Editing Auto-canceling
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==Differences between games== | ==Differences between games== | ||
In ''[[Super Smash Bros.]]'', auto-cancelling generally has no large impact on gameplay, since [[Z- | 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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*{{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 | *{{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. | ||
===''Ultimate''=== | ===''Ultimate''=== | ||
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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== | ||
{|class="wikitable sortable" style="text-align:center; min-width: 40%" | {|class="wikitable sortable" style="text-align:center; min-width: 40%" | ||
!Character | !Character | ||
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|{{n}} | |{{n}} | ||
|{{Head|Jigglypuff|s=24px|g=SSBB}} | |{{Head|Jigglypuff|s=24px|g=SSBB}} | ||
|{{n}} | |{{n}} | ||
|{{Head|Jigglypuff|s=24px|g=SSBU}}** | |{{Head|Jigglypuff|s=24px|g=SSBU}}** | ||
|- | |- | ||
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*[[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. | *[[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. | *{{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}} |