Drop cancel: Difference between revisions

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After ''Melee'', Drop Cancelling changed slightly. Although traditional drop canceling does not return in later games, certain [[stall-then-fall]] aerials and even [[special moves]] can emulate the effect, albeit with varying utility and effects. For starters, the startup lag isn't always shifted to one frame before. Overall, while it becomes slightly easier, the payoff is nerfed a smidgen. However, characters like {{SSBU|PAC-MAN}} profit heavily off of this due to the combos it can enable, and some characters, like {{SSBU|Corrin}}, utilize it when ledgetrapping.  
After ''Melee'', Drop Cancelling changed slightly. Although traditional drop canceling does not return in later games, certain [[stall-then-fall]] aerials and even [[special moves]] can emulate the effect, albeit with varying utility and effects. For starters, the startup lag isn't always shifted to one frame before. Overall, while it becomes slightly easier, the payoff is nerfed a smidgen. However, characters like {{SSBU|PAC-MAN}} profit heavily off of this due to the combos it can enable, and some characters, like {{SSBU|Corrin}}, utilize it when ledgetrapping.  


With the introduction of [[Command Input Special Moves]] in ''Smash 4'', drop cancelling was applied for the purpose of making them easier to use on platforms. Otherwise, the applicable characters would end up falling through platforms, using their aerial versions instead. This later became more important for {{SSBU|Terry}} in ''Ultimate'', with his special moves being more centered around offense when compared with {{SSBU|Ryu}} and {{SSBU|Terry}}. Additionally, drop cancelling naturally becomes easier in the context of the commands, often using a downward motion that leads to platform drop animations.
With the introduction of [[Command Input Special Moves]] in ''Smash 4'', drop cancelling was applied through adding 5 extra platform drop frames for the purpose of making them easier to use on platforms. This came with the downside of giving {{SSB4|Ryu}} a longer platform drop animation than usual, with these extra frames only being cancellable through his command specials. Without these frames though, the Ryu would end up falling through platforms, using his aerial versions instead. This mechanic returned in ''Ultimate'' with the addition of {{SSBU|Ken}} and {{SSBU|Terry}}, with the latter's special moves being more centered around offense when compared with Ryu. Ken received the extra 5 frames, while Terry received 9, likely to account for [[Power Geyser]]'s noticeably longer input requirement.


==How to perform==
==How to perform==