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===Normal landing=== | ===Normal landing=== | ||
When landing under normal circumstances, characters undergo either a "light landing" (also known as a "no-impact land") or a "heavy landing". In ''Melee'', there was only one type of normal landing animation so most characters have a 4 frame landing animation, regardless of how fast they are falling (which a few exceptions). Light landings incur only 2 frames of lag (4 frames in ''Smash 64''), whereas heavy landings are character-specific (after ''Smash 64'' where all heavy landings had 8 frames of landing lag), ranging from | When landing under normal circumstances, characters undergo either a "light landing" (also known as a "no-impact land") or a "heavy landing". In ''Melee'', there was only one type of normal landing animation so most characters have a 4 frame landing animation, regardless of how fast they are falling (which a few exceptions). Light landings incur only 2 frames of lag (4 frames in ''Smash 64''), whereas heavy landings are character-specific (after ''Smash 64'' where all heavy landings had 8 frames of landing lag), ranging from 2 to 6. The type of landing that occurs is based on the character's downwards speed upon landing. In ''Smash 64'', the difference between a light and hard landing was as simple as whether the player was either falling normally or [[fast fall]]ing. Starting from ''Brawl'' however, a heavy landing occurs once a player has been falling at their maximum falling speed for a set amount of time (the amount of time is character dependent), so landing during the apex of a jump or on an upwards-moving platform tends to be faster than landing from a fastfall or on a downwards-moving platform. | ||
===Aerial landing=== | ===Aerial landing=== | ||
[[File:Punishment Snake F-air Lag KO Brawl.gif|thumb|250px|An example of landing lag, in which an improperly timed aerial attack with noticeable amount of landing lag (such as {{SSBB|Snake}}'s [[forward aerial]]) can lead to | [[File:Punishment Snake F-air Lag KO Brawl.gif|thumb|250px|An example of landing lag, in which an improperly timed aerial attack with noticeable amount of landing lag (such as {{SSBB|Snake}}'s [[forward aerial]]) can lead to getting [[punishment|punished]].]] | ||
[[File:Lcancelink.gif|thumb|Another example of landing lag, along with the effect of [[L-cancelling]] in ''Melee''. The red Link L-cancels, and can input his shield in half the time of the green Link.]] | [[File:Lcancelink.gif|thumb|Another example of landing lag, along with the effect of [[L-cancelling]] in ''Melee''. The red Link L-cancels, and can input his shield in half the time of the green Link.]] | ||
If a character lands while in the middle of an [[aerial attack]], they go through a unique animation that lasts for significantly longer than a normal landing. This animation is not automatically determined. The game has to call for a flag which starts on a pre determined frame in order for the aerial landing lag animation to occur. Any time a character lands while this flag is not activated, they will enter their normal landing animation (this is known as an [[auto-cancel]]). A clear example of an aerial landing animation can be seen with [[Link]]'s [[down aerial]]; hitting the ground during the attack results in Link's sword getting stuck, and he has to spend a significant amount of time pulling it out before he can do anything else (especially prior to ''Smash 4''). Each aerial attack has its own amount of landing lag. Naturally, the less landing lag, the better; for the same reasons as why less ending lag is beneficial. Most [[special move]]s tend to continue execution instead of being interrupted when the user lands while using them, though a few undergo their own unique landing animation if the character lands after initiating them in the air, such as [[Falcon Kick]] and [[Wizard's Foot]] and some such as Fox's lasers prior to ''Smash 4'' will even make the character enter their normal landing animation. | If a character lands while in the middle of an [[aerial attack]], they go through a unique animation that lasts for significantly longer than a normal landing. This animation is not automatically determined. The game has to call for a flag which starts on a pre determined frame in order for the aerial landing lag animation to occur. Any time a character lands while this flag is not activated, they will enter their normal landing animation (this is known as an [[auto-cancel]]). Note that landing during this window will result in a heavy landing. A clear example of an aerial landing animation can be seen with [[Link]]'s [[down aerial]]; hitting the ground during the attack results in Link's sword getting stuck, and he has to spend a significant amount of time pulling it out before he can do anything else (especially prior to ''Smash 4''). Each aerial attack has its own amount of landing lag. Naturally, the less landing lag, the better; for the same reasons as why less ending lag is beneficial. Most [[special move]]s tend to continue execution instead of being interrupted when the user lands while using them, though a few undergo their own unique landing animation if the character lands after initiating them in the air, such as [[Falcon Kick]] and [[Wizard's Foot]] and some such as Fox's lasers prior to ''Smash 4'' will even make the character enter their normal landing animation. | ||
Certain aerial attacks produce a hitbox during their landing lag, such as Kirby's down aerial. | Certain aerial attacks produce a hitbox during their landing lag, such as Kirby's down aerial. |
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