Editing Frame canceling
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'''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]] | *[[L-canceling]] | ||
*[[Jump-canceling]] | *[[Jump-canceling]] | ||
*[[Drop cancel]] | *[[Drop cancel]] | ||
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[[Category:Techniques (SSB4)]] | [[Category:Techniques (SSB4)]] | ||
[[Category:Glitches (SSB4)]] | [[Category:Glitches (SSB4)]] |