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==In ''[[Super Smash Bros. 4]]''== | ==In ''[[Super Smash Bros. 4]]''== | ||
In ''Super Smash Bros. 4'', crouch canceling not only still deals 0.67x hitlag to the opponent but notably, it once again reduces the amount of knockback the opponent takes, although not to the same extent as the first two games. The opponent's knockback is reduced to 0.85x. While this does make crouch canceling worse for survival than in ''Smash 64'' and ''Melee'', it does still allow the player to survive attacks for longer. For example, Mario's sweetspot forward KOes another Mario at 98% in the middle of [[Final Destination]] (with no DI) but if the opponent Mario crouch cancels, it does not KO until 124%. While this can be useful, shielding is generally the better option in KO situations, especially if the player performs a [[powershield]]. The lower hitlag received from crouch canceling can also be more beneficial against various attacks, as various attacks have higher hitlag multipliers than in ''Brawl'', sometimes significantly so, although this is attack dependent. | |||
In terms of utilising crouch canceling to make attacks less safe on hit, in can still be done but it is nowhere near as effective as in ''Melee'' or ''Smash 64''. The lower difference in knockback makes it less effective than in ''Smash 64'', while this along with various universal changes (the removal of DI for non-tumble moves, characters no longer going into a landing animation after landing during non-tumble hitstun among other changes) makes it considerably less effective than in ''Melee'', especially since the player has access to shielding. Nevertheless, it can still be done and there are specific cases where it may be more optimal over shielding. | |||
With crouch canceling once again reducing knockback, this also means that the lower knockback can be disadvantageous in certain scenarios. It can not only allow for certain KO confirms to work at percent ranges they normally would not but it can also make some multi hits connect more reliably. For example, if {{SSB4|Cloud}} has rage, the close hitbox on the first hit of his down smash will put his opponent into tumble, which allows them to DI the move down and then [[tech]], to avoid the second hit and even punish Cloud afterwards. If the opponent crouch cancels however, they will not be put into tumble by this hitbox (even if Cloud has maximum rage), which will allow it to reliably lead into the second hit. | |||
{{SSB4|Bowser}} can uniquely take advantage of crouch cancelling with [[Tough Guy]], his unique form of passive knockback-based armor. This can cause certain attacks to not deal any knockback to Bowser when they ordinarily would, which can allow for unique punishes. This only effectively works for an extra 3-4 units of knockback, so it is not highly applicable but it can be applicable in certain scenarios. | |||
Crouch canceling also has an even greater affect on paralysis moves as both the reduced knockback and hitlag are considered in the paralysis formula. This results in crouch canceling reducing the duration of paralysis moves to 0.5695× (rather than 0.67x in ''Brawl'') which is naturally beneficial. | |||
Overall, crouch canceling is more effective than in ''Brawl'' although it still remains a situational technique overall. In cases where crouch canceling can be useful, shielding is generally the better option overall outside of specific cases although the technique can be utilised and be useful in more situations than in ''Brawl''. | |||
==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== |
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