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| [[File:SSBM Jigglypuff Ledge-Canceled Bair Into Rest.gif|thumb|A {{SSBM|Jigglypuff}} player ledge-cancelling a back aerial into [[Rest]].]]
| | {{notable|Well, duh, if you "slide off the edge" then of course there's no landing lag}} |
| '''Ledge-canceling''' (also known as '''edge canceling''') is an [[advanced technique]] present in all games in the ''[[Super Smash Bros.]]'' series. It involves players sliding off a [[ledge]] (platform or stage ledge) either during [[landing lag]] or during a special move to cancel the animation. Ledge-canceling moves grants players opportunities for more movement options, making moves safer, and for granting followups in situations where a move normally would not have [[combo]] potential. | | {{cleanup|Why is the explaination about what people can do by ledge cancelling so confusing}} |
| | In ''[[Super Smash Bros. Melee]]'', a '''ledge cancel''' is a complex command that exploits the physics of momentum and traction, allowing a [[character]] to "cancel" the "lag" after an [[aerial attack]], ending in the "falling" state. |
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| ==Performing the technique==
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| ===Landing lag ledge-cancel===
| | A character ledge-cancels an aerial attack in three steps. |
| There are two different types of ledge-canceling. The first type is landing lag ledge-canceling. This involves sliding off a ledge while in landing lag (which can be from a normal landing, an aerial landing, or from a [[freefall]] landing). The player must move towards a ledge in a way that they will land close to the ledge while retaining the momentum they had in the air. While fairly simple in concept, this can can be difficult to perform (especially while using characters with high [[traction]] or low [[air speed]]) due to the tight spacing it requires relative to the ledge of the stage or platform. This variant of the technique can be performed with any landing in ''Super Smash Bros.'' and ''Super Smash Bros. Melee'', although in later games it can only be performed with specific actions and moves (such as [[air dodging]] when facing towards a ledge in ''Super Smash Bros. 4''), no longer being possible with any aerial or free-fall landing lag.
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| In ''Smash 64'' and ''Melee'' ledge-canceling is most commonly used with aerials. The main advantage of ledge-canceling an aerial is that it reduces the amount of lag the player gets from the aerial, which can make the aerial safer, as well as allow for combos which otherwise would not be possible. When ledge-canceling to combo, players will often try to perform the aerial as close to the ground as possible while still giving it time to produce a [[hitbox]]. This results in the minimum number of [[frame]]s separating the first and second hits, making more follow-ups possible. If set up properly, players will immediately slide off the ledge, removing all lag after the first hit and allowing for an instant follow-up (save for the minimum of three frames it takes to land, slide off the ledge, and to start another attack).
| | #From an aerial attack state, the character cancels the aerial attack (in the form of a land cancel) by landing that attack on the ground or [[ledge]], entering that attack's landing state. |
| | #The character slides on the ground or ledge in landing state, with a vector determined by their: a) vector upon landing in relation to the angle of the ground or ledg; b) directional input; and: c) traction. |
| | #The character fall cancels the slide by sliding off a ledge, entering the falling state. |
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| Ledge-canceling can also be useful when [[recover]]ing, as it can eliminate the landing lag of many recovery based special moves. This can be very difficult to set up however, depending on the special move used and the player will not always have the opportunity to ledge-cancel, especially on stages such as [[Final Destination]].
| | By ledge canceling, a character can potentially execute two aerial attacks or an aerial attack, then B attack in quick succession with it's combination of canceled move lag and canceled landing lag. A minimum number of frames between attacks of 3+the number of frames it takes the second attack to produce a hitbox is possible if the character land-cancels an attack after one frame of hitbox, then fall-cancels the landing after one frame of by sliding off a ledge, then attacks on the first frame of falling. |
| | A character can also ledge-cancel and aerial attack into an air jump or air dodge. |
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| Different results can be obtained when ledge-canceling from the air, based on factors such as speed, the direction which is held, and the direction that the character is facing during the ledge-cancel. If the character is moving sufficiently slowly and forward is not held, they will simply remain in their teetering animation. Remaining on stage after a ledge-cancel is more difficult than sliding off of it, and it grants the player access to any moves they can use while grounded instead of moves that can be performed while in the air.
| | Aerial attacks can be canceled on any of their frames. This means that an attack can be canceled (and subsequently ledge-canceled) before a hitbox appears. |
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| ===Special move ledge-cancel===
| | A character can ledge-cancel an attack if he is facing towards or away from the ledge. |
| Another variant of ledge-canceling involves using a special move on the ground from a certain distance from a ledge to cancel the special move animation. This method exists in every game with specific special moves. There are two ways a special move can be ledge-canceled, depending on the special. Some specials can be canceled by simply sliding off a ledge while using them, such as running at a ledge and then using the special move as close to the ledge as possible (e.g. [[Peach]]'s [[Vegetable]] in ''Brawl''). Other specials can be canceled by spacing them in a way that when the character goes into the special move's ending animation, they are right at the ledge, resulting in them sliding off the ledge and canceling the move (e.g. [[Ganondorf]]'s [[Wizard's Foot]]).
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| Special move ledge-canceling has similar applications to landing lag ledge-canceling, increasing the safety of using special moves and in some cases, granting additional combo potential.
| | A character can also use ledgecanceling to end in their ledge state (the state in which they appear to be teetering almost off balance on the ledge). This is done by facing in the direction of the ledge to be canceled on when landing and ''inputting no directional influence when on the last frame of sliding'', before you would normally fall, so that when you slide to the ledge, instead of DIing off you enter ledge state. |
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| ===Jumpsquat ledge cancel===
| | Similar to falling ledge-cancels, a character can use standing ledge-cancels not only to cancel an aerial attack into a B attack or air-jump, but also a ground attack, or grab. |
| In ''Smash 64'' and ''Melee'', by running towards the ledge, performing a jump, and sliding off of the ledge during [[jumpsquat]], the character can fall off the stage and cancel the jumpsquat. This is a niche technique that still has applications, for example it is needed in order to perform a shinedrop.
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| ===Shield pushback ledge cancel===
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| A niche form of ledge-canceling that involves attacking a shield or idle-shield near a ledge so that the attacker's shield pushback causes them to slip off the edge. Can only be performed by certain attacks as it requires a certain amount of pushback and certain collision box behaviors, mostly powerful smash attacks such as Ganondorf's up smash and forward smash.
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| ===Windbox ledge cancel===
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| Relies on a windbox to push the fighter off a ledge during their attack, with nearly all grounded attacks and some specials being cancelable in this way. Mostly seen via Pacman's hydrant.
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| ==List of special moves which can be ledge-canceled==
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| {{incomplete|The list is incomplete, missing various moves from earlier Smash games in particular.}}
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| {|class="wikitable sortable"
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| ! scope="col"|Character
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| ! scope="col"|Move
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| ! scope="col"|Notes
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| |[[Bowser Jr.]]
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| |[[Abandon Ship!]] || Applies to the attack's landing animation
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| |rowspan=3| [[Captain Falcon]]
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| |[[Falcon Kick]] {{GameIcon|SSBB}} || Applies to the grounded version's ending animation
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| |[[Falcon Dive]] {{GameIcon|SSBM}} || Applies to the landing animation
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| |[[Raptor Boost]] {{GameIcon|SSBM}} || Applies to the aerial version's landing animation
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| |[[Corrin]]
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| |[[Dragon Lunge]] || Applies when the move finishes ascending but before it enters free fall
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| |[[Dark Pit]]
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| |[[Electroshock Arm]] || Applies at the end of the grounded version's dash (if nothing is hit)
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| |rowspan=2| [[Daisy]]<br>[[Peach]]
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| |[[Peach Parasol]]/Daisy Parasol || Applies to the landing animation when the parasol is open
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| |[[Vegetable]] {{GameIcon|SSBM}}{{GameIcon|SSBB}}({{GameIcon|SSB4-3DS}} prior to [[1.0.4]]) || Applies when pulling items out of the ground
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| |[[Diddy Kong]]
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| |[[Monkey Flip]] || Applies to the kick's landing animation
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| |[[Donkey Kong]]
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| |[[Hand Slap]] {{GameIcon|SSB4}}{{GameIcon|SSBU}}|| Applies to the startup of the grounded version
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| |rowspan=2| [[Falco]]
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| |[[Falco Phantasm]] {{GameIcon|SSBM}} || Applies to the landing animation
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| |[[Blaster]] {{GameIcon|SSBM}} || Applies to the grounded version with the help of a wind box (such as [[Whispy Woods]])
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| |rowspan=3| [[Fox]]
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| |[[Fire Fox]] {{GameIcon|SSB}} || Applies to the end of the dash
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| |[[Fox Illusion]] {{GameIcon|SSBM}} || Applies to the landing animation
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| |[[Blaster]] {{GameIcon|SSBM}} || Applies to the grounded version with the help of a wind box (such as [[Whispy Woods]])
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| |rowspan=3| [[Ganondorf]]
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| |[[Wizard's Foot]] {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} || Applies to the grounded version's ending animation
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| |[[Dark Dive]] {{GameIcon|SSBM}} || Applies to the landing animation
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| |[[Gerudo Dragon]] {{GameIcon|SSBM}} || Applies to the aerial version's landing animation
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| |[[Greninja]]
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| |[[Hydro Pump]] {{GameIcon|SSBU}} || Applies to the end of the dash
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| |[[Ice Climbers]]
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| |[[Ice Shot]] {{GameIcon|SSBM}} || Applies to the grounded version's animation
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| |[[Kazuya]]
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| |[[Devil Wings]] || Applies when the move finishes ascending but before it enters free fall
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| |[[Ken]]<br>[[Ryu]]
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| |[[Shoryuken]] || Applies when the move finishes ascending but before it enters free fall
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| |[[Marth]]
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| |[[Dolphin Slash]] {{GameIcon|SSBM}} || Applies to the landing animation
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| |[[Meta Knight]]
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| |[[Drill Rush]] {{GameIcon|SSBB}} || Applies to the ending animation
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| |[[Mewtwo]]
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| |[[Teleport]] {{GameIcon|SSB4}}{{GameIcon|SSBU}} || Applies when reappearing on the ground
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| |[[Mr. Game & Watch]]
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| |[[Fire]] {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} || Applies to the landing animation when the parachute is open
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| |[[Palutena]]
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| |[[Warp]] || Applies when reappearing on the ground
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| |rowspan=2| [[Pichu]]<br>[[Pikachu]]
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| |[[Skull Bash]] {{GameIcon|SSBM}} || Applies to the landing animation
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| |[[Quick Attack]]/[[Agility]] {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} || Applies to the end of the dash
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| |[[Pit]]
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| |[[Upperdash Arm]] || Applies at the end of the grounded version's dash (if nothing was hit)
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| |rowspan=3| [[Sheik]]
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| |[[Needle Storm]] || Applies to both the grounded version's throwing animation {{GameIcon|SSBM}}{{GameIcon|SSBB}} ({{GameIcon|SSB4}} prior to [[1.0.8]]) and the landing animation after throwing the needles (all games)
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| |[[Bouncing Fish]] ({{GameIcon|SSB4-3DS}} prior to [[1.0.4]]) || Applied to the landing animation both before and after the kick
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| |[[Vanish]] {{GameIcon|SSBM}} || Applies to the landing animation (incredibly precise; impractical but humanly possible)
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| |[[Steve]]
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| |[[Elytra]] || Applies to the landing animation
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| |[[Yoshi]]
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| |[[Yoshi Bomb]] {{GameIcon|SSBM}} || Applies to the landing animation (only possible on slants with very precise spacing; most notably on [[Yoshi's Story]])
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| |[[Zelda]]
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| |[[Farore's Wind]] {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} || Applies when reappearing on ground
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| |rowspan=2|[[Zero Suit Samus]]
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| |[[Flip Jump]] {{GameIcon|SSBB}}{{GameIcon|SSB4}} || Applies to the kick's landing animation
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| ||[[Paralyzer]]|| Applies to the landing animation after shooting
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| |}
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| ==Trivia==
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| *In Ultimate, despite [[Kirby]] having access to Sheik's [[Needle Storm]] and Zero Suit Samus' [[Paralyzer]] via Copy Ability, Kirby cannot ledge cancel with either due to his slower physics.
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| *Though [[Mr. Game & Watch]] can ledge-slip during their landing animation after using [[Fire]], it does not actually cancel any lag and the usual seven frame animation will still play out even in midair. Like the other legde cancels, this will still refresh up special and air dodge and give immediate access to typical aerial options.
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| *Aside from Daisy and Ken's addition as echo fighter's and therefore being given the same up special as their counterparts, [[Steve]] is the only newcomer (DLC included) to possess a ledge cancelable special move in Ultimate.
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| ==See also==
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| *[[Teeter cancel]]
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| {{AllGames|Techniques}}
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| [[Category:Advanced techniques]]
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