Double jump cancel: Difference between revisions

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The double jump cancel is a tactic used by characters such as Peach and Ness, who can attack immediately after their double jump to cancel their upward momentum and land on the ground soon after their attack. This tactic is used to perform aerial attacks incredibly quickly, thus allowing aerial combos and KO's to be performed more quickly.
The double jump cancel is a tactic used by characters such as Yoshi and Ness, who can attack immediately after their double jump to cancel their upward momentum and land on the ground soon after their attack. This tactic is used to perform aerial attacks incredibly quickly, thus allowing aerial combos and KO's to be performed more quickly.


But other characters who can cancel their double jump use this tactic to cover more horizontal distance and reach enemies who are further away. Mewtwo players generally only double jump cancel when they want to attack opponents who are out their range.
But other characters who can cancel their double jump use this tactic to cover more horizontal distance and reach enemies who are further away. Mewtwo players generally only double jump cancel when they want to attack opponents who are out their range.


One obvious downfall of this tactic is that the used character loses their double jump, hurting their recovery.
For Peach, this tactic is usable, but generally useless due to her slower aerials and more used float cancels.
 
One obvious downfall of this tactic is that the used character loses their double jump, possibly resulting in a self-destruct when near an edge.

Revision as of 21:43, November 2, 2006

The double jump cancel is a tactic used by characters such as Yoshi and Ness, who can attack immediately after their double jump to cancel their upward momentum and land on the ground soon after their attack. This tactic is used to perform aerial attacks incredibly quickly, thus allowing aerial combos and KO's to be performed more quickly.

But other characters who can cancel their double jump use this tactic to cover more horizontal distance and reach enemies who are further away. Mewtwo players generally only double jump cancel when they want to attack opponents who are out their range.

For Peach, this tactic is usable, but generally useless due to her slower aerials and more used float cancels.

One obvious downfall of this tactic is that the used character loses their double jump, possibly resulting in a self-destruct when near an edge.