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Auto-canceling can be very beneficial to players using characters with laggy aerial attacks, as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding being [[punish]]ed during the move's landing lag. Precise auto-canceling of aerials is also frequently needed for performing followups and [[combo]]s, so as to leave less time for the opponent to react and escape. | Auto-canceling can be very beneficial to players using characters with laggy aerial attacks, as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding being [[punish]]ed during the move's landing lag. Precise auto-canceling of aerials is also frequently needed for performing followups and [[combo]]s, so as to leave less time for the opponent to react and escape. | ||
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 | 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 making auto-cancelling more important and useful. However, aerial attacks in ''Brawl'' generally have more lenient auto-cancel windows to partially compensate which is further compensated by falling speeds being much lower than in ''Melee''. A lot more aerials can be auto-cancelled in a short hop in ''Brawl'' compared to ''Melee'' because of these changes. 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. | In ''[[Super Smash Bros. Ultimate]]'', however, since the landing lag on moves has been altered and removed across the board, aerial approaches have become safer than previously. Because of this, auto-cancelling isn't as useful as it was in ''Smash 4''. | ||
==Notable examples== | ==Notable examples== | ||
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===''Brawl''=== | ===''Brawl''=== | ||
*{{SSBB|Captain Falcon}}: His down aerial meteor smash has good combo ability, and his Knee Smash can be used to approach and KO. | *{{SSBB|Captain Falcon}}: All of his aerials auto-cancel in a short hop. His down aerial meteor smash has good combo ability, and his Knee Smash can be used to approach and KO. | ||
*{{SSBB|Ganondorf}}: Approaching with his down aerial meteor smash is known as Thunder-stomping, and it has excellent combo ability as well. | *{{SSBB|Ganondorf}}: Approaching with his down aerial meteor smash is known as Thunder-stomping, and it has excellent combo ability as well. | ||
*{{SSBB|Ike}}: His powerful back aerial is useful for both approaching and KOing. | *{{SSBB|Ike}}: His powerful back aerial is useful for both approaching and KOing. |
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