Auto-canceling: Difference between revisions

Changed the note of L-Cancelling to Z-Cancelling with a link to "L-Cancelling in Super Smash Bros.", looked quite off.
m (→‎Ultimate: fixed a minor mistake with *s)
(Changed the note of L-Cancelling to Z-Cancelling with a link to "L-Cancelling in Super Smash Bros.", looked quite off.)
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Auto-canceling can be very beneficial to players using characters with laggy aerial attacks, as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding being [[punish]]ed during the move's landing lag. Precise auto-canceling of aerials is also frequently needed for performing followups and [[combo]]s, so as to leave less time for the opponent to react and escape.  
Auto-canceling can be very beneficial to players using characters with laggy aerial attacks, as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding being [[punish]]ed during the move's landing lag. Precise auto-canceling of aerials is also frequently needed for performing followups and [[combo]]s, so as to leave less time for the opponent to react and escape.  


In ''[[Super Smash Bros.]]'', auto-cancelling generally has no large impact on gameplay, since [[L-cancel]]ing practically has the same effect, although some moves do have extremely lenient auto-cancel windows. A notable example is {{SSB|Ness}}'s down/up aerial, which will always auto-cancel. These moves can be used for shield breaks, which requires many inputs, so the lack of needing to z-cancel makes the shield break significantly easier. All aerials except for {{SSB|Link}}'s up and down aerials are capable of auto-canceling in a short hop.
In ''[[Super Smash Bros.]]'', auto-cancelling generally has no large impact on gameplay, since [[L-canceling#In_Super_Smash_Bros.|Z-Cancelling]] practically has the same effect, although some moves do have extremely lenient auto-cancel windows. A notable example is {{SSB|Ness}}'s down/up aerial, which will always auto-cancel. These moves can be used for shield breaks, which requires many inputs, so the lack of needing to z-cancel makes the shield break significantly easier. All aerials except for {{SSB|Link}}'s up and down aerials are capable of auto-canceling in a short hop.


''[[Super Smash Bros. Melee]]'' reduced the effect of L-canceling (now only halving the landing lag as opposed to reducing it to 4 frames), making auto-canceling more useful, although jumps are shorter than they were in ''Smash 64'' due to [[gravity]] being increased across the board, and auto-cancel windows are far less lenient across the board, making a lot less aerials capable of auto-canceling in a short hop.  
''[[Super Smash Bros. Melee]]'' reduced the effect of L-canceling (now only halving the landing lag as opposed to reducing it to 4 frames), making auto-canceling more useful, although jumps are shorter than they were in ''Smash 64'' due to [[gravity]] being increased across the board, and auto-cancel windows are far less lenient across the board, making a lot less aerials capable of auto-canceling in a short hop.