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'''Teeter canceling''', or '''TCing''', is a | '''Teeter canceling''', or '''TCing''', is a ''[[Super Smash Bros. 64]]'' and ''[[Super Smash Bros. Melee]]'' technique that involves canceling any animation into a [[teeter]] animation. Any standing technique can then be used out of a teeter. | ||
==How to perform== | ==How to perform== | ||
The easiest and most reliable way to TC is to let go of the control stick just short of a platform's edge while dashing. Utilizing a similar mechanic to [[ | The easiest and most reliable way to TC is to let go of the control stick just short of a platform's edge while dashing. Utilizing a similar mechanic to [[Edge dashing|Edge Dashing]] in ''[[Brawl]]'', the game recognizes a lack of input from the player (which must reach a certain point for a player to walk off an edge) and keeps the player from falling off the approached edge. However, with proper [[spacing]] (dictated by the chosen character's dashing speed and [[traction]]), the player's forward momentum should be enough to carry them into the ledge, which forces the teetering animation and negates dash ending lag. | ||
==Application== | ==Application== | ||
Dashing normally causes large lag when changing directions or stopping. However, these overly long animations can be lessened or negated by TCing, and can allow players to change direction at full speed with practically no opportunities for [[punishment]] from the opponent. | Dashing normally causes large lag when changing directions or stopping. However, these overly long animations can be lessened or negated by TCing, and can allow players to change direction at full speed with practically no opportunities for [[punishment]] from the opponent. [[Taunt canceling|Taunt animations can be cancelled in ''Smash 64'' as well,]] which can be implemented for [[mindgames]], humour, or dramatic flair. | ||
===TC Dash-dance=== | |||
===TC | |||
This technique involves canceling the dash with a teeter and then starting up another dash in the opposite direction. There is no dash stop animation since the first dash is canceled. | This technique involves canceling the dash with a teeter and then starting up another dash in the opposite direction. There is no dash stop animation since the first dash is canceled. | ||
===Attack out of a dash=== | ===Attack out of a dash=== | ||
Any standing attack can be used out of a teeter. One common use for this property is to run to an edge into a teeter animation and then performing the attack. This technique is useful for [[edgeguarding]]. | Any standing attack can be used out of a teeter. One common use for this property is to run to an edge into a teeter animation and then performing the attack. This technique is useful for [[edgeguarding]]. | ||
===Combos=== | ===Combos=== | ||
Since this technique removes lag both from the dashing animation and from aerial attacks (especially | Since this technique removes lag both from the dashing animation and from aerial attacks (especially B aerials), it can be used to continue combos. | ||
===Taunt cancel=== | |||
=== | ''See [[Taunt canceling]]'' | ||
==See also== | ==See also== |