Auto-canceling: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (ugly colon space)
No edit summary
Line 38: Line 38:
*{{SSBM|Donkey Kong}}: His up aerial's large auto-cancel window allows it to combo into itself, especially against fastfallers.
*{{SSBM|Donkey Kong}}: His up aerial's large auto-cancel window allows it to combo into itself, especially against fastfallers.
*{{SSBM|Marth}}: Neutral aerial's large hitbox and long duration make it an effective approach option, especially out of a dash dance. This was retained in ''Brawl'' but neutral aerial's auto-cancel window was made far worse in later entries.
*{{SSBM|Marth}}: Neutral aerial's large hitbox and long duration make it an effective approach option, especially out of a dash dance. This was retained in ''Brawl'' but neutral aerial's auto-cancel window was made far worse in later entries.
*{{SSBM|Mr. Game & Watch}}: All of his aerials auto-cancel in a short hop. His aerials auto-cancel if he makes a landing, making the landing frame of the attacks safe on shield if executed perfectly.
*{{SSBM|Ness}}: All his aerials auto-cancel in a short hop. His down aerial auto-cancels as long as the hitbox is not active, making the move frame safe on shield if executed perfectly. This auto-cancel window was retained in ''Brawl''
*{{SSBM|Ness}}: All his aerials auto-cancel in a short hop. His down aerial auto-cancels as long as the hitbox is not active, making the move frame safe on shield if executed perfectly. This auto-cancel window was retained in ''Brawl''
*{{SSBM|Sheik}}: Forward aerial can autocancel almost immediately after it is initiated, doing so from frame 11 onward, making it one of the safest aerials in the game. It retains this trait in subsequent ''Smash'' games although it auto-cancels one frame later in ''Brawl'' due to the hitboxes' longer duration.
*{{SSBM|Sheik}}: Forward aerial can autocancel almost immediately after it is initiated, doing so from frame 11 onward, making it one of the safest aerials in the game. It retains this trait in subsequent ''Smash'' games although it auto-cancels one frame later in ''Brawl'' due to the hitboxes' longer duration.
Line 44: Line 45:


===''Brawl''===
===''Brawl''===
*{{SSBB|Captain Falcon}}: All of his aerials auto-cancel in a short hop. His down aerial meteor smash has good combo ability, and his Knee Smash can be used to approach and KO.  
*{{SSBB|Captain Falcon}}: All of his aerials auto-cancel in a short hop. His down aerial's [[meteor smash]] has good combo ability, and his Knee Smash can be used to approach and KO.  
*{{SSBB|Fox}}: Back aerial has a very lenient auto-cancel window with Fox being able to hit even the shortest characters with it and still auto-cancel the back aerial. Back aerial is a  powerful [[semi-spike]] making it a good move to use near the ledge.
*{{SSBB|Fox}}: Back aerial has a very lenient auto-cancel window with Fox being able to hit even the shortest characters with it and still auto-cancel the back aerial. Back aerial is a  powerful [[semi-spike]] making it a good move to use near the ledge.
*{{SSBB|Ganondorf}}: Approaching with his down aerial meteor smash is known as Thunder-stomping, and it has excellent combo ability and KO power as well. Up aerial is also a decent KO option.
*{{SSBB|Ganondorf}}: Approaching with his down aerial meteor smash is known as Thunder-stomping, and it has excellent combo ability and KO power as well. Up aerial is also a decent KO option.
Line 50: Line 51:
*{{SSBB|Luigi}}: All of his aerials auto-cancel from a short hop but more notably, he can perform two forward, up or down aerials in a short hop and he will still auto-cancel them making them strong approach tools on the ground especially forward aerial.  
*{{SSBB|Luigi}}: All of his aerials auto-cancel from a short hop but more notably, he can perform two forward, up or down aerials in a short hop and he will still auto-cancel them making them strong approach tools on the ground especially forward aerial.  
*{{SSBB|King Dedede}}: Back aerial auto-cancels as soon as its hitbox ends. This should not even occur as the move should have 4 frames of lag before it can auto-cancel but because back aerial's auto-cancel window is listed in the move's script before the command to remove the late hit's hitboxes, it makes the late hit linger for 4 extra frames and removes the hitboxes once the move can auto-cancel. Back aerial is Dedede's best approach option besides his grab and its unintentionally lenient auto-cancel makes his already amazing back aerial that much better.
*{{SSBB|King Dedede}}: Back aerial auto-cancels as soon as its hitbox ends. This should not even occur as the move should have 4 frames of lag before it can auto-cancel but because back aerial's auto-cancel window is listed in the move's script before the command to remove the late hit's hitboxes, it makes the late hit linger for 4 extra frames and removes the hitboxes once the move can auto-cancel. Back aerial is Dedede's best approach option besides his grab and its unintentionally lenient auto-cancel makes his already amazing back aerial that much better.
*{{SSBB|Meta Knight}}: All of his aerials auto-cancel in a short hop. Most notably, his forward aerial's long range and autocancel window give it great utility in relieving pressure, approaching, and comboing.  
*{{SSBB|Meta Knight}}: All of his aerials auto-cancel in a short hop. Most notably, his forward aerial's long range and autocancel window give it great utility in relieving pressure, approaching, and comboing.
*{{SSBB|Mr. Game & Watch}}: All of his aerials auto-cancel in a short hop. His aerials auto-cancel as he makes a landing on the ground, making the landing frame of the attacks safe on shield if executed perfectly. The hitboxes are also active during the auto-canceling window, giving the attacks great utility in relieving pressure, approaching, and comboing.
*{{SSBB|Peach}}: Her forward aerial is a powerful spacing tool and it auto-cancels as soon as the hitbox ends. Her back and down aerials also share this trait.  
*{{SSBB|Peach}}: Her forward aerial is a powerful spacing tool and it auto-cancels as soon as the hitbox ends. Her back and down aerials also share this trait.  
*{{SSBB|R.O.B}}: All of his aerials auto-cancel in a short hop. Neutral, back and down aerials all have extremely lenient auto-cancel windows and the latter two can be used for recovering.
*{{SSBB|R.O.B}}: All of his aerials auto-cancel in a short hop. Neutral, back and down aerials all have extremely lenient auto-cancel windows and the latter two can be used for recovering.
Line 61: Line 63:
*{{SSB4|King Dedede}}: While not quite as effective as his previous back aerial, back aerial's range and power make it arguably his best KO move.  
*{{SSB4|King Dedede}}: While not quite as effective as his previous back aerial, back aerial's range and power make it arguably his best KO move.  
*{{SSB4|Kirby}}: Back and up aerials can autocancel in a short hop. Up aerial has a large initial autocancel window and autocancels early, and is an effective juggler due to its low knockback and angle. Back aerial comes out faster than all of his aerials and is his strongest aerial, making it one of his best KO moves.
*{{SSB4|Kirby}}: Back and up aerials can autocancel in a short hop. Up aerial has a large initial autocancel window and autocancels early, and is an effective juggler due to its low knockback and angle. Back aerial comes out faster than all of his aerials and is his strongest aerial, making it one of his best KO moves.
*{{SSB4|Luigi}}: As with all previous entries, all aerials auto-cancel from a short hop although unlike ''Brawl'', he cannot perform two up or down aerials in a short hop and auto-cancel them. Forward aerial is good combo move, and back aerial is one of his better KOing options.  
*{{SSB4|Luigi}}: As with all previous entries, all aerials auto-cancel from a short hop although unlike ''Brawl'', he cannot perform two up or down aerials in a short hop and auto-cancel them. Forward aerial is good combo move, and back aerial is one of his better KOing options.
*{{SSB4|Mario}}: Up aerial is great combo move and can lead into Super Jump Punch. Back aerial can Wall of Pain due to its speed.
*{{SSB4|Mario}}: Up aerial is great combo move and can lead into Super Jump Punch. Back aerial can [[wall of pain]] due to its speed.
*{{SSB4|Mr. Game & Watch}}: All of his aerials auto-cancel in a short hop. Like in ''Melee'' and ''Brawl'', his aerials auto-cancel as he makes a landing on the ground, making the landing frame of the attacks safe on shield if executed perfectly. The hitboxes are also active during the auto-canceling window, giving the attacks great utility in relieving pressure, approaching, and comboing. Back aerial can [[wall of pain]] due to its speed, and is a great combo attack that can lead to [[Fire]] for KO scoring off-stage.
*{{SSB4|Pac-Man}}: Back aerial is his strongest aerial, and has a significant auto-cancel window on startup.
*{{SSB4|Pac-Man}}: Back aerial is his strongest aerial, and has a significant auto-cancel window on startup.
*{{SSB4|Pikachu}}: Up aerial is very fast and is great for juggling.
*{{SSB4|Pikachu}}: Up aerial is very fast and is great for juggling.
Line 73: Line 76:
*{{SSBU|Luigi}}: Luigi can auto-cancel all of his aerials (except [[grab aerial]] which doesn't have an auto-cancel window) in a short hop, can auto-cancel all except neutral aerial in a short hop fast fall, and can perform two forward or up aerials in a short hop and auto-cancel the second one.  
*{{SSBU|Luigi}}: Luigi can auto-cancel all of his aerials (except [[grab aerial]] which doesn't have an auto-cancel window) in a short hop, can auto-cancel all except neutral aerial in a short hop fast fall, and can perform two forward or up aerials in a short hop and auto-cancel the second one.  
*{{SSBU|Terry}}: All of Terry's aerials have exceptionally wide autocancel windows. Down aerial is notable for allowing him to A-land on [[Pokémon Stadium 2]] platforms, which he otherwise cannot even land on from a full hop.
*{{SSBU|Terry}}: All of Terry's aerials have exceptionally wide autocancel windows. Down aerial is notable for allowing him to A-land on [[Pokémon Stadium 2]] platforms, which he otherwise cannot even land on from a full hop.
*{{SSBB|Mr. Game & Watch}}: All of his aerials auto-cancel in a short hop. Like in ''Melee'' and ''Brawl'', his aerials auto-cancel as he makes a landing on the ground, making the landing frame of the attacks safe on shield if executed perfectly and also follows up into tilts. The hitboxes are also active during the auto-canceling window, giving the attacks great utility in relieving pressure, approaching, and comboing, as well as for also opening up a huge combo game for him. Back aerial can [[wall of pain]] due to its speed, and is a great combo attack that can lead to [[Fire]] for KO scoring off-stage.
*{{SSBU|Jigglypuff}}: Down air was buffed in patch 6.0 to autocancel out of a short hop, this opened up a huge combo game for it.
*{{SSBU|Jigglypuff}}: Down air was buffed in patch 6.0 to autocancel out of a short hop, this opened up a huge combo game for it.
*{{SSBU|Pikachu}}: Unlike the previous titles, Pikachu's back air autocancels out of a short hop, allowing it to combo into itself.
*{{SSBU|Pikachu}}: Unlike the previous titles, Pikachu's back air autocancels out of a short hop, allowing it to combo into itself.
Line 179: Line 183:
|{{n}}
|{{n}}
|{{n}}
|{{n}}
|-
|[[Mr. Game & Watch]]
|N/A
|{{Head|Mr. Game & Watch|s=24px|g=SSBM}}
|{{Head|Mr. Game & Watch|s=24px|g=SSBB}}
|{{Head|Mr. Game & Watch|s=24px|g=SSB4}}
|{{Head|Mr. Game & Watch|s=24px|g=SSBU}}
|-
|-
|[[Meta Knight]]
|[[Meta Knight]]