Double jump cancel: Difference between revisions

(→‎Lucas: Minor typo fix, and adding link to the double jump cancel zair technique)
Line 23: Line 23:
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.
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'' and ''Ultimate''.
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.
In ''SSB4'' and ''Ultimate'', Yoshi does not have a delayed double jump at all, completely eliminating the double jump cancel technique for him.
Anonymous user