge. Due to its fast movement, Dedede isn't as vulnerable as other characters upon performing this, especially if the opponent is taunting because they believe they gotten a KO. However, performing this move is still risky as using it on a non-DI hit will prove fatal or using it on a what would of been a nonlethal blow could end up with fatal results.


 * Skull Bash: This move moderately negates horizontal momentum with the added benefit of not leaving Pikachu helpless. However, this move has a large amount of ending lag so using on a nonlethal blow could leave Pikachu close the stage and vulnerable to a reactive opponent. This move is still safer than most momentum canceling moves though.


 * Quick Attack: This move negates horizontal momentum exactly as well as Skull Bash but is inferior for this task as it leaves Pikachu helpless. It is interesting to note that Pikachu is the only character with two special moves that provide a bigger benefit to momentum canceling than the basic method.


 * Quick Draw: This move is one of three moves that provides no benefit on non-DI hits but aid on DI hits. Unlike the other two, it negates a large amount of horizontal momentum on DI hits. Also unlike the other two, it leaves Ike helpless and very vulnerable. While it supplies a large benefit on DI hits, this maneuver is very risky and difficult to pull off. If used on a non-DI hit, the results will be fatal. Also, Ike has to use an air dodge for maximum benefit, which requires different timing and faster reflexes than aerial attacks to use successfully (this is due to air dodges being able and needing to be used sooner in knockback than aerials).

Demonstration video
The following video demonstrates momentum canceling and the ways in which several moves affect it.

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