Spring canceling: Difference between revisions

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==Advantages==
==Advantages==
Spring canceling is the easiest way to avoid any lag from an aerial attack.  This becomes especially useful with many characters down A aerials because they can perform them, hit the spring, and continue on with no lag, setting up easy combos.  In particular, [[Kirby (SSBB)|Kirby]] will immediately transform out of his stone upon hitting a spring.  Using this, a Kirby player can drop in fast with the stone without any worry of the opponent taking advantage of his transformation time.  This also applies to all [[Stall then Fall|stall-then-fall]] aerials.
Spring canceling is the easiest way to avoid any lag from an aerial attack.  This becomes especially useful with many characters down A aerials because they can perform them, hit the spring, and continue on with no lag, setting up easy combos.  In particular, [[Kirby (SSBB)|Kirby]] will immediately transform out of his stone upon hitting a spring.  Using this, a Kirby player can drop in fast with the stone without any worry of the opponent taking advantage of his transformation time.  This also applies to all [[Stall-Then-Fall]] aerials.


Also, an immediate [[short hop]] second jump can cancel the jump from the spring.  If the character [[fast fall|fast falls]] after this, it can allow a player to spring cancel without then going back into the air. Finally, it can work as a [[mindgame]]; cancel several aerials on the spring, then strike unexpectedly.
Also, an immediate [[short hop]] second jump can cancel the jump from the spring.  If the character [[fast fall|fast falls]] after this, it can allow a player to spring cancel without then going back into the air. Finally, it can work as a [[mindgame]]; cancel several aerials on the spring, then strike unexpectedly.

Revision as of 11:14, April 5, 2008

Spring Canceling is a technique in Super Smash Bros. Brawl that allows a character to avoid all landing time lag, provided they land on a spring. Whenever a character lands on a spring, that character is immediately sent upwards in an initial jump animation, regardless of the attack they were performing. This works with the item springs, the spring from Sonic's Up-B, any spring placed on a map in the stage builder, and even (though this is rarely practical) Mr. Game and Watch's Up-B.

Advantages

Spring canceling is the easiest way to avoid any lag from an aerial attack. This becomes especially useful with many characters down A aerials because they can perform them, hit the spring, and continue on with no lag, setting up easy combos. In particular, Kirby will immediately transform out of his stone upon hitting a spring. Using this, a Kirby player can drop in fast with the stone without any worry of the opponent taking advantage of his transformation time. This also applies to all Stall-Then-Fall aerials.

Also, an immediate short hop second jump can cancel the jump from the spring. If the character fast falls after this, it can allow a player to spring cancel without then going back into the air. Finally, it can work as a mindgame; cancel several aerials on the spring, then strike unexpectedly.

Disadvantages

Spring canceling is an immediate effect. Therefore, any character that hits the spring will immediately withdraw all of their attack hitboxes. This, coupled with the jump, can make for some unwanted actions if not properly prepared for.

Video

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