[dismiss]
Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
Editing Double jump cancel
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{articleIcons| | {{articleIcons|ssb64=y|ssbm=y|ssbb=y|ssb4=y}} | ||
[[File:Landcancelling.gif|thumb|Double jump cancel (right) compared with other techniques]] | [[File:Landcancelling.gif|thumb|Double jump cancel (right) compared with other techniques]] | ||
The '''double jump cancel''', sometimes abbreviated as '''DJC''', is a | The '''double jump cancel''', sometimes abbreviated as '''DJC''', is a [[glitch]]-tactic used by [[Ness]], [[Mewtwo]], [[Peach]], and [[Yoshi]], who can attack immediately after their [[double jump]] to cancel their upward momentum and land on the ground soon after their attack. This tactic is used to perform aerial attacks incredibly quickly, thus allowing aerial combos and KO's to be performed more quickly. | ||
Double jump canceling was almost | Double jump canceling was almost completely removed in ''[[Super Smash Bros. Brawl]]'', as using aerials during a midair jump with {{SSBB|Yoshi}} or {{SSBB|Ness}} will cause them to use the aerial whilst rising up. However, most of their [[special move]]s can still be DJC'd. Also, it is possible for Yoshi and Ness to perform a pseudo-double jump cancel on certain stages via [[platform cancelling]], which is useful for [[mindgames]] and following up with grounded moves. | ||
==Ness== | ==Ness== | ||
[[File:SSB64 Ness DJC Combo.gif|thumb|A Ness combo involving DJC'd aerials]] | [[File:SSB64 Ness DJC Combo.gif|thumb|A Ness combo involving DJC'd aerials]] | ||
Ness' | Ness' play in ''Smash 64'' is almost completely reliant on this technique. Because his aerials provide high [[hitstun]] and damage, as well as having large [[combo]] ability (especially when coupled with other moves such as his up tilt), he can perform [[zero-death]] combos on several characters. At one point this ability was even considered [[broken]]. However, it has since lost such recognition due to Ness' short range, but nonetheless is an important part of his [[metagame]] and should still be commonly used in high level Ness play. | ||
In ''Melee'', Ness can still use the technique, but it is not as useful due to the [[nerf]]s he suffered in the game. | |||
In ''Brawl | In ''Brawl'', Ness can pull off some techniques with a DJC'd [[PK Fire]], such as the [[PK Jump]]. | ||
==Peach== | ==Peach== | ||
Peach can use this technique in ''Melee''. | Peach can use this technique in ''Melee'', but it is generally unused due to [[float cancelling]] being significantly quicker and more useful. | ||
==Yoshi== | |||
Yoshi's double jump cancel is extremely useful in ''Smash 64'', allowing him to quickly throw out neutral aerial chains on [[floaty]] characters and up aerials to continue combos on [[fastfaller]]s. Yoshi's DJC combos are most effective on floaty characters, especially since his up tilt cannot combo them, unlike with fastfallers. Yoshi can often finish his DJC combos with a forward aerial [[meteor smash]] on most characters. | |||
Yoshi can perform this technique in ''Melee'' as well, though it is less effective, albeit still potent and useful in his metagame. | |||
Yoshi can also use this technique in both ''Smash 64'' and ''Melee'' to "counter" attacks because of his double jump's unique [[launch resistance|properties]]. This is referred to as a [[double jump cancel counter]], and is often used to catch the opponent offguard with a neutral aerial. | |||
Yoshi can also use this technique in both ''Smash 64'' and ''Melee'' to "counter" attacks because of his double jump's unique [[ | |||
One obvious downfall of this tactic in both games is that Yoshi loses his double jump, possibly resulting in a self-destruct when offstage. This can be extremely detrimental to him, as he lacks a third jump, and if Yoshi is hit away from the stage, Yoshi will have almost no means of recovery, outside of the directional [[air dodge]] in ''Melee''. | One obvious downfall of this tactic in both games is that Yoshi loses his double jump, possibly resulting in a self-destruct when offstage. This can be extremely detrimental to him, as he lacks a third jump, and if Yoshi is hit away from the stage, Yoshi will have almost no means of recovery, outside of the directional [[air dodge]] in ''Melee''. | ||
==Mewtwo== | ==Mewtwo== | ||
[[File:Mewtwoidjc.gif|thumb|Mewtwo performing | [[File:Mewtwoidjc.gif|thumb|Mewtwo performing Instant DJCs]] | ||
The best use of the DJC for Mewtwo | Mewtwo gains a significant advantage over other characters in that he can utilize the DJC. The best use of the DJC for Mewtwo is speeding up his forward aerial, though it can be used to assists his up aerial and back aerial as well (neutral aerial and down aerial take too long to be truly helped by this technique). As with all characters, Mewtwo must not perform the DJC frame perfect, as he will hit the ground before his air attack connects. | ||
==DJC physics== | ==DJC physics== | ||
Since the affected characters' double jumps are of the "delayed" type (where they do not rise immediately), interrupting the action with an attack will cause the scheduled upwards force to not take place. | |||
A similar mechanic can cause [[superjump]]s. | A similar mechanic can cause [[superjump]]s. | ||
==Double jump cancel fast fall L-cancel== | ==Double jump cancel fast fall L-cancel== | ||
'''Double jump cancel fast fall L-cancel''' (abbreviated as "'''DJCFFL'''") is a tactic that is simply a quicker application of the [[double jump cancel]], and is most often used by {{SSBM|Ness}}, {{SSBM| | '''Double jump cancel fast fall L-cancel''' (abbreviated as "'''DJCFFL'''") is a tactic that is simply a quicker application of the [[double jump cancel]], and is most often used by {{SSBM|Ness}}, {{SSBM|Mewtwo}}, and {{SSBM|Yoshi}} in ''Melee''. It allows the character in question to attack aerially even faster than with a [[SHFFL]]'d aerial. | ||
The technique doesn't exist in ''Smash 64'' because fastfall can't be input during an aerial attack. | |||
==Instant double jump cancel== | ==Instant double jump cancel== | ||
[[File:Landcancelscloseup.gif|thumb|Mewtwo performing SHFF, SHFFL, and IDJC]] | [[File:Landcancelscloseup.gif|thumb|Mewtwo performing SHFF, SHFFL, and IDJC]] | ||
Double | Double Jump Cancelling works by allowing the user to perform an air attack while remaining close to the ground (most aerial attacks are performed at a short hop's distance from the ground). However, if the user performs a DJC with frame perfect precision (known as an "Instant Double Jump Cancel" or IDJC), they will actually hit the ground before the [[hitbox]] from their air attack comes out. This is true of every attack for every character who can DJC. It should be noted, however, that performing an IDJC is incredibly difficult under normal circumstances, and most often, players will be performing a DJC. | ||
===Execution=== | ===Execution=== | ||
To perform this technique, the player must perform their first jump, then double jump | To perform this technique, the player must perform their first jump, then double jump just as they leave the ground, and press A. The player's double jump will be canceled and they will do the attack and immediately fall. The player may [[fast fall]] almost immediately, and L-cancel the aerial very quickly. The result will cause the character using this technique to attack extremely quickly. | ||
[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] | ||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Techniques (SSB)]] | [[Category:Techniques (SSB)]] | ||
[[Category:Advanced | [[Category:Advanced Techniques]] | ||
[[Category:Glitches (SSB)]] | |||
[[Category:Glitches (SSBM)]] | |||
[[Category:Glitches (SSBB)]] | |||
[[Category:Character-specific terminology]] | [[Category:Character-specific terminology]] | ||
[[Category:Ness]] | [[Category:Ness]] | ||
[[Category:Mewtwo]] | [[Category:Mewtwo]] | ||
[[Category:Peach]] | [[Category:Peach]] | ||
[[Category:Yoshi]] | [[Category:Yoshi]] | ||