Editing Frame canceling
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|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
'''Frame cancelling''' is an advanced technique in ''[[Super Smash Bros. 4]]'' that reduces the [[landing lag]] of aerial attacks. The technique involves timing an aerial so that it hits the non-shielding opponent on the same frame that the user would land on the ground. This results in a bug where the attack's landing lag starts counting down during the [[freeze frame]]s of the hit, resulting in there being less lag once the freeze frames end and both characters begin moving again. | |||
'''Frame | |||
Attacks that deliver high amounts of freeze frames get more usefulness out of the technique. The down aerials of {{SSB4|Falco}} and {{SSB4|Ganondorf}} are most notable for this, with the former having a 2.0x freeze frames multiplier, and the latter dealing high [[electric]] damage | Attacks that deliver high amounts of freeze frames get more usefulness out of the technique. The down aerials of {{SSB4|Falco}} and {{SSB4|Ganondorf}} are most notable for this, with the former having a 2.0x freeze frames multiplier, and the latter dealing high [[electric]] damage. Due the the very strict timing needed to pull it off consistently, frame cancelling is almost never used in that way in competitive matches. | ||
More often, it is seen when the landing hitbox of an aerial collide with a non-shielding opponent, cancelling some of the aerial's lag like explained previously. This is especially useful with air attacks such as {{SSB4|Fox}} down air. | |||
==See | ==See Also== | ||
[[L-canceling]] | |||
{{stub}} | |||
[[Category:Techniques (SSB4)]] | [[Category:Techniques (SSB4)]] | ||
[[Category:Glitches (SSB4)]] | [[Category:Glitches (SSB4)]] |