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Landing lag

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Revision as of 22:06, July 16, 2013 by Bandit (talk | contribs) (Not notable.)
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Merge.png It has been suggested that this article or section be merged with Lag.
The reason given for the merge is: This is just another type of lag.. (Discuss)
File:Lc1.gif
The landing lag of Link's down aerial can clearly be seen. Even when the green Link uses L-canceling to reduce landing lag, it is still noticeable.

Landing lag occurs when a character in the middle of an aerial attack lands on the ground, resulting in a longer-than-usual landing animation. A clear example is 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. Each aerial attack has its own amount of landing lag; most special moves tend to continue execution instead of being interrupted when the user lands. L-cancelling will reduce landing lag, while auto-cancelling will avoid it.

Types of landing lag in Super Smash Bros. Melee

All of the following animations are counted as landing to the game and thus refill special moves like Marth's side special semi-jump, tether recoveries and the likes. All of these can be ledge-canceled.

Normal landing

This landing animation occurs when landing on a frame of an empty jump or on an auto-cancel frame. This also includes jumping, performing an aerial and landing after it has ended completely. For most characters, this animation can be interrupted with every action after 4 frames. Only a few characters take longer, for example Ganondorf (5 frames) and Bowser (6 frames) The total animation length is 30 frames for all characters. The 4 frames landing lag can be circumvented by landing at the peak of the jump or by platforms that move upwards faster than the character. As soon as the character collides with the platform, he immediately stands and can do any move.

Aerial landing lag

All aerials have a specific landing animation of certain durations and all of them can be l-canceled. The only exception to this are Mr. Game & Watch's neutral-, back- and up-aerials, which due to a programming quirk have special landing lag that cannot be l-canceled.

Special landing lag

Airdodges and thus also wavelands and wavedashes always and with this landing animation, and so do most recovery attacks. There is only one »LANDINGFALLSPECIAL« animation for every character that is played with varying speed depending on the move used.


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