Auto-canceling: Difference between revisions
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In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', though auto-cancelling is useful, it generally has no large impact on gameplay, since L-cancelling is effective on its own in reducing landing lag. A notable example is {{SSB|Ness}}'s down/up aerial shield break which requires many inputs so the lack of needing to z-cancel makes the shield break significantly easier. ''[[Super Smash Bros. Brawl]]'' removed L-cancelling. However, aerial attacks in that game generally have more lenient auto-cancel windows to partially compensate. In ''[[Super Smash Bros. 4]]'', L-cancelling continues to be absent, and aerials overall have increased landing lag and auto-cancel much later, hindering aerial approaches and enforcing a heavier reliance on grounded combat. | In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', though auto-cancelling is useful, it generally has no large impact on gameplay, since L-cancelling is effective on its own in reducing landing lag. A notable example is {{SSB|Ness}}'s down/up aerial shield break which requires many inputs so the lack of needing to z-cancel makes the shield break significantly easier. ''[[Super Smash Bros. Brawl]]'' removed L-cancelling. However, aerial attacks in that game generally have more lenient auto-cancel windows to partially compensate. In ''[[Super Smash Bros. 4]]'', L-cancelling continues to be absent, and aerials overall have increased landing lag and auto-cancel much later, hindering aerial approaches and enforcing a heavier reliance on grounded combat. | ||
In ''Ultimate'', however, since the landing lag on moves has been altered and removed across the board, aerial approaches have become safer than previously. | |||
==Notable examples== | ==Notable examples== |