Ledge-canceling: Difference between revisions

(→‎List of special moves which can be ledge-canceled: added a bunch of melee characters)
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[[File:SSBM Jigglypuff Ledge-Canceled Bair Into Rest.gif|thumb|A {{SSBM|Jigglypuff}} player ledge-cancelling a back aerial into [[Rest]].]]
[[File:SSBM Jigglypuff Ledge-Canceled Bair Into Rest.gif|thumb|A {{SSBM|Jigglypuff}} player ledge-cancelling a back aerial into [[Rest]].]]
'''Ledge-canceling'''  (also known as '''edge canceling''') is an [[advanced technique]] present in all games in the ''[[Super Smash Bros.]]'' series. It involves players sliding off a [[ledge]] (platform or stage ledge) either during [[landing lag]] or during a special move to cancel the animation. Ledge-canceling moves grants players opportunities for more movement options, making moves safer, and for granting followups in situations where a move normally would not have [[combo]] potential.  
'''Ledge-canceling'''  (also known as '''edge canceling''') is an [[advanced technique]] present in all games in the ''[[Super Smash Bros.]]'' series. It involves players sliding off a [[ledge]] (platform or stage ledge) either during [[landing lag]] or during a special move to cancel the animation. Ledge-canceling moves grants players opportunities for more movement options, making moves safer, and for granting followups in situations where a move normally would not have [[combo]] potential.


==Performing the technique==
==Performing the technique==
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There are two different types of ledge-canceling. The first type is landing lag ledge-canceling. This involves sliding off a ledge while in landing lag (which can be from a normal landing, an aerial landing, or from a [[freefall]] landing). The player must move towards a ledge in a way that they will land close to the ledge while retaining the momentum they had in the air. While fairly simple in concept, this can can be difficult to perform (especially while using characters with high [[traction]] or low [[air speed]]) due to the tight spacing it requires relative to the ledge of the stage or platform. This variant of the technique can be performed with any landing in ''Super Smash Bros.'' and ''Super Smash Bros. Melee'', although in later games it can only be performed with specific actions and moves (such as [[air dodging]] when facing towards a ledge in ''Super Smash Bros. 4''), no longer being possible with any aerial or free-fall landing lag.
There are two different types of ledge-canceling. The first type is landing lag ledge-canceling. This involves sliding off a ledge while in landing lag (which can be from a normal landing, an aerial landing, or from a [[freefall]] landing). The player must move towards a ledge in a way that they will land close to the ledge while retaining the momentum they had in the air. While fairly simple in concept, this can can be difficult to perform (especially while using characters with high [[traction]] or low [[air speed]]) due to the tight spacing it requires relative to the ledge of the stage or platform. This variant of the technique can be performed with any landing in ''Super Smash Bros.'' and ''Super Smash Bros. Melee'', although in later games it can only be performed with specific actions and moves (such as [[air dodging]] when facing towards a ledge in ''Super Smash Bros. 4''), no longer being possible with any aerial or free-fall landing lag.


In ''Smash 64'' and ''Melee'' ledge-canceling is most commonly used with aerials. The main advantage of ledge-canceling an aerial is that it reduces the amount of lag the player gets from the aerial, which can make the aerial safer, as well as allow for combos which otherwise would not be possible. When ledge-canceling to combo, players will often try to perform the aerial as close to the ground as possible while still giving it time to produce a [[hitbox]]. This results in the minimum number of [[frame]]s separating the first and second hits, making more follow-ups possible. If set up properly, players will immediately slide off the ledge, removing all lag after the first hit and allowing for an instant follow-up (save for the minimum of three frames it takes to land, slide off the ledge, and to start another attack).  
In ''Smash 64'' and ''Melee'' ledge-canceling is most commonly used with aerials. The main advantage of ledge-canceling an aerial is that it reduces the amount of lag the player gets from the aerial, which can make the aerial safer, as well as allow for combos which otherwise would not be possible. When ledge-canceling to combo, players will often try to perform the aerial as close to the ground as possible while still giving it time to produce a [[hitbox]]. This results in the minimum number of [[frame]]s separating the first and second hits, making more follow-ups possible. If set up properly, players will immediately slide off the ledge, removing all lag after the first hit and allowing for an instant follow-up (save for the minimum of three frames it takes to land, slide off the ledge, and to start another attack).


Ledge-canceling can also be useful when [[recover]]ing, as it can eliminate the landing lag of many recovery based special moves. This can be very difficult to set up however, depending on the special move used and the player will not always have the opportunity to ledge-cancel, especially on stages such as [[Final Destination]].  
Ledge-canceling can also be useful when [[recover]]ing, as it can eliminate the landing lag of many recovery based special moves. This can be very difficult to set up however, depending on the special move used and the player will not always have the opportunity to ledge-cancel, especially on stages such as [[Final Destination]].


Different results can be obtained when ledge-canceling from the air, based on factors such as speed, the direction which is held, and the direction that the character is facing during the ledge-cancel. If the character is moving sufficiently slowly and forward is not held, they will simply remain in their teetering animation. Remaining on stage after a ledge-cancel is more difficult than sliding off of it, and it grants the player access to any moves they can use while grounded instead of moves that can be performed while in the air.  
Different results can be obtained when ledge-canceling from the air, based on factors such as speed, the direction which is held, and the direction that the character is facing during the ledge-cancel. If the character is moving sufficiently slowly and forward is not held, they will simply remain in their teetering animation. Remaining on stage after a ledge-cancel is more difficult than sliding off of it, and it grants the player access to any moves they can use while grounded instead of moves that can be performed while in the air.


===Special move ledge-cancel===
===Special move ledge-cancel===
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===Jumpsquat ledge cancel===
===Jumpsquat ledge cancel===
In ''Smash 64'' and ''Melee'' By running towards the ledge, performing a jump, and sliding off of the ledge during [[jumpsquat]], the character can fall of the stage and cancel the jumpsquat. This is a niche tech that still has applications, for example it is needed in order to perform a shinedrop.
In ''Smash 64'' and ''Melee'', by running towards the ledge, performing a jump, and sliding off of the ledge during [[jumpsquat]], the character can fall off the stage and cancel the jumpsquat. This is a niche technique that still has applications, for example it is needed in order to perform a shinedrop.


===Shield pushback ledge cancel===
===Shield pushback ledge cancel===
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|[[Abandon Ship!]] || Applies to the attack's landing animation
|[[Abandon Ship!]] || Applies to the attack's landing animation
|-
|-
|[[Captain Falcon]]
|rowspan=3| [[Captain Falcon]]
|[[Falcon Kick]] {{GameIcon|SSBB}} || Applies to the grounded version's ending animation
|[[Falcon Kick]] {{GameIcon|SSBB}} || Applies to the grounded version's ending animation
|-
|[[Falcon Dive]] {{GameIcon|SSBM}} || Applies to the landing animation
|-
|[[Raptor Boost]] {{GameIcon|SSBM}} || Applies to the aerial version's landing animation
|-
|-
|[[Corrin]]
|[[Corrin]]
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|[[Peach Parasol]]/Daisy Parasol || Applies to the landing animation when the parasol is open
|[[Peach Parasol]]/Daisy Parasol || Applies to the landing animation when the parasol is open
|-
|-
|[[Vegetable]] {{GameIcon|SSBB}}({{GameIcon|SSB4-3DS}} prior to [[1.0.4]]) || Applies when pulling items out of the ground
|[[Vegetable]] {{GameIcon|SSBM}}{{GameIcon|SSBB}}({{GameIcon|SSB4-3DS}} prior to [[1.0.4]]) || Applies when pulling items out of the ground
|-
|-
|[[Diddy Kong]]
|[[Diddy Kong]]
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|[[Hand Slap]] {{GameIcon|SSB4}}{{GameIcon|SSBU}}|| Applies to the startup of the grounded version
|[[Hand Slap]] {{GameIcon|SSB4}}{{GameIcon|SSBU}}|| Applies to the startup of the grounded version
|-
|-
|[[Fox]]
|rowspan=2| [[Falco]]
|[[Falco Phantasm]] {{GameIcon|SSBM}} || Applies to the landing animation
|-
|[[Blaster]] {{GameIcon|SSBM}} || Applies to the grounded version with the help of a wind box (such as [[Whispy Woods]])
|-
|rowspan=3| [[Fox]]
|[[Fire Fox]] {{GameIcon|SSB}} || Applies to the end of the dash
|[[Fire Fox]] {{GameIcon|SSB}} || Applies to the end of the dash
|-
|-
|[[Ganondorf]]
|[[Fox Illusion]] {{GameIcon|SSBM}} || Applies to the landing animation
|-
|[[Blaster]] {{GameIcon|SSBM}} || Applies to the grounded version with the help of a wind box (such as [[Whispy Woods]])
|-
|rowspan=3| [[Ganondorf]]
|[[Wizard's Foot]] {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} || Applies to the grounded version's ending animation
|[[Wizard's Foot]] {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} || Applies to the grounded version's ending animation
|-
|[[Dark Dive]] {{GameIcon|SSBM}} || Applies to the landing animation
|-
|[[Gerudo Dragon]] {{GameIcon|SSBM}} || Applies to the aerial version's landing animation
|-
|-
|[[Greninja]]
|[[Greninja]]
|[[Hydro Pump]] {{GameIcon|SSBU}} || Applies to the end of the dash
|[[Hydro Pump]] {{GameIcon|SSBU}} || Applies to the end of the dash
|-
|[[Ice Climbers]]
|[[Ice Shot]] {{GameIcon|SSBM}} || Applies to the grounded version's animation
|-
|-
|[[Kazuya]]
|[[Kazuya]]
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|[[Ken]]<br>[[Ryu]]
|[[Ken]]<br>[[Ryu]]
|[[Shoryuken]] || Applies when the move finishes ascending but before it enters free fall
|[[Shoryuken]] || Applies when the move finishes ascending but before it enters free fall
|-
|[[Marth]]
|[[Dolphin Slash]] {{GameIcon|SSBM}} || Applies to the landing animation
|-
|-
|[[Meta Knight]]
|[[Meta Knight]]
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|[[Skull Bash]] {{GameIcon|SSBM}} || Applies to the landing animation
|[[Skull Bash]] {{GameIcon|SSBM}} || Applies to the landing animation
|-
|-
|[[Quick Attack]] {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} || Applies to the end of the dash
|[[Quick Attack]]/[[Agility]] {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} || Applies to the end of the dash
|-
|-
|[[Pit]]
|[[Pit]]
|[[Upperdash Arm]] || Applies at the end of the grounded version's dash (if nothing was hit)
|[[Upperdash Arm]] || Applies at the end of the grounded version's dash (if nothing was hit)
|-
|-
|rowspan=2| [[Sheik]]
|rowspan=3| [[Sheik]]
|[[Needle Storm]] || Applies to both the grounded version's throwing animation {{GameIcon|SSBM}}{{GameIcon|SSBB}} ({{GameIcon|SSB4}} prior to [[1.0.8]]) and the landing animation after throwing the needles (all games)
|[[Needle Storm]] || Applies to both the grounded version's throwing animation {{GameIcon|SSBM}}{{GameIcon|SSBB}} ({{GameIcon|SSB4}} prior to [[1.0.8]]) and the landing animation after throwing the needles (all games)
|-
|-
|[[Bouncing Fish]] ({{GameIcon|SSB4-3DS}} prior to [[1.0.4]]) || Applied to the landing animation both before and after the kick
|[[Bouncing Fish]] ({{GameIcon|SSB4-3DS}} prior to [[1.0.4]]) || Applied to the landing animation both before and after the kick
|-
|[[Vanish]] {{GameIcon|SSBM}} || Applies to the landing animation (incredibly precise; impractical but humanly possible)
|-
|-
|[[Steve]]
|[[Steve]]
|[[Elytra]] || Applies to the landing animation
|[[Elytra]] || Applies to the landing animation
|-
|[[Yoshi]]
|[[Yoshi Bomb]] {{GameIcon|SSBM}} || Applies to the landing animation (only possible on slants with very precise spacing; most notably on [[Yoshi's Story]])
|-
|-
|[[Zelda]]
|[[Zelda]]
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==Trivia==
==Trivia==
*In Ultimate, despite [[Kirby]] having access to Sheik's [[Needle Storm]] and Zero Suit Samus' [[Paralyzer]] via Copy Ability, Kirby cannot ledge cancel with either due to his slower physics.
*In Ultimate, despite [[Kirby]] having access to Sheik's [[Needle Storm]] and Zero Suit Samus' [[Paralyzer]] via Copy Ability, Kirby cannot ledge cancel with either due to his slower physics.
*Though [[Mr. Game & Watch]] can ledge-slip during their landing animation after using [[Fire]], it does not actually cancel any lag and the usual seven frame animation will still play out even in midair. Like the other legde cancels, this will still refresh up special and air dodge and give immediate access to typical aerial options.
*Though [[Mr. Game & Watch]] can ledge-slip during their landing animation after using [[Fire]], it does not actually cancel any lag and the usual seven frame animation will still play out even in midair. Like the other legde cancels, this will still refresh up special and air dodge and give immediate access to typical aerial options.
*Aside from Daisy and Ken's addition as echo fighter's and therefore being given the same up special as their counterparts, [[Steve]] is the only newcomer (DLC included) to possess a ledge cancelable special move in Ultimate.
*Aside from Daisy and Ken's addition as echo fighter's and therefore being given the same up special as their counterparts, [[Steve]] is the only newcomer (DLC included) to possess a ledge cancelable special move in Ultimate.


==See also==
==See also==
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