Crouch cancel: Difference between revisions

m ("KOs" is the more common spelling. I assume this meant fsmash)
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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
Crouch cancelling is equal to in ''SSB4'', with a knockback reduction of 0.85x and a freeze frame reduction of 0.67x. However, the attacker's freeze frames are now also reduced by the same amount.
In ''Super Smash Bros. Ultimate'', crouch cancelling mostly functions the same as the previous game with attacks dealing 0.85x as much knockback and 0.67x as much hitlag. However, the attacker's hitlag is now also reduced by 0.67x. This overall reduces the effectiveness of crouch canceling as in most cases, the opponent no longer enters hitstun while the attacker is still in hitlag, reducing the additional frame advantage the opponent receives. With weaker attacks, this reduces the amount of extra time the opponent has to punish the attacker while with slightly stronger attacks, it gives the attacker more time to followup into a potential KO confirm. Additionally, many attacks in ''Ultimate'' generally have much higher base knockback than in previous games (especially ''Smash 64'' and ''Melee''), reducing the amount of moves that are unsafe on hit in the first place, heavily reducing one of its key uses in the past.  


In addition, attacks in ''Ultimate'' (as well as ''SSB4'') generally have much higher base knockback than in older games; this means that, even at very low percents, crouch cancelling usually cannot reduce launch distance enough to allow a punish afterwards. For these reasons, it has very little usefulness in competitive play. It can, however, allow players to avoid [[tumble]] until higher percentages, most notably with super heavyweight characters such as {{SSBU|Bowser}} and {{SSBU|King K. Rool}}. Additionally, Bowser retains Tough Guy from ''Super Smash Bros. 4'', and newcomer {{SSBU|Kazuya}} possesses an almost identical mechanic, dubbed Tough Body. As Kazuya has also access to a variety of attacks that can only be used while crouching, he can make use of crouch cancelling, with or without the effect of Tough Body, more often than most other characters.
Crouch canceling still overall has the same uses as the previous game but it is less applicable when it comes to punishing moves or avoiding followups due to the attacker's lower hitlag. Characters who possess constantly active passive armor ({{SSBU|Bowser}} and newcomer {{SSBU|Kazuya}}) can utilise crouch canceling to allow them to armor slightly stronger attacks. Bowser can utilise crouch canceling for longer in this context due to his greater weight and higher armor threshold but Kazuya has access to a variety of attacks that can only be used while crouching, allowing him to make use of crouch cancelling (even without his Tough Body armor), more often than most other characters.
 
Overall, crouch canceling is an even more situational technique in ''Ultimate'' than the previous game, with shielding still generally being the superior option in situations where crouch canceling is useful. Crouch canceling can still be situationally useful however, especially for specific characters.


{{AllGames|Techniques}}
{{AllGames|Techniques}}
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