L-canceling: Difference between revisions

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Better known as '''Z-canceling''' as the [[Z button]] is the shield button, L-canceling in ''Smash 64'' is performed by pressing the Z button 11 or fewer frames before landing. Doing so causes the character's regular landing animation to play instead of the air attack's landing animation, reducing their lag to 4 frames. Compared to lag intervals in the 20-30 range, this can allow incredible attack speed when combined with techniques such as [[double jump cancel]]ing with {{SSB|Yoshi}} and {{SSB|Ness}}, resulting in [[shield break combo]]s.
Better known as '''Z-canceling''' as the [[Z button]] is the shield button, L-canceling in ''Smash 64'' is performed by pressing the Z button 11 or fewer frames before landing. Doing so causes the character's regular landing animation to play instead of the air attack's landing animation, reducing their lag to 4 frames. Compared to lag intervals in the 20-30 range, this can allow incredible attack speed when combined with techniques such as [[double jump cancel]]ing with {{SSB|Yoshi}} and {{SSB|Ness}}, resulting in [[shield break combo]]s.


==In ''Super Smash Bros. Melee''==
 
L-canceling in ''Melee''  is performed by pressing L, R, or Z up to 7 frames before landing. Doing so causes the aerial attack's landing animation to play at double speed, cutting the lag time in half (rounded down). This makes L-canceling a less effective technique than in the previous game which is further hindered by higher fall speeds and auto-cancel windows being less lenient across the board. While every character except {{SSB|Link}} could auto-cancel all of their aerials in a short hop in the previous game, only {{SSBM|Ness}}, {{SSBM|Luigi}} and {{SSBM|Samus}} maintain the ability to auto-cancel all their aerials in a short hop and {{SSBM|Peach}} and {{SSBM|Zelda}} are the only newcomers who can auto-cancel all their aerials. Despite this, the decrease in lag is still significant enough to make L-canceled aerial attacks better than comparable ground attacks and it remains a vital technique in competitive play. This is especially true for characters with heavier aerial landing lag, most notably {{SSBM|Bowser}} and {{SSBM|Ganondorf}}.
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==In later games==
==In later games==
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