Super Smash Bros. Brawl

Landing lag glitch: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Not sure what RCO stands for)
mNo edit summary
Line 1: Line 1:
{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
The '''landing lag glitch''', also referred to as '''RCO lag''', is a glitch in [[Brawl]] that causes certain characters to suffer lag under conditions that should not cause such lag. Specifically, certain special moves that place the user into [[helpless]] can have their lag "saved" if the user grabs an [[edge]] after using the move but before landing. The next time the user lands on the ground, even if doing it by jumping from the edge or being hit by another player, they take the lag that would have been applied had the character landed in helpless. The only way to avoid the lag is to drop from the edge and jump back up without grabbing the ledge again. Of course, such lag should not happen because the character does not land in helpless, and such is the glitch - the game doesn't realize that it should forget about applying lag upon the next landing if an edge is grabbed.
The '''landing lag glitch''', also referred to as '''recovery carryover lag''' or '''RCO lag''', is a glitch in [[Brawl]] that causes certain characters to suffer lag under conditions that should not cause such lag. Specifically, certain special moves that place the user into [[helpless]] can have their lag "saved" if the user grabs an [[edge]] after using the move but before landing. The next time the user lands on the ground, even if doing it by jumping from the edge or being hit by another player, they take the lag that would have been applied had the character landed in helpless. The only way to avoid the lag is to drop from the edge and jump back up without grabbing the ledge again. Of course, such lag should not happen because the character does not land in helpless, and such is the glitch - the game doesn't realize that it should forget about applying lag upon the next landing if an edge is grabbed.


The glitch cannot be avoided with specials that doesn't cause the character to become [[helpless]] and never disappears until landing on the ground; however it can be "overruled" by using an aerial that has landing lag (though with 35-40% more landing lag than usually would get for landing with that aerial). Preferably, one who knows that the glitch is "set" would use an aerial with lag to override (not completely though) the glitch, but less lag than the glitch would provide.
The glitch cannot be avoided with specials that doesn't cause the character to become [[helpless]] and never disappears until landing on the ground; however it can be "overruled" by using an aerial that has landing lag (though with 35-40% more landing lag than usually would get for landing with that aerial). Preferably, one who knows that the glitch is "set" would use an aerial with lag to override (not completely though) the glitch, but less lag than the glitch would provide.
Line 6: Line 6:
==Characters affected by the glitch==
==Characters affected by the glitch==
Except DK and Bowser (both 2 frames), all have 15 frames for soft landing. Hard landing is said below.
Except DK and Bowser (both 2 frames), all have 15 frames for soft landing. Hard landing is said below.
*[[Mario (SSBB)|Mario]] (30 frames with [[Super Jump Punch]])
*{{SSBB|Mario}} (30 frames with [[Super Jump Punch]])
*[[Luigi (SSBB)|Luigi]] (30 frames with [[Super Jump Punch]])
*{{SSBB|Luigi}} (30 frames with [[Super Jump Punch]])
*[[Peach (SSBB)|Peach]] (30 frames with [[Peach Parasol]] if she closes her umbrella once with up special and it does not go away if the player reopen it)  
*{{SSBB|Peach}} (30 frames with [[Peach Parasol]] if she closes her umbrella once with up special and it does not go away if the player reopen it)  
*[[Marth (SSBB)|Marth]] (35 frames with [[Dolphin Slash]])
*{{SSBB|Marth}} (35 frames with [[Dolphin Slash]])
*[[Donkey Kong (SSBB)|Donkey Kong]] (7 frames with [[Spinning Kong]])
*{{SSBB|Donkey Kong}} (7 frames with [[Spinning Kong]])
*[[Bowser (SSBB)|Bowser]] (10 frames with [[Whirling Fortress]])
*{{SSBB|Bowser}} (10 frames with [[Whirling Fortress]])
*[[Fox (SSBB)|Fox]] (19 frames with [[Fire Fox]] and 25 frames with [[Fox Illusion]])
*{{SSBB|Fox}} (19 frames with [[Fire Fox]] and 25 frames with [[Fox Illusion]])
*[[Falco (SSBB)|Falco]] (19 frames with [[Fire Bird]] and 20 frames with [[Falco Phantasm]])
*{{SSBB|Falco}} (19 frames with [[Fire Bird]] and 20 frames with [[Falco Phantasm]])
*[[Kirby (SSBB)|Kirby]] (25 frames - only with [[Hammer]] and [[Stone]], not [[Final Cutter]])
*{{SSBB|Kirby}} (25 frames - only with [[Hammer]] and [[Stone]], not [[Final Cutter]])
*[[Wolf (SSBB)|Wolf]] (36 frames with [[Fire Wolf]] and 25 frames with [[Wolf Flash]])
*{{SSBB|Wolf}} (36 frames with [[Fire Wolf]] and 25 frames with [[Wolf Flash]])
*[[Charizard (SSBB)|Charizard]] (30 frames with [[Fly]])
*{{SSBB|Charizard}} (30 frames with [[Fly]])
*[[Squirtle (SSBB)|Squirtle]] (30 frames with [[Waterfall]])
*{{SSBB|Squirtle}} (30 frames with [[Waterfall]])
*[[Pikachu (SSBB)|Pikachu]] (24 frames with [[Quick Attack]] - only when it moves the full distance in one direction or is used in two directions)
*{{SSBB|Pikachu}} (24 frames with [[Quick Attack]] - only when it moves the full distance in one direction or is used in two directions)
*[[Lucario (SSBB)|Lucario]] (5 frames with [[ExtremeSpeed]] if it wasn't during its [[helpless]] animation, 30 frames if it was)
*{{SSBB|Lucario}} (5 frames with [[ExtremeSpeed]] if it wasn't during its [[helpless]] animation, 30 frames if it was)
*[[Captain Falcon (SSBB)|Captain Falcon]] (30 frames with [[Falcon Dive]] and 20 frames with [[Raptor Boost]])
*{{SSBB|Captain Falcon}} (30 frames with [[Falcon Dive]] and 20 frames with [[Raptor Boost]])
*[[Ganondorf (SSBB)|Ganondorf]] (30 frames with [[Dark Dive]] and 20 frames with [[Flame Choke]])
*{{SSBB|Ganondorf}} (30 frames with [[Dark Dive]] and 20 frames with [[Flame Choke]])


==External links==
==External links==
[http://www.youtube.com/watch?v=pfpJj4Ln1Uc Video showing the glitch]
*[http://www.youtube.com/watch?v=pfpJj4Ln1Uc Video showing the glitch]
 
*[http://www.smashboards.com/showthread.php?t=252451 Thread explaining the glitch]
[http://www.smashboards.com/showthread.php?t=252451 Thread explaining the glitch]


[[Category:Glitches (SSBB)]]
[[Category:Glitches (SSBB)]]

Revision as of 15:09, January 26, 2014

The landing lag glitch, also referred to as recovery carryover lag or RCO lag, is a glitch in Brawl that causes certain characters to suffer lag under conditions that should not cause such lag. Specifically, certain special moves that place the user into helpless can have their lag "saved" if the user grabs an edge after using the move but before landing. The next time the user lands on the ground, even if doing it by jumping from the edge or being hit by another player, they take the lag that would have been applied had the character landed in helpless. The only way to avoid the lag is to drop from the edge and jump back up without grabbing the ledge again. Of course, such lag should not happen because the character does not land in helpless, and such is the glitch - the game doesn't realize that it should forget about applying lag upon the next landing if an edge is grabbed.

The glitch cannot be avoided with specials that doesn't cause the character to become helpless and never disappears until landing on the ground; however it can be "overruled" by using an aerial that has landing lag (though with 35-40% more landing lag than usually would get for landing with that aerial). Preferably, one who knows that the glitch is "set" would use an aerial with lag to override (not completely though) the glitch, but less lag than the glitch would provide.

Characters affected by the glitch

Except DK and Bowser (both 2 frames), all have 15 frames for soft landing. Hard landing is said below.

External links