Auto-canceling: Difference between revisions

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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 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 ''[[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. ''Melee'' reduced the effect of L-canceling making auto-canceling more useful although jumps are shorter than they were in ''Smash 64'' and auto-cancel windows are far less lenient across the board making a lot less aerials capable of auto-canceling in a short hop. ''[[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 ''[[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''.
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. Aerials are also considerably weaker when performed during a short hop. Because of this, auto-cancelling isn't as useful as it was in ''Smash 4''.


==Notable examples==
==Notable examples==
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*{{SSBM|Donkey Kong}}: His up aerial's large autocancel window allows it to combo into itself, especially against fastfallers.
*{{SSBM|Donkey Kong}}: His up aerial's large autocancel window allows it to combo into itself, especially against fastfallers.
*{{SSBM|Marth}}: Neutral aerial's large hitbox and long duration make it an effective approach option, especially out of a dash dance.
*{{SSBM|Marth}}: Neutral aerial's large hitbox and long duration make it an effective approach option, especially out of a dash dance.
*{{SSBM|Ness}}: All his aerials autocancel in a short hop. His down aerial autocancels as soon as the hitbox ends, making the move frame safe on shield if executed perfectly.
*{{SSBM|Sheik}}: Forward aerial can autocancel almost immediately after it is initiated, doing so from frame 11 onward, making it one of the safest aerials in the game. It retains this trait in subsequent ''Smash'' games.
*{{SSBM|Sheik}}: Forward aerial can autocancel almost immediately after it is initiated, doing so from frame 11 onward, making it one of the safest aerials in the game. It retains this trait in subsequent ''Smash'' games.
*{{SSBM|Ness}}: All his aerials autocancel in a short hop. His down aerial autocancels as soon as the hitbox ends, making the move frame safe on shield if executed perfectly.


===''Brawl''===
===''Brawl''===
*{{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|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 and KO power 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.  
*{{SSBB|Luigi}}: All of his aerials autocancel from a short hop but more notably, he can perform two forward, up or down aerials in a short hop and he will still auto-cancel them making them strong approach tools on the ground especially forward aerial. His up aerial also had trait in ''Smash 64'' although it along with down aerial lost this trait in ''Smash 4''. His up aerial did regain this trait in ''Ultimate'' however.
*{{SSBB|Meta Knight}}: All of his aerials autocancel in a short hop. Most notably, his forward aerial's long range and autocancel window give it great utility in relieving pressure, approaching, and comboing.  
*{{SSBB|Meta Knight}}: All of his aerials autocancel in a short hop. Most notably, his forward aerial's long range and autocancel window give it great utility in relieving pressure, approaching, and comboing.  
*{{SSBB|Peach}}: Her forward aerial is a powerful spacing tool and it autocancels as soon as the hitbox ends. Her back and down aerials also share this trait.


===''Smash 4''===
===''Smash 4''===
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