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[[File:Marth imperfect AC nair vs shffl nair.gif|thumbnail|Comparison of Marth auto-canceling (left) and [[L-canceling]] (right) his neutral aerial, demonstrating how even L-cancelling is slower than auto-cancelling.]] | [[File:Marth imperfect AC nair vs shffl nair.gif|thumbnail|Comparison of Marth auto-canceling (left) and [[L-canceling]] (right) his neutral aerial, demonstrating how even L-cancelling is slower than auto-cancelling.]] | ||
[[File:Failed Auto-Cancel.gif|thumbnail|Zero Suit Samus failing to auto-cancel; she has landed during the middle of her aerial attack, and has thus incurred significant landing lag, thereby leaving her open to [[punishment]].]] | [[File:Failed Auto-Cancel.gif|thumbnail|Zero Suit Samus failing to auto-cancel; she has landed during the middle of her aerial attack, and has thus incurred significant landing lag, thereby leaving her open to [[punishment]].]] | ||
'''Auto-canceling''' is the act of landing during the beginning or ending [[frame]]s of an [[aerial attack]], thereby circumventing the [[landing lag]] that would have occurred had the character instead landed during the middle of that attack's animation. | '''Auto-canceling''' is the act of landing during the beginning or ending [[frame]]s of an [[aerial attack]], which will make the player go into their normal landing animation from a jump (of which the landing lag tends to be around 2-6 frames depending on the character, a very short amount of time); thereby circumventing the [[landing lag]] that would have occurred had the character instead landed during the middle of that attack's animation which can be a significant amount of time depending on the aerial. | ||
When an aerial is performed, it will not immediately make the player go into their aerial landing animation if they land. Instead, they will enter their normal landing animation and the game has to call for a command in order to enable the aerial to enter its landing animation. The period of time before this command is called for is known as the initial auto-cancel window. When this command is disabled, the character will then enter their normal landing animation for the rest of the aerial's duration. This is known as the late auto-cancel window. If an aerial does not have an initial auto-cancel window, the character will enter their aerial landing animation as soon as the aerial begins (if they land). If an aerial does not have a late auto-cancel window or if the late auto-cancel window occurs after the animation has ended, the character will enter their normal landing animation once the aerial's animation has finished ([[interruptibility]] does not affect this). If the command for the aerial to enter landing lag is never called for, the aerial will always auto-cancel although this is extremely uncommon. | |||
Most aerial attacks can be auto-cancelled during both the first few frames and the last few frames of the attack's animation; however, some attacks do not have an initial auto-cancel window, a late auto-cancel window, or even both. Each individual aerial attack for every character has a specific auto-cancelling window (or lack thereof) that must be memorized and practiced. Late auto-cancel windows are also significantly more beneficial as almost all initial auto-cancel windows end before an aerial's hitbox comes out making them irrelevant in most situations. | |||
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. | ||
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''[[Super Smash Bros. Melee]]'' reduced the effect of L-canceling (now only halving the landing lag as opposed to reducing it to 4 frames) making auto-canceling more useful although jumps are shorter than they were in ''Smash 64'' due to [[gravity]] being increased across the board 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. Melee]]'' reduced the effect of L-canceling (now only halving the landing lag as opposed to reducing it to 4 frames) making auto-canceling more useful although jumps are shorter than they were in ''Smash 64'' due to [[gravity]] being increased across the board 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-canceling making auto-canceling more important and useful as while numerous aerials have lower landing lag, none of them had their landing lag reduced enough to completely compensate for the removal of L-canceling. Aerial attacks in ''Brawl'' generally have more lenient auto-cancel windows | ''[[Super Smash Bros. Brawl]]'' removed L-canceling making auto-canceling more important and useful as while numerous aerials have lower landing lag, none of them had their landing lag reduced enough to completely compensate for the removal of L-canceling. Aerial attacks in ''Brawl'' generally have more lenient auto-cancel windows which is further compensated by gravity/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-canceling 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. While some aerials gained the ability the auto-cancel in a short hop, a majority lost their ability to do so either because of their worse auto-cancel windows, the character's lower short hop or both. | In ''[[Super Smash Bros. 4]]'', L-canceling 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. While some aerials gained the ability the auto-cancel in a short hop, a majority lost their ability to do so either because of their worse auto-cancel windows, the character's lower short hop or both. | ||
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===''Smash 64''=== | ===''Smash 64''=== | ||
*{{SSB|Donkey Kong}}: His forward aerial's initial auto-cancel lasts 19 frames however, the move's hitboxes are active from frames 8-15. This means that the move auto-cancels while its hitboxes are active removing the necessity to Z-cancel unless DK lands during a certain period (frames 20-35) after he has already performed the move. forward aerial is a fast and powerful meteor smash with solid combo potential. In later entries up until ''Ultimate'' patch [[List of updates (SSBU)/2.0.0 changelog|2.0.0]], the move could no longer auto-cancel at all. | |||
*{{SSB|Ness}}: His up aerial and down aerial will always auto-cancel. This allows him to get easy shield breaks along with his DJC (double jump cancel) as well as start long combo strings since his dair has one of the longest lasting hitstun in the game. | *{{SSB|Ness}}: His up aerial and down aerial will always auto-cancel. This allows him to get easy shield breaks along with his DJC (double jump cancel) as well as start long combo strings since his dair has one of the longest lasting hitstun in the game. | ||
*{{SSB|Pikachu}}: Pikachu's up aerial will always auto-cancel like Ness'. Its large disjointed hitbox and coverage behind and in front of Pikachu make it an effective approach option and defense option. It also combos into itself or into finishing moves such as Pikachu's back aerial. No aerials in subsequent entries can auto-cancel for their entire duration. | *{{SSB|Pikachu}}: Pikachu's up aerial will always auto-cancel like Ness'. Its large disjointed hitbox and coverage behind and in front of Pikachu make it an effective approach option and defense option. It also combos into itself or into finishing moves such as Pikachu's back aerial. No aerials in subsequent entries can auto-cancel for their entire duration. | ||
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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-cancelled as soon as they should. 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), those moves auto-cancel significantly later. In Donkey Kong's case, forward aerial should auto-cancel on frame 56 but it instead auto-cancels on frame 84 in ''Melee'' and ''Brawl'' and frame 78 in ''Smash 4'' (although in theory, it auto-cancels on frame 60 in ''Melee'' and ''Brawl'' and on frame 56 in ''Smash 4'' due to forward aerial's animation length). In Ganondorf's case, forward aerial should auto-cancel on frame 36 but it instead auto-cancels on frame 55. In ''Brawl'', this also negatively affects his forward aerial's interruptibility giving 10 additional frames of ending lag than it should have. | ||
*{{SSB4|Shulk}} is the only character in ''Smash 4'' who cannot auto-cancel any of his aerials at all, due to his auto-cancel windows on all of his aerials being programmed after they can be interrupted while their animations have not completed (forward aerial has the least severe case as unlike his other aerials, it can auto-cancel a decent while before the animation has finished and has a strict 3 frame window to be auto-cancelled in a full hop). However, this allows him to cancel an aerial attack's ending lag with another action (jumping, aerial, airdodge). {{SSBB|Meta Knight}} also exhibits this trait with his [[up aerial]] in ''Brawl'' and multiple other aerials in ''Smash 4'' (such as {{SSB4|Ganondorf}}'s forward aerial and {{SSB4|Palutena}}'s up aerial) also share this trait. | *{{SSB4|Shulk}} is the only character in ''Smash 4'' who cannot auto-cancel any of his aerials at all, due to his auto-cancel windows on all of his aerials being programmed after they can be interrupted while their animations have not completed (forward aerial has the least severe case as unlike his other aerials, it can auto-cancel a decent while before the animation has finished and has a strict 3 frame window to be auto-cancelled in a full hop). However, this allows him to cancel an aerial attack's ending lag with another action (jumping, aerial, airdodge). {{SSBB|Meta Knight}} also exhibits this trait with his [[up aerial]] in ''Brawl'' and multiple other aerials in ''Smash 4'' (such as {{SSB4|Ganondorf}}'s forward aerial and {{SSB4|Palutena}}'s up aerial) also share this trait. All aerial's with this trait had their auto-cancel windows fixed in ''Ultimate'' patch 2.0.0. | ||
*[[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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