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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. ''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 slightly increased landing lag and later auto-cancel windows, 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 slightly increased landing lag and later auto-cancel windows, 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 substantially | In ''[[Super Smash Bros. Ultimate]]'', however, since the landing lag on moves has been altered and substantially reduced 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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