Editing Double jump cancel

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[[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 technique in ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'' usable by [[Yoshi]], [[Ness]], [[Peach]], and [[Mewtwo]]. These characters have what is known as a [[Midair_jump#Delayed_double_jumps|delayed double jump]], and thus they can [[jump]] and [[double jump]] from the ground, then attack immediately afterward to cancel their upward momentum and land on the ground soon after their attack. (Without the double jump cancel, the player would have to wait out the full length of the jump or double jump before being able to land.) This tactic is used to perform aerial attacks much more quickly than normal, thus enabling aerial combos and allowing [[KO]]s to be performed more quickly.
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 largely removed from ''[[Super Smash Bros. Brawl]]'' onward, as using aerial attacks during a midair jump with Yoshi (''Brawl'' only), Mewtwo or Ness will no longer cancel their upward momentum at all, but instead cause them to use the aerial while still fully rising up, which also applies to [[Lucas]] and {{SSBU|Sora}}. However, most of their [[special move]]s can still be DJCed normally, which is a trait shared with the aforementioned Lucas and Sora, as well as {{SSBU|Kazuya}}. Also, it is possible for Yoshi and Ness in ''Brawl'' to perform a pseudo-double jump cancel on certain stages via [[platform cancelling]], which is useful for [[mindgames]] and following up with grounded moves. The technique is completely impossible to perform with Peach from ''Brawl'' onward and Yoshi from ''SSB4'' onward, as the aforementioned two do not have delayed double jumps in those games.
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.
 
Double jump canceling of aerial attacks partially returns in ''[[Super Smash Bros. Ultimate]]'' as a trait of {{SSBU|Kazuya}}, who can override the sluggish upward momentum of his double jump with faster but much shorter-distanced upward momentum by performing any of his aerial attacks.


==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's gameplan in ''Smash 64'' and ''Melee'' 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 tilts), he can perform [[zero-to-death]] combos on several characters. At one point, this ability was even considered [[broken]] in ''Smash 64''. However, it has since lost such recognition due to Ness's short range, but nonetheless is an important part of his [[metagame]] and should still be commonly used in high-level Ness play in both games. See also [[shield break jump]].
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, though it is not as useful but still relatively powerful.


In ''Brawl'', ''SSB4'' and ''Ultimate'', Ness can still double jump cancel his special moves. This enables him to pull off some techniques with a DJCed [[PK Fire]], such as the [[PK Jump]].
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''. This allows her to land with aerials with almost no lag and to easily edgeguard her opponents, along with her float cancel, aiding her strong aerial game.
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.


In ''Brawl'', ''SSB4'' and ''Ultimate'', Peach does not have a delayed double jump at all, completely eliminating the double jump cancel technique for her. This also applies to {{SSBU|Daisy}}, who is Peach's [[clone]] in ''Ultimate''.
Yoshi can perform this technique in ''Melee'' as well, though it is less effective, albeit still potent and useful in his metagame.


==Yoshi==
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's double jump cancel is extremely useful in ''Smash 64'' and ''Melee'', 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 also use this technique in both ''Smash 64'' and ''Melee'' to "counter" attacks because of his double jump's unique [[armor]] properties. This is referred to as a [[double jump cancel counter]], and is often used to catch the opponent off-guard with a neutral aerial.
 
 
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''.
In ''SSB4'' and ''Ultimate'', Yoshi does not have a delayed double jump at all, completely eliminating the double jump cancel technique for him.


==Mewtwo==
==Mewtwo==
[[File:Mewtwoidjc.gif|thumb|Mewtwo performing instant DJCs]]
[[File:Mewtwoidjc.gif|thumb|Mewtwo performing instant DJCs]]
The best use of the DJC for Mewtwo in ''Melee'' is speeding up its forward aerial, though it can be used to assist its 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 it will hit the ground before its air attack connects.
Mewtwo gains a significant advantage over other characters in that it can utilize the DJC. The best use of the DJC for Mewtwo is speeding up its forward aerial, though it can be used to assist its 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 it will hit the ground before its air attack connects.
 
In ''SSB4'' and ''Ultimate'', Mewtwo can still double jump cancel its special moves normally.
 
==Lucas==
While [[Lucas]] cannot perform DJC aerials, he can double jump cancel his special moves. In ''SSB4'' and ''Ultimate'', DJC specials with Lucas function similarly to other characters listed in this article, but in ''Brawl'', Lucas has unusual techniques such as the [[Zap Jump]] that may occur when performing certain DJC maneuvers.
 
Lucas can also uniquely double jump cancel his [[grab aerial]] in ''Ultimate'' (known as [[double jump cancel zair]]), which is integral to playing him optimally in that game.
 
==Kazuya==
{{SSBU|Kazuya}} can use this technique in ''Ultimate'', but when used for his aerials, it differs drastically from the typical DJC. Unlike the other characters listed above (who completely cancel their upward momentum altogether when performing DJC aerials), Kazuya actually retains some of his double jump's upward momentum when he performs a double jump cancel aerial, but the double jump's height is greatly reduced and he will reach its peak much more quickly compared to double jumping normally, akin to characters without delayed double jumps. One of the most prominent uses for this is the "Ferps tech", named after {{Sm|Ferps}}, which involves using an instant reverse aerial rush delayed instant double jump neutral aerial after a down throw and/or [[Electric Wind God Fist]] underneath a platform to quickly land on a platform in order to [[Tech-chasing|tech-chase]] an opponent.
 
However, Kazuya can double jump cancel his special moves normally. Unlike with his DJC aerials, Kazuya's DJC special moves completely halt his double jump's upward momentum altogether.
 
==Sora==
{{SSBU|Sora}} in ''Ultimate'' can double jump cancel his special moves. Additionally, his neutral and up aerials are unique in that they interfere with his vertical momentum if he successfully hits an opponent or shield with them; this means that Sora can double jump cancel his neutral and forward aerials, but only if he successfully lands these moves against an opponent or shield.


==DJC physics==
==DJC physics==
As detailed on the [[Midair_jump#Delayed_double_jumps|delayed double jumps]] page, the four characters in ''Smash 64'' and ''Melee'' mentioned above (Yoshi, Ness, Peach and Mewtwo) do not have an immediate upward boost applied upon using their double jump, but rather have a continuous upward force applied throughout the duration of the jump (such that they do not rise immediately). Thus it is possible to interrupt the upwards force with an attack, cancelling the player's momentum and the rest of the force.
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|Yoshi}}, {{SSBM|Peach}} and {{SSBM|Mewtwo}} in ''Melee''. It allows the character in question to attack aerially even faster than with a [[SHFFL]]'d aerial.
'''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.


This technique does not exist in ''Smash 64'' because a fastfall cannot be inputted during an aerial attack.
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 jump canceling works by allowing the user to perform an aerial 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 combines a DJC with an [[instant double jump]] (known as an instant double jump cancel or IDJC), they will actually hit the ground before the [[hitbox]] from their air attack even comes out. This is true of every attack for every character who can DJC.
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 after they leave the ground, then perform an aerial attack (''Smash 64'' and ''Melee'' only) or special move immediately after that. The vertical momentum of the player's double jump will be completely canceled and they will perform the move while descending (unless the move interferes with existing vertical momentum, such as various special moves). In ''Melee'', if the move used is an aerial attack, then the player may [[fast fall]] almost immediately, and L-cancel the aerial very quickly; the result will cause the character using this technique to perform an attack(s) in the air extremely quickly.
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.


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