Interruptibility: Difference between revisions

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In ''[[Super Smash Bros.]]'', interruptibility is not very common, only being used at the ends of some [[taunt]]s and non-final [[neutral attack]]s. ''[[Super Smash Bros. Melee]]'' expanded interruptibility's applications to many attacks, and ''Brawl'' continued the idea as a common mechanic. It is important to note that in terms of [[buffering]] from ''Brawl'' onwards, the window for an input to be buffered is related to interruptibility, and not the entire animation when applicable.
In ''[[Super Smash Bros.]]'', interruptibility is not very common, only being used at the ends of some [[taunt]]s and non-final [[neutral attack]]s. ''[[Super Smash Bros. Melee]]'' expanded interruptibility's applications to many attacks, and ''Brawl'' continued the idea as a common mechanic. It is important to note that in terms of [[buffering]] from ''Brawl'' onwards, the window for an input to be buffered is related to interruptibility, and not the entire animation when applicable.


It is possible for actions to be interruptible with only certain kinds of actions and specifically not with others, such as the case with [[jump cancel]]ling. This is known as '''selective interruptibility''' or '''limited interruptibility''', though many players use the "interruptible as soon as" phrase to refer to it, which can result in confusion due to the term's history. In ''Melee'', aerials cannot be cancelled with air dodges, while they can be in ''Brawl'' onwards. Most grounded moves (such as many down tilts) can be interrupted with a [[dash]], jump, or other attacks, but not with some combination of shielding, walking, or turning around. A character stuck in the animation of their aerial or air dodge will not be able to grab the ledge until it is completely finished, regardless if it can be interrupted much earlier. This is most prominent with {{SSB4|Sheik}}'s forward aerial.
It is possible for actions to be interruptible with only certain kinds of actions and specifically not with others, such as the case with [[jump cancel]]ling. This is known as '''selective interruptibility''' or '''limited interruptibility''', though many players use the "interruptible as soon as" phrase to refer to it, which can result in confusion due to the term's history. In ''Melee'', aerials cannot be cancelled with air dodges, while they can be in ''Brawl'' onwards. Most grounded moves (such as many down tilts) can be interrupted with a [[dash]], jump, or other attacks, but not with some combination of shielding, walking, or turning around. Selective interruptibility is far less common from ''Brawl'' onwards with almost all attacks with interruptibility being completely interruptible. A character stuck in the animation of their aerial or air dodge will not be able to grab the ledge until it is completely finished, regardless if it can be interrupted much earlier. This is most prominent with {{SSB4|Sheik}}'s forward aerial.


In ''Super Smash Bros.'' and ''Melee'', interrupting a delayed [[double jump]] results in [[double jump cancel]]ling. This is no longer possible from ''Brawl'' onwards, where doing so only interrupts the animation of the double jump (as well as any special properties it may have, such as Yoshi's knockback resistance), not the execution.
In ''Super Smash Bros.'' and ''Melee'', interrupting a delayed [[double jump]] results in [[double jump cancel]]ling. This is no longer possible from ''Brawl'' onwards, where doing so only interrupts the animation of the double jump (as well as any special properties it may have, such as Yoshi's knockback resistance), not the execution.
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