Auto-canceling: Difference between revisions

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[[File:Marth imperfect AC nair vs shffl nair.gif|thumbnail|Comparison of Marth auto-canceling (left) and [[L-canceling]] (right) his neutral aerial, demonstrating how even L-cancelling is slower than auto-cancelling.]]
[[File:Marth imperfect AC nair vs shffl nair.gif|thumb|Comparison of Marth auto-canceling (left) and [[L-canceling]] (right) his neutral aerial, demonstrating how even L-cancelling is slower than auto-cancelling.]]
[[File:Failed Auto-Cancel.gif|thumbnail|Zero Suit Samus failing to auto-cancel; she has landed during the middle of her aerial attack, and has thus incurred significant landing lag, thereby leaving her open to [[punishment]].]]
[[File:Failed Auto-Cancel.gif|thumb|Zero Suit Samus failing to auto-cancel; she has landed during the middle of her aerial attack, and has thus incurred significant landing lag, thereby leaving her open to [[punishment]].]]
'''Auto-canceling''' is the act of landing during the beginning or ending [[frame]]s of an [[aerial attack]], which will make the player go into their normal landing animation from a jump (of which the landing lag tends to be around 2-6 frames depending on the character, a very short amount of time); thereby circumventing the [[landing lag]] that would have occurred had the character instead landed during the middle of that attack's animation which can be a significant amount of time depending on the aerial.
'''Auto-canceling''' is the act of landing during the beginning or ending [[frame]]s of an [[aerial attack]], which will make the player go into their normal landing animation from a jump (of which the landing lag tends to be around 2-6 frames depending on the character, a very short amount of time), thereby circumventing the [[landing lag]] that would have occurred had the character instead landed during the middle of that attack's animation which can be a significant amount of time depending on the aerial.


==Technical explanation==
==Technical explanation==
When an aerial is performed, it will not immediately make the player go into their aerial landing animation if they land. Instead, they will enter their normal landing animation and the game has to call for a command in order to enable the aerial to enter its landing animation. The period of time before this command is called for is known as the initial auto-cancel window. When this command is disabled, the character will then enter their normal landing animation for the rest of the aerial's duration. This is known as the late auto-cancel window. If an aerial does not have an initial auto-cancel window, the character will enter their aerial landing animation as soon as the aerial begins (if they land). If an aerial does not have a late auto-cancel window or if the late auto-cancel window occurs after the animation has ended, the character will enter their normal landing animation once the aerial's animation has finished ([[interruptibility]] does not affect this). If the command for the aerial to enter landing lag is never called for, the aerial will always auto-cancel although this is extremely uncommon.
When an aerial is performed, it will not immediately make the player go into their aerial landing animation if they land. Instead, they will enter their normal landing animation and the game has to call for a command in order to enable the aerial to enter its landing animation. The period of time before this command is called for is known as the initial auto-cancel window. When this command is disabled, the character will then enter their normal landing animation for the rest of the aerial's duration. This is known as the late auto-cancel window. If an aerial does not have an initial auto-cancel window, the character will enter their aerial landing animation as soon as the aerial begins (if they land). If an aerial does not have a late auto-cancel window or if the late auto-cancel window occurs after the animation has ended, the character will enter their normal landing animation once the aerial's animation has finished ([[interruptibility]] does not affect this). If the command for the aerial to enter landing lag is never called for, the aerial will always auto-cancel although this is extremely uncommon.


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==Applications==
==Applications==
Auto-canceling can be very beneficial to players using characters with laggy aerial attacks (granted they have an early enough late auto-cancel window), 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 (granted they have an early enough late auto-cancel window), 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.


==Differences between games==
==Differences between games==
In ''[[Super Smash Bros.]]'', auto-cancelling generally has no large impact on gameplay, since [[Z-cancel]]ling 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]] 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 giving the character their normal landing), 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 giving the character their normal landing), 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. Brawl]]'' removed L-canceling, making auto-canceling more important and useful, as while numerous aerials have lower landing lag, none of them had their landing lag reduced enough to completely compensate for the removal of L-canceling. Aerial attacks in ''Brawl'' generally have more lenient auto-cancel windows, which is further compensated by gravity/falling speeds being much lower than in ''Melee''. A lot more aerials can be auto-cancelled in a short hop in ''Brawl'' compared to ''Melee'' because of these changes with far fewer aerials losing their ability to auto-cancel in contrast.
''[[Super Smash Bros. Brawl]]'' removed L-canceling, making auto-canceling more important and useful, as while numerous aerials have lower landing lag, none of them had their landing lag reduced enough to completely compensate for the removal of L-canceling. Aerial attacks in ''Brawl'' generally have more lenient auto-cancel windows, which is further compensated by gravity/falling speeds being much lower than in ''Melee''. A lot more aerials can be auto-cancelled in a short hop in ''Brawl'' compared to ''Melee'' because of these changes with far fewer aerials losing their ability to auto-cancel in contrast.
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==Notable examples==
==Notable examples==
The following characters' respective moves have notable auto-cancels.
The following characters' respective moves have notable auto-cancels.


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*{{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|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.


===''Smash 4''===
===''Smash 4''===
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*{{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.
*{{SSB4|R.O.B}}: While his back and down aerials have noticeably worse auto-cancel windows, his neutral aerial has a large hitbox, and is effective at approaching, relieving pressure, and starting combos.
*{{SSB4|R.O.B.}}: While his back and down aerials have noticeably worse auto-cancel windows, his neutral aerial has a large hitbox, and is effective at approaching, relieving pressure, and starting combos.
*{{SSB4|Sheik}}: Forward, neutral, and back aerials auto-cancel in a short hop. Specifically, forward aerial is one of her best moves due to its abnormally lenient autocancel window, being effective for approaching, pressuring, comboing, and KOing at very high percentages.
*{{SSB4|Sheik}}: Forward, neutral, and back aerials auto-cancel in a short hop. Specifically, forward aerial is one of her best moves due to its abnormally lenient autocancel window, being effective for approaching, pressuring, comboing, and KOing at very high percentages.
*{{SSB4|Sonic}}: Up aerial has a large auto-cancel window coming immediately after its hitboxes cease, making it a low risk move. It is great for combos and KOing near the upper blast zone. Back aerial is Sonic's main KO move and forward aerial is good for edgeguarding. Down aerial auto-cancels after a double jump up B or an up B from the top Battlefield platform, allowing Sonic to land surprise KO's and setup [[Lock]] combos.
*{{SSB4|Sonic}}: Up aerial has a large auto-cancel window coming immediately after its hitboxes cease, making it a low risk move. It is great for combos and KOing near the upper blast zone. Back aerial is Sonic's main KO move and forward aerial is good for edgeguarding. Down aerial auto-cancels after a double jump up special or an up special from the top Battlefield platform, allowing Sonic to land surprise KO's and setup [[Lock]] combos.


===''Ultimate''===
===''Ultimate''===
*{{SSBU|Donkey Kong}}: Neutral aerial autocancels whenever it doesn't have a hitbox active. This starts from frames 1-9, making it one of the best A-landing options in the game. Afterwards it autocancels from frame 27+, making it a premier combo starter for the character as well.
*{{SSBU|Donkey Kong}}: Neutral aerial autocancels whenever it doesn't have a hitbox active. This starts from frames 1-9, making it one of the best A-landing options in the game. Afterwards it autocancels from frame 27+, making it a premier combo starter for the character as well.
*{{SSBU|Fox}}: Fox's up air can autocancel out of a shorthop, allowing it to combo into itself 3-4 times if hit below a platform.
*{{SSBU|Fox}}: Fox's up air can autocancel out of a shorthop, allowing it to combo into itself 3-4 times if hit below a platform.
*{{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, opening up significant combos for it.
*{{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|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.
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*{{SSBU|Wolf}}: Wolf's back air is notorious for having an especially large autocancel window, not only can it be done out of a short hop, but it can be delayed significantly, this grants Wolf a very noncommittal kill option.
*{{SSBU|Wolf}}: Wolf's back air is notorious for having an especially large autocancel window, not only can it be done out of a short hop, but it can be delayed significantly, this grants Wolf a very noncommittal kill option.


==List of characters who can auto-cancel all aerials in a short hop==  
==List of characters who can auto-cancel all aerials in a short hop==
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==Trivia==
==Trivia==
*The forward airs of {{SSBM|Donkey Kong}} in ''Melee'', and of {{SSBB|Donkey Kong}} and {{SSBB|Ganondorf}} in ''Brawl'', ''Smash 4'', and ''Ultimate'' before patch {{SSBU|2.0.0}}, cannot be auto-cancelled as soon as they should. By exploring the code of the games and looking at the underlying properties of the moves, it has been discovered that the developers had intended for auto-cancelling those moves to be possible; however, due to a minor error (the accidental use of the wrong type of timing function), those moves auto-cancel significantly later. In Donkey Kong's case, forward aerial should auto-cancel on frame 56 but it instead auto-cancels on frame 85 in ''Melee'' and ''Brawl'' and frame 78 in ''Smash 4'' (although in theory, it auto-cancels on frame 60 in ''Melee'' and ''Brawl'' and on frame 56 in ''Smash 4'' due to forward aerial's animation length). In Ganondorf's case, forward aerial should auto-cancel on frame 36 but it instead auto-cancels on frame 55. In ''Brawl'', this also negatively affects his forward aerial's interruptibility giving it 10 more frames of ending lag than it should have.
*The forward airs of {{SSBM|Donkey Kong}} in ''Melee'', and of {{SSBB|Donkey Kong}} and {{SSBB|Ganondorf}} in ''Brawl'', ''SSB4'', and ''Ultimate'' before patch {{SSBU|2.0.0}}, cannot be auto-cancelled as soon as they should. By exploring the code of the games and looking at the underlying properties of the moves, it has been discovered that the developers had intended for auto-cancelling those moves to be possible; however, due to a minor error (the accidental use of the wrong type of timing function), those moves auto-cancel significantly later. In Donkey Kong's case, his forward aerial should auto-cancel on frame 56, but it instead auto-cancels on frame 85 in ''Melee'' and ''Brawl'' and frame 78 in ''SSB4'' (although in theory, it auto-cancels on frame 60 in ''Melee'' and ''Brawl'' and on frame 56 in ''SSB4'' due to forward aerial's animation length). In Ganondorf's case, his forward aerial should auto-cancel on frame 36, but it instead auto-cancels on frame 55. In ''Brawl'', this also negatively affects his forward aerial's interruptibility, giving it 10 more frames of ending lag than it should have.
*{{SSB4|Shulk}} is the only character in ''Smash 4'' who cannot auto-cancel any of his aerials at all, due to his auto-cancel windows on all of his aerials being programmed after they can be interrupted while their animations have not completed (forward aerial has the least severe case as unlike his other aerials, it can auto-cancel a decent while before the animation has finished and has a strict 3 frame window to be auto-cancelled in a full hop). However, this allows him to cancel an aerial attack's ending lag with another action (jumping, aerial, airdodge). {{SSBB|Meta Knight}} also exhibits this trait with his [[up aerial]] in ''Brawl'' and multiple other aerials in ''Smash 4'' (such as {{SSB4|Ganondorf}}'s forward aerial and {{SSB4|Palutena}}'s up aerial) also share this trait. All aerials with this trait had their auto-cancel windows fixed in ''Ultimate'' patch 2.0.0.
*{{SSB4|Shulk}} is the only character in ''SSB4'' who cannot auto-cancel any of their aerials at all, due to his auto-cancel windows on all of his aerials being programmed after they can be interrupted while their animations have not completed (his forward aerial has the least severe case, as unlike his other aerials, it can auto-cancel a decent while before the animation has finished and has a strict 3 frame window to be auto-cancelled in a full hop). However, this allows him to cancel an aerial attack's ending lag with another action (jumping, aerial, airdodge). {{SSBB|Meta Knight}} also exhibits this trait with his [[up aerial]] in ''Brawl'', and multiple other aerials in ''SSB4'' (such as {{SSB4|Ganondorf}}'s forward aerial and {{SSB4|Palutena}}'s up aerial) also share this trait. All aerials with this trait had their auto-cancel windows fixed in ''Ultimate'' patch 2.0.0.
*[[Luigi]] is the only of the 12 veterans who can auto-cancel all of his aerials out of a short hop in every game.
*[[Luigi]] is the only of the 12 veterans who can auto-cancel all of their aerials out of a short hop in every game.
*[[Link]] is the only veteran who is unable to auto-cancel all his aerials in a short hop in ''Smash 64'', as up and down aerials have a very long hitbox duration, causing them to have strict auto-cancel windows.
*[[Link]] is the only veteran who is unable to auto-cancel all their aerials in a short hop in ''Smash 64'', as his up and down aerials have a very long hitbox duration, causing them to have strict auto-cancel windows.
*{{SSBU|Terry}} in ''Ultimate'' is both the only DLC character and the only third-party character in the entire series who can auto-cancel all of their aerials in a short hop.
 
{{AllGames|Techniques}}
{{AllGames|Techniques}}
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