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Editing Jump-canceling

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===Pseudo-jump-cancel===
===Pseudo-jump-cancel===
There are certain attacks (primarily [[special move]]s) that halt a character's vertical momentum upon activation. By performing these moves on the first airborne frame after jumpsquat, the character will stop in the air and immediately fall back down to the ground due to gravity. The technique technically doesn't have anything to do with jump-cancelling; in practice, though, it feels very similar, and the character even appears as if they never left the ground. However, the execution requirement is more strict, requiring (depending on the game) a frame-perfect input. Performing the input for a move too late leaves the character stuck in the air for several frames longer, while, in ''Melee'', performing the input too early will result in the character simply jumping, due to the aforementioned game's lack of a universal [[buffer]]. Examples of moves that can be pseudo-jump-cancelled include Fox and Falco's shines, DK's Headbutt, and Nayru's Love (Zelda's neutral-special).
There are certain attacks (primarily [[special move]]s) that halt a character's vertical momentum upon activation. By performing these moves on the first airborne frame after jumpsquat, the character will stop in the air and immediately fall back down to the ground due to gravity. The technique technically doesn't have anything to do with jump-cancelling; in practice, though, it looks and feels similar, and the character even appears as if they never left the ground. However, the execution requirement is more strict, requiring (depending on the game) a frame-perfect input. Performing the input for a move too late leaves the character stuck in the air for several frames longer, while, in ''Melee'', performing the input too early will result in the character simply jumping, due to the aforementioned game's lack of a universal [[buffer]]. Examples of moves that can be pseudo-jump-cancelled include Fox's [[Fox (SSBM)/Down special|shine]], Falco's [[Falco (SSBM)/Down special|shine]], Donkey Kong's [[Donkey Kong (SSBM)/Side special|Headbutt]], Game & Watch's [[Chef]], and [[Nayru's Love]] (Zelda's neutral-special).


The primary use of pseudo-jump-cancelling is in the technique known as [[Reflector (Fox)#Multi_shine|multi shining]]. By cancelling shine with jump (discussed in the next section), the [[spacie]] player can perform shine again and again in a loop. This is part of the reason that the ''Melee'' spacies' shield pressure is so oppressive, and is only held back by the immense technical skill required to multi shine effectively. The secondary use is as an [[out of shield]] option, as is the case with Nayru's Love<ref>[https://www.youtube.com/watch?v=vmreAHYq5xU&t=125s ''2020 Zelda Melee Techs Guide'' by Third Chair]</ref> and the aforementioned shines. The third use is as a way to set up the [[PK Trap glitch]], which, when combined with [[ASDI Down]], provides a way for the Ness player to use PK Flash as a [[Counterattack|pseudo-counter]]. Outside of these techniques, pseudo-jump-cancels are extremely rare. This is, in part, due to the rarity of moves that can be pseudo-jump-cancelled; of those rare few, the majority do not have many, if any, situations wherein pseudo-jump-cancelling is advantageous.
The primary use of pseudo-jump-cancelling is in the technique known as [[Reflector (Fox)#Multi_shine|multi shining]]. By cancelling shine with jump (discussed in the next section), the [[spacie]] player can perform shine again and again in a loop. This is part of the reason that the ''Melee'' spacies' shield pressure is so oppressive, and is only held back by the immense technical skill required to multi shine effectively. The secondary use is as an [[out of shield]] option, as is the case with Nayru's Love.<ref>[https://www.youtube.com/watch?v=vmreAHYq5xU&t=125s]</ref> Outside of these techniques, pseudo-jump-cancels are extremely rare. This is, in part, due to the rarity of moves that can be pseudo-jump-cancelled; of those rare few, the majority do not have many, if any, situations wherein pseudo-jump-cancelling is advantageous.
 
====List of attacks that can be pseudo-jump-cancelled====
{{incomplete}}
{| class="wikitable sortable" width=40%
|-
!width=8%|Character
!width=28%|Move
!width=8%|Games
|-
|[[Donkey Kong]]
|[[Headbutt]]
|{{GameIcon|SSBM}}
|-
|[[Fox]]
|[[Reflector (Fox)]]
|{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}
|-
|[[Falco]]
|[[Reflector (Falco)]]
|{{GameIcon|SSBM}}
|-
|rowspan=2|[[Mr. Game & Watch]]
|[[Chef]]
|{{GameIcon|SSBM}}
|-
|[[Oil Panic]]
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}
|-
|[[Ness]]
|[[PK Flash]]
|{{GameIcon|SSBM}}
|-
|[[Zelda]]
|[[Nayru's Love]]
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|}


==Leaving the shield with a jump==
==Leaving the shield with a jump==

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