Editing Crouch cancel

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==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
In ''Super Smash Bros. Brawl'', crouch canceling has seen a rather significant change, as it no longer affects knockback, now only reducing the opponent's hitlag to 0.67x. This has removed one of the main uses of crouch canceling, as it can no longer to be used to allow the opponent to live longer. In fact, it theoretically hinders the opponent's ability to survive as they have usually have less time to SDI the move to end up in a more favorable position to survive.  
In ''Super Smash Bros. Brawl'' crouch canceling has seen a rather significant change, as it no longer affects knockback, now only reducing the opponent's hitlag to 0.67x. This has removed one of the main uses of crouch canceling, as it can no longer to be used to allow the opponent to live longer. In fact, it theoretically hinders the opponent's ability to survive as they have usually have less time to SDI the move to end up in a more favorable position to survive.  


Not only does the opponent receive their normal amount of knockback but there are multiple universal changes which hinder crouch canceling's effectiveness further. With DI being removed for non-tumble knockback and with characters landing during their non-tumble animation no longer going into their landing animation until their non-tumble animation is finished, crouch canceling has lost the vital benefits which made it so potent in ''Melee''. Even if these factors were still present, the changes to the Sakurai angle (with Sakurai angle moves not lifting opponents of the ground until the opponent receives > 60 units of knockback, as opposed to > 32 units) would have still made the technique less effective against a significant chunk of moves. The only benefit the technique still has is that it gives the opponent less hitlag, which does still make many attacks less safe on crouch hit than on normal hit (unless they possess no hitlag frames after the initial hit) but nowhere near as much as the previous two games, especially ''Melee''.  
Not only does not opponent receive their normal amount of knockback but there are multiple universal changes which hinder crouch canceling's effectiveness. With DI being removed for non-tumble knockback and with characters landing during their non-tumble animation no longer going into their landing animation until their non-tumble animation is finished, crouch canceling has lost the vital benefits which made it so potent in ''Melee''. Even if these factors were still present, the changes to the Sakurai angle (with Sakurai angle moves not lifting opponents of the ground until the opponent receives > 60 units of knockback, as opposed to > 32 units) would have still made the technique less effective against a significant chunk of moves. The only benefit the move still has is that it gives the opponent less hitlag, which does still make many attacks less safe on crouch hit than on normal hit (unless they possess no hitlag frames after the initial hit) but nowhere near as much as the previous two games, especially ''Melee''.  


Crouch canceling can be used to make certain multi hits fail to connect properly, which can then lead to the user shielding and then punishing. In most cases however, the player is better off shielding in the first place, especially since shielding has the same accessibility as crouch canceling. Crouch canceling will also make [[paralysis]] moves have less stun as the lower hitlag multiplier from the crouch cancel is considered for the paralysis formula. This can give opponents using paralysis moves (such as {{SSBB|Zero Suit Samus}} with down smash or [[Paralyzer]]) less time to follow up but even for these moves, shielding is still the better option.  
Crouch canceling can be used to make certain multi hits fail to connect properly, which can then lead to the user shielding and then punishing. In most cases however, the player is better off shielding in the first place, especially since shielding has the same accessibility as crouch canceling. Crouch canceling will also make [[paralysis]] moves have less stun as the lower hitlag multiplier from the crouch cancel is considered for the paralysis formula. This can give opponents using paralysis moves (such as {{SSBB|Zero Suit Samus}} with down smash or [[Paralyzer]]) less time to followup but even for these moves, shielding is still the better option.  


Crouch cancelling is mentioned (though not by name) in the ''Brawl'' manual, stating that crouching "...stabilizes you, reducing the chances an attack will knock you back." This is more in line with the technique's behavior in other installments than in ''Brawl'', however.
Crouch cancelling is mentioned (though not by name) in the ''Brawl'' manual, stating that crouching "...stabilizes you, reducing the chances an attack will knock you back." This is more in line with the technique's behaviour in other installments than in ''Brawl'', however.


Overall, crouch canceling has lost almost all of its utility in ''Brawl'' due to a combination of no longer reducing knockback and universal changes reducing its effectiveness. It has now become an extremely situational technique, with shielding almost always being the better option.
Overall, crouch canceling has lost almost all of its utility in ''Brawl'' due to a combination of no longer reducing knockback and universal changes reducing its effectiveness. It has now become an extremely situational technique, with shielding almost always being the better option.

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