Editing Lag

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==Ending lag==
==Ending lag==
'''Ending lag''', often officially referred to as '''vulnerability''' and also known as '''cool down''' and '''recovery''' in other fighting games, is the delay between a move's effect finishing and another action being available to begin, such as the length of time after an attack's hitboxes ceases before the character can move again. The vast majority of attacks have more ending lag than startup lag, though generally, attacks with lower start-up lag tend to have proportionally more ending lag and vice versa. Attacks such as [[Rest]], [[Ike]]'s [[forward smash]], and [[Mega Man]]'s [[up tilt]] are notorious for having an extreme amount of ending lag. Moves known for having especially low ending lag include {{SSBB|Meta Knight}}'s [[up aerial]] in ''Brawl'', [[Zero Suit Samus]]'s down smash, and [[Mr. Game & Watch]]'s [[up smash]]. Typically, an attack's ending lag can't be avoided, but some attacks can avoid ending lag without the character being flinched or [[priority|out-prioritised]], such as grabbing a [[ledge]] with a recovery move before it ends, and jump canceling Fox's and Falco's Reflector in ''Melee''. Additionally, aerials can avoid their ending lag by the character landing before completion; despite this inducing landing lag, it can be overall faster if the character lands soon enough and the attack's landing lag is low enough (a prominent example of this is Ike's [[neutral aerial]], which has a huge amount of ending lag, but rather low landing lag, thus landing earlier can be utilised to circumvent the attack's high ending lag). Also, if a character using a grounded normal attack becomes airborne before the attack finishes (such as from being pushed off by [[wind]] or the [[platform]] underneath them disappearing), the attack will abruptly end with the user free to move, thus avoiding the attack's ending lag (though [[special moves]] will continue if this occurs while using them). {{SSBU|Steve}} can exploit this quirk particularly well by building a [[Mine / Craft / Create Block|block]] and then using a ground move while standing atop it. When the block breaks, the move is instantly canceled, allowing Steve to immediately perform another action.
'''Ending lag''', often officially referred to as '''vulnerability''' and also known as '''cool down''' and '''recovery''' in other fighting games, is the delay between a move's effect finishing and another action being available to begin, such as the length of time after an attack's hitboxes ceases before the character can move again. The vast majority of attacks have more ending lag than startup lag, though generally, attacks with lower start-up lag tend to have proportionally more ending lag and vice versa. Attacks such as [[Rest]], [[Ike]]'s [[forward smash]], and [[Mega Man]]'s [[up tilt]] are notorious for having an extreme amount of ending lag. Moves known for having especially low ending lag include {{SSBB|Meta Knight}}'s [[up aerial]] in ''Brawl'', [[Zero Suit Samus]]'s down smash, and [[Mr. Game & Watch]]'s [[up smash]]. Typically, an attack's ending lag can't be avoided, but some attacks can avoid ending lag without the character being flinched or [[priority|out-prioritised]], such as grabbing a [[ledge]] with a recovery move before it ends, and jump canceling Fox's and Falco's Reflector in ''Melee''. Additionally, aerials can avoid their ending lag by the character landing before completion; despite this inducing landing lag, it can be overall faster if the character lands soon enough and the attack's landing lag is low enough (a prominent example of this is Ike's [[neutral aerial]], which has a huge amount of ending lag, but rather low landing lag, thus landing earlier can be utilised to circumvent the attack's high ending lag). Also, if a character using a grounded normal attack becomes airborne before the attack finishes (such as from being pushed off by [[wind]] or the [[platform]] underneath them disappearing), the attack will abruptly end with the user free to move, thus avoiding the attack's ending lag (though [[special moves]] will continue if this occurs while using them). [[SSBU|Steve]] can exploit this quirk particularly well by building a [[Mine / Craft / Create Block|block]] and then using a ground move while standing atop it. When the block breaks, the move is instantly canceled, allowing Steve to immediately perform another action.


The  less ending lag an attack has, the less time an opponent has to [[punish]] it if it whiffs, and thus the safer it is to use. Attacks with low ending lag are also more effective at [[combo]]ing, as they allow a greater window for the attacker to attack again before the opponent can respond. An example of this in ''Smash 64'' can be seen with {{SSB|Kirby}} and {{SSB|Donkey Kong}}'s [[up tilt]]s. Both up tilts have the same startup lag but Kirby's has much less ending lag, which makes it drastically harder to punish as well as making it a much more effective combo tool compared to Donkey Kong's. While having attacks with low ending lag is considered important in competitive play and characters higher up on the [[tier list]] often tend to have low ending lag across their moveset, it isn't held in equal regard to start-up lag. [[Marth]], for example, is considered a top or high tier character in most ''Smash'' games, despite most of his attacks having high ending lag, whereas there are few highly-ranked characters or particularly effective moves in any of the games that have comparatively high start-up lag. Jigglypuff's [[Rest]] (especially in ''SSB'' and ''Melee'') is the epitome of this, as despite having the highest ending lag of any attack in the series, its almost instantaneous start-up lag (coupled with its extreme power) makes it one of Jigglypuff's best moves. Conversely, Ganondorf's up tilt in ''Melee'' and ''Brawl'' has comparable power with much lower ending lag, but its start-up lag is so ridiculously high that the move is almost impossible to land without the opponent being stunned from a shield break, in a position where they have no choice but to position themselves within its reach (such as attempting to [[recover]] or evade a stage hazard), or having already committed to an action that will put them in the attack's reach (i.e. Ganondorf successfully [[Mindgame#Read|reading]] his opponent), and thus it is almost never used in competitive play. The few moves that are very effective in spite of high start-up lag often have a combination of significant attributes besides proportionally low ending lag. {{SSBB|Lucario}}'s forward smash in ''Brawl'', for instance, is considered to be one of the best forward smashes in the game despite being one of the slowest in start-up, as the move not only has very low ending lag, but also has potentially extreme power when at high [[Aura]] and disjointed reach, making it one of the few powerful KO moves that can often be used at ranges at which it is unpunishable.
The  less ending lag an attack has, the less time an opponent has to [[punish]] it if it whiffs, and thus the safer it is to use. Attacks with low ending lag are also more effective at [[combo]]ing, as they allow a greater window for the attacker to attack again before the opponent can respond. An example of this in ''Smash 64'' can be seen with {{SSB|Kirby}} and {{SSB|Donkey Kong}}'s [[up tilt]]s. Both up tilts have the same startup lag but Kirby's has much less ending lag, which makes it drastically harder to punish as well as making it a much more effective combo tool compared to Donkey Kong's. While having attacks with low ending lag is considered important in competitive play and characters higher up on the [[tier list]] often tend to have low ending lag across their moveset, it isn't held in equal regard to start-up lag. [[Marth]], for example, is considered a top or high tier character in most ''Smash'' games, despite most of his attacks having high ending lag, whereas there are few highly-ranked characters or particularly effective moves in any of the games that have comparatively high start-up lag. Jigglypuff's [[Rest]] (especially in ''SSB'' and ''Melee'') is the epitome of this, as despite having the highest ending lag of any attack in the series, its almost instantaneous start-up lag (coupled with its extreme power) makes it one of Jigglypuff's best moves. Conversely, Ganondorf's up tilt in ''Melee'' and ''Brawl'' has comparable power with much lower ending lag, but its start-up lag is so ridiculously high that the move is almost impossible to land without the opponent being stunned from a shield break, in a position where they have no choice but to position themselves within its reach (such as attempting to [[recover]] or evade a stage hazard), or having already committed to an action that will put them in the attack's reach (i.e. Ganondorf successfully [[Mindgame#Read|reading]] his opponent), and thus it is almost never used in competitive play. The few moves that are very effective in spite of high start-up lag often have a combination of significant attributes besides proportionally low ending lag. {{SSBB|Lucario}}'s forward smash in ''Brawl'', for instance, is considered to be one of the best forward smashes in the game despite being one of the slowest in start-up, as the move not only has very low ending lag, but also has potentially extreme power when at high [[Aura]] and disjointed reach, making it one of the few powerful KO moves that can often be used at ranges at which it is unpunishable.

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