Editing Lag

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==Start-up lag==
==Start-up lag==
[[File:StartLag.gif|thumb|{{SSBM|Ganondorf}}'s [[up tilt]] has a significant amount of start-up lag in ''Melee'']]
[[File:StartLag.gif|thumb|right|{{SSBM|Ganondorf}}'s [[up tilt]] has a significant amount of start-up lag in ''Melee'']]
'''Start-up lag''', also known as just '''start-up''' and '''windup''', is the delay between a move being initiated and the move having an effect, such as the length of time before a [[hitbox]] is first produced. The fastest any move can come out is on frame 1 (1/60th of a second) and the more frames it takes for a move to come out, the longer its startup lag will be. Examples of moves with extreme start-up lag include [[Ganondorf]]'s [[Warlock Punch]] and [[King Dedede]]'s [[forward smash]]. Examples of moves with no start-up lag include [[Fox]]'s (in ''SSB'' and ''Melee'') and {{SSBM|Falco}}'s [[Reflector]] in ''Melee'' and [[Jigglypuff]]'s [[Rest]] in ''SSB'' and ''Melee''. [[Flinching]] during start-up will prevent the move from being executed, unless the move grants the character [[invincibility]]/[[intangibility]] or [[armor]].
'''Start-up lag''', also known as just '''start-up''' and '''windup''', is the delay between a move being initiated and the move having an effect, such as the length of time before a [[hitbox]] is first produced. The fastest any move can come out is on frame 1 (1/60th of a second) and the more frames it takes for a move to come out, the longer its startup lag will be. Examples of moves with extreme start-up lag include [[Ganondorf]]'s [[Warlock Punch]] and [[King Dedede]]'s [[forward smash]]. Examples of moves with no start-up lag include [[Fox]]'s (in ''SSB'' and ''Melee'') and {{SSBM|Falco}}'s [[Reflector]] in ''Melee'' and [[Jigglypuff]]'s [[Rest]] in ''SSB'' and ''Melee''. [[Flinching]] during start-up will prevent the move from being executed, unless the move grants the character [[invincibility]]/[[intangibility]] or [[armor]].


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===Aerial landing===
===Aerial landing===
[[File:Punishment Snake F-air Lag KO Brawl.gif|thumb|250px|An example of landing lag, in which an improperly timed aerial attack with noticeable amount of landing lag (such as {{SSBB|Snake}}'s [[forward aerial]]) can lead to a [[punishment]].]]
[[File:Punishment Snake F-air Lag KO Brawl.gif|thumb|right|250px|An example of landing lag, in which an improperly timed aerial attack with noticeable amount of landing lag (such as {{SSBB|Snake}}'s [[forward aerial]]) can lead to a [[punishment]].]]
[[File:Lcancelink.gif|thumb|Another example of landing lag, along with the effect of [[L-cancelling]] in ''Melee''. The red Link L-cancels, and can input his shield in half the time of the green Link.]]
[[File:Lcancelink.gif|thumb|Another example of landing lag, along with the effect of [[L-cancelling]] in ''Melee''. The red Link L-cancels, and can input his shield in half the time of the green Link.]]
If a character lands while in the middle of an [[aerial attack]], they go through a unique animation that lasts for significantly longer than a normal landing. This animation is not automatically determined. The game has to call for a flag which starts on a pre determined frame in order for the aerial landing lag animation to occur. Any time a character lands while this flag is not activated, they will enter their normal landing animation (this is known as an [[auto-cancel]]). A clear example of an aerial landing animation can be seen with [[Link]]'s [[down aerial]]; hitting the ground during the attack results in Link's sword getting stuck, and he has to spend a significant amount of time pulling it out before he can do anything else (especially prior to ''Smash 4''). Each aerial attack has its own amount of landing lag. Naturally, the less landing lag, the better; for the same reasons as why less ending lag is beneficial. Most [[special move]]s tend to continue execution instead of being interrupted when the user lands while using them, though a few undergo their own unique landing animation if the character lands after initiating them in the air, such as [[Falcon Kick]] and [[Wizard's Foot]] and some such as Fox's lasers prior to ''Smash 4'' will even make the character enter their normal landing animation.
If a character lands while in the middle of an [[aerial attack]], they go through a unique animation that lasts for significantly longer than a normal landing. This animation is not automatically determined. The game has to call for a flag which starts on a pre determined frame in order for the aerial landing lag animation to occur. Any time a character lands while this flag is not activated, they will enter their normal landing animation (this is known as an [[auto-cancel]]). A clear example of an aerial landing animation can be seen with [[Link]]'s [[down aerial]]; hitting the ground during the attack results in Link's sword getting stuck, and he has to spend a significant amount of time pulling it out before he can do anything else (especially prior to ''Smash 4''). Each aerial attack has its own amount of landing lag. Naturally, the less landing lag, the better; for the same reasons as why less ending lag is beneficial. Most [[special move]]s tend to continue execution instead of being interrupted when the user lands while using them, though a few undergo their own unique landing animation if the character lands after initiating them in the air, such as [[Falcon Kick]] and [[Wizard's Foot]] and some such as Fox's lasers prior to ''Smash 4'' will even make the character enter their normal landing animation.

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