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A fall break, sometimes unofficially referred to as a pseudo-jump, is an attribute present in certain moves that makes a character briefly cancel fall momentum to stop in midair or even cause them to bounce upward. All of these special moves can be used multiple times in the air, but most have this effect only once, even if hit afterward. This is refreshed when landing on the ground. Most often these are used for recovery, or as mix up tools for approach. In Melee, fall break effects refresh only if landing with normal landing lag or special landing lag, with few exceptions (Cape, Super Sheet, Confusion, Dancing Blade, and Double-Edge Dance, but landing with these moves only refresh their own fall break, not that of other special moves). Fall break effects do not refresh if landing with aerial landing lag, a no-impact land, or landing during hitstun or tumbling (or any special move besides the five listed above).[1] Luigi's Luigi Cyclone in Melee is an exception to this rule; its fall break effect only refreshes upon ending the move's animation while in a grounded state. Moves with fall breaksMario using his various recovery options to recover onto the stage in Melee. (In order of: Midair jump, Super Jump Punch, wall jump, Cape, Mario Tornado, Super Jump Punch) This is a TAS clip from Perfect Control. Pseudo-fall breaksThere are some moves that have similar properties to a fall break, but are not technically recognized:
Notable fall breaks
See alsoReferencesRetrieved from "https://www.ssbwiki.com/index.php?title=Fall_break&oldid=2063775" | ||
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