Jump-canceling: Difference between revisions

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: ''This article discusses [[jump-canceling]]. For information on shine-canceling, see [[shine]]. For information on double jump cancelling, see [[double jump cancel]].
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{{for|information on other forms of canceling|shine|double jump cancel}}


'''Jump-canceling''' is the name of two techniques in [[Super Smash Bros. Melee]].  One technique involves canceling a jump by using an attack, and the other involves leaving the shield by jumping.
'''Jump-canceling''' may refer to two different techniques in the ''{{b|Super Smash Bros.|series}}'' games: canceling a jump by using an attack, or jumping while using the shield.


==Canceling the jump with an attack==
==Canceling the jump with an attack==
The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses the jump button, there is a period of delay ranging from 3 to 8 [[frames]] before the player's character actually leaves the ground, which is known as [[jumpsquat]]. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. These moves are: [[up smash]], [[up special]], [[grab]] (in ''[[Super Smash Bros. Melee]]'' only) and any [[item]] throw, the latter which allows for [[jump cancel throw]]s in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]''.


The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses X, Y, or up on the control stick, there is a period of delay, ranging from 3 to 8 [[frames]], before the player's character actually leaves the ground.  During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. These moves are [[up smash]], [[up B]], [[grab]], [[shine]], and the [[item]] throw.
The up smash works because of the jump delay: to perform it, the player needs to press A while holding up on the Control Stick during the jump delay, which was likely added to help players perform the up smash without jumping instead. The same can be said for up special moves and up smash item throws; it is unknown why grabs in ''Melee'' can be used during the jump delay, however, while other attacks like jabs and tilts cannot.


The up smash works because of the jump delay. The player needs to press A, while holding "up" on the control stick, during jump delay to perform an up smash. The jump delay may have been created to help players perform the up smash without jumping instead.  It is unknown why grabs, shines, and other moves can be used during jump delay while jabs and tilts are not.
One application of the jump-cancel in ''Melee'' is the [[jump-canceled grab]]. Most characters have more range, less startup, and less [[lag]] on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their (usually) inferior dash grabs while running, although the standing grab is not the best option in every situation.


One application of the jump-cancel is the jump-canceled grab. Most characters have more range, less startup, and less [[lag|lag time]] on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their inferior dash grabs while running.
This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash. The player can also jump-cancel an item throw to use the faster normal item throw instead of a higher-ranged running one.


This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash.
This technique is more difficult to perform in ''Ultimate'' due to the universal jumpsquat change to 3 frames and short hop aerial macro. However, the newly introduced ability to cancel dashes into any move more than makes up for it.


The player can also jump-cancel an item throw to use the faster normal item throw instead of a higher-ranged running one.
===Pseudo-jump-cancel===
There are certain attacks (primarily [[special move]]s) that halt a character's vertical momentum upon activation. By performing these moves on the first airborne frame after jumpsquat, the character will stop in the air and immediately fall back down to the ground due to gravity. The technique technically doesn't have anything to do with jump-cancelling; in practice, though, it feels very similar, and the character even appears as if they never left the ground. However, the execution requirement is more strict, requiring (depending on the game) a frame-perfect input. Performing the input for a move too late leaves the character stuck in the air for several frames longer, while, in ''Melee'', performing the input too early will result in the character simply jumping, due to the aforementioned game's lack of a universal [[buffer]]. Examples of moves that can be pseudo-jump-cancelled include Fox and Falco's shines, DK's Headbutt, and Nayru's Love (Zelda's neutral-special).
 
The primary use of pseudo-jump-cancelling is in the technique known as [[Reflector (Fox)#Multi_shine|multi shining]]. By cancelling shine with jump (discussed in the next section), the [[spacie]] player can perform shine again and again in a loop. This is part of the reason that the ''Melee'' spacies' shield pressure is so oppressive, and is only held back by the immense technical skill required to multi shine effectively. The secondary use is as an [[out of shield]] option, as is the case with Nayru's Love<ref>[https://www.youtube.com/watch?v=vmreAHYq5xU&t=125s ''2020 Zelda Melee Techs Guide'' by Third Chair]</ref> and the aforementioned shines. The third use is as a way to set up the [[PK Trap glitch]], which, when combined with [[ASDI Down]], provides a way for the Ness player to use PK Flash as a [[Counterattack|pseudo-counter]]. Outside of these techniques, pseudo-jump-cancels are extremely rare. This is, in part, due to the rarity of moves that can be pseudo-jump-cancelled; of those rare few, the majority do not have many, if any, situations wherein pseudo-jump-cancelling is advantageous.
 
====List of attacks that can be pseudo-jump-cancelled====
{{incomplete}}
{| class="wikitable sortable" width=40%
|-
!width=8%|Character
!width=28%|Move
!width=8%|Games
|-
|[[Donkey Kong]]
|[[Headbutt]]
|{{GameIcon|SSBM}}
|-
|[[Fox]]
|[[Reflector (Fox)]]
|{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}
|-
|[[Falco]]
|[[Reflector (Falco)]]
|{{GameIcon|SSBM}}
|-
|rowspan=2|[[Mr. Game & Watch]]
|[[Chef]]
|{{GameIcon|SSBM}}
|-
|[[Oil Panic]]
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}
|-
|[[Ness]]
|[[PK Flash]]
|{{GameIcon|SSBM}}
|-
|[[Zelda]]
|[[Nayru's Love]]
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|}


==Leaving the shield with a jump==
==Leaving the shield with a jump==
Another usage of the term "jump-cancel" refers to the cancellation of a special animation by jumping, mainly [[shielding]]; jumping out of shield is possible in every game with every character except for [[Yoshi]] in ''Melee'' and ''Brawl''. Additionally, [[Fox]] and [[Falco]] can do the same in ''Melee'' with their [[shine]]. The animation achieved by turning around while [[dashing]] (after leaving the [[initial dash]] animation) can also be jump-canceled.


Another usage of the term "jump-cancel" refers to the cancelation of a [[shield]], [[shine]], or another special animation by jumping.  Any character but [[Yoshi]] may jump directly from the shield. Additionally, [[Fox]] and [[Falco]] can do the same with their shine.  The animation achieved by turning around while [[dashing]] (after leaving the [[initial dash]] animation) can also be jump-canceled.
It is possible to jump-cancel a shield into a jump-canceled attack (most commonly [[Bowser]] and [[Link]]'s up special, or Fox and [[Pikachu]]'s [[up smash]]); in this instance, only one use of the word "jump-cancel" is commonly used: "Link used a ''jump-canceled'' up-special from his shield." This is less useful in ''Ultimate'', however, because up specials and up smashes can be instantly performed while shielding without jumping. One can also jump-cancel the shield into a [[wavedash]], because the wavedash starts with a jump.


It is possible to jump-cancel a shield into a jump-canceled attack (most commonly [[Bowser]] and [[Link]]'s [[up B]], or [[Fox]] and [[Pikachu]]'s [[up smash]]) - in this instance, only one use of the word "jump-cancel" is used: "Link used a ''jump-canceled'' up B from his shield."  One can also jump-cancel the shield into a [[wavedash]], because the wavedash starts with a jump.
==References==
{{Reflist}}


[[Category: Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSB)]]
[[Category:Advanced techniques]]
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