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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. ''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 reduced across the board, aerial approaches have become safer than previously. Aerials are also considerably weaker when performed during a short hop. However, many aerials (e.g. {{SSBU|Falco}}'s down aerial) have improved auto-cancel windows enabling them to properly auto-cancel in a short hop. | ||
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. | |||
==Notable examples== | ==Notable examples== | ||
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*{{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. | *{{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. | ||
==='' | ===''SSB4''=== | ||
*{{SSB4|Captain Falcon}}: Back aerial's range and power make it a useful for approaching, pressuring, starting combos, and KOing. | *{{SSB4|Captain Falcon}}: Back aerial's range and power make it a useful for approaching, pressuring, starting combos, and KOing. | ||
*{{SSB4|Cloud}}: Both up aerial and down aerial have long hitbox durations and autocancel immediately after their hitboxes cease, with the former doing so in a short hop, making them useful for disrupting opponents' approaches and starting combos. | *{{SSB4|Cloud}}: Both up aerial and down aerial have long hitbox durations and autocancel immediately after their hitboxes cease, with the former doing so in a short hop, making them useful for disrupting opponents' approaches and starting combos. | ||
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==List of characters who can auto-cancel all aerials in a short hop== | ==List of characters who can auto-cancel all aerials in a short hop== | ||
{|class="wikitable sortable" style="text-align:center; min-width: 40%" | {|class="wikitable sortable" style="text-align:center; min-width: 40%" | ||
!Character | !Character | ||
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==Trivia== | ==Trivia== | ||
*The forward airs of {{SSBM|Donkey Kong}} in ''Melee'', and of {{SSBB|Donkey Kong}} and {{SSBB|Ganondorf}} in ''Brawl'', ''Smash 4'', and ''Ultimate'' before patch [[List of updates (SSBU)/2.0.0 changelog|2.0.0]], cannot be auto- | *The forward airs of {{SSBM|Donkey Kong}} in ''Melee'', and of {{SSBB|Donkey Kong}} and {{SSBB|Ganondorf}} in ''Brawl'', ''Smash 4'', and ''Ultimate'' before patch [[List of updates (SSBU)/2.0.0 changelog|2.0.0]], cannot be auto-canceled during their ending frames. By exploring the code of the games and looking at the underlying properties of the moves, it has been discovered that the developers had intended for auto-cancelling those moves to be possible; however, due to a minor error (the accidental use of the wrong type of timing function), it is not possible to auto-cancel those moves. | ||
*{{SSB4|Shulk}} is the only character in the ''Smash 4'' who cannot autocancel any of his aerials at all, due to his autocancel windows being programmed after his aerials complete (with the exception of forward aerial, which has a very strict 3 frame window). However, this allows him to cancel an aerial attack's ending lag with another action (jumping, aerial, airdodge). {{SSBB|Snake}} also exhibits this trait with his [[back aerial]]. | *{{SSB4|Shulk}} is the only character in the ''Smash 4'' who cannot autocancel any of his aerials at all, due to his autocancel windows being programmed after his aerials complete (with the exception of forward aerial, which has a very strict 3 frame window). However, this allows him to cancel an aerial attack's ending lag with another action (jumping, aerial, airdodge). {{SSBB|Snake}} also exhibits this trait with his [[back aerial]]. | ||
*[[Luigi]] is the only character in the entire series who can auto-cancel all of his aerials out of a short hop in every game despite almost every character in ''Smash 64'' being able to auto-cancel all of their aerials out of a short hop. | *[[Luigi]] is the only character in the entire series who can auto-cancel all of his aerials out of a short hop in every game despite almost every character in ''Smash 64'' being able to auto-cancel all of their aerials out of a short hop. | ||
{{AllGames|Techniques}} | {{AllGames|Techniques}} |
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