Landing lag glitch: Difference between revisions

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{{SSBB|Captain Falcon}} and {{SSBB|Ganondorf}} also remain affected by RCO lag after they connect with [[Falcon Dive]] or [[Dark Dive]] respectively.
{{SSBB|Captain Falcon}} and {{SSBB|Ganondorf}} also remain affected by RCO lag after they connect with [[Falcon Dive]] or [[Dark Dive]] respectively.


The only way a player can avoid the glitch is by landing using a special move with a landing animation although this is rather risky in most cases. The glith can be mitigated by using the landing lag from an aerial to override the RCO lag, though with 35-40% more landing lag than would usually get for landing with that aerial (for example, an aerial with 9 frames of landing lag will have 13 frames of landing lag with RCO lag). The player has to land while the aerial has landing lag. If the player [[auto-cancel]]s the aerial, they will get RCO lag. Preferably, one would use an aerial with lag to partially override the glitch, but still suffer more lag than the aerial would normally provide.  
The only way a player can avoid the glitch is by landing using a special move with a landing animation although this is rather risky in most cases. The glitch can be mitigated by using the landing lag from an aerial to override the RCO lag, though with 35-40% more landing lag than would usually get for landing with that aerial (for example, an aerial with 9 frames of landing lag will have 13 frames of landing lag with RCO lag). The player has to land while the aerial has landing lag. If the player [[auto-cancel]]s the aerial, they will get RCO lag. Preferably, one would use an aerial with lag to partially override the glitch, but still suffer more lag than the aerial would normally provide.  


As there is no definitive way to override RCO lag, it is overall quite exploitable. It can make it considerably more difficult for characters who suffer from the glitch to get off the ledge safely, or to land. Additionally, a slew of additional, normally impossible followups can be performed against characters with RCO, especially against fast fallers. This can be setup with a move with weak vertical knockback, a move with horizontal knockback that lifts the opponent off the ground (but does not put the opponent into [[tumble]]), a meteor smash against an aerial opponent that does not put the opponent into tumble, a multi hit with drag down properties, a throw or an aerial grab release. With the exception of an aerial grab release in certain cases, these setups will put the opponent into their hard landing lag, allowing the player to set up a powerful punish. For example, the first hit of Falco's neutral attack normally lacks any guaranteed followups on its own but if the opponent has RCO, it can lead into a bunch of different moves, including a guaranteed forward smash if the opponent has enough RCO lag.
As there is no definitive way to override RCO lag, it is overall quite exploitable. It can make it considerably more difficult for characters who suffer from the glitch to get off the ledge safely, or to land. Additionally, a slew of additional, normally impossible followups can be performed against characters with RCO, especially against fast fallers. This can be setup with a move with weak vertical knockback, a move with horizontal knockback that lifts the opponent off the ground (but does not put the opponent into [[tumble]]), a meteor smash against an aerial opponent that does not put the opponent into tumble, a multi hit with drag down properties, a throw or an aerial grab release. With the exception of an aerial grab release in certain cases, these setups will put the opponent into their hard landing lag, allowing the player to set up a powerful punish. For example, the first hit of Falco's neutral attack normally lacks any guaranteed followups on its own but if the opponent has RCO, it can lead into a bunch of different moves, including a guaranteed forward smash if the opponent has enough RCO lag.
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