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{{articleIcons|ssb64=y|ssbm=y|ssbb=y}} | {{articleIcons|ssb64=y|ssbm=y|ssbb=y}} | ||
[[File:Landcancelling.gif|thumb|Double jump cancel compared with other techniques]] | [[File:Landcancelling.gif|thumb|Double jump cancel compared with other techniques]] | ||
The '''double jump cancel''', sometimes abbreviated as '''DJC''', is a glitch-tactic used by [[Ness]], [[Mewtwo]], [[Peach]], and [[Yoshi]], who can attack immediately after their [[double jump]] to cancel their upward momentum and land on the ground soon after their attack. This tactic is used to perform aerial attacks incredibly quickly, thus allowing aerial combos and KO's to be performed more quickly. Double jump canceling | The '''double jump cancel''', sometimes abbreviated as '''DJC''', is a glitch-tactic used by [[Ness]], [[Mewtwo]], [[Peach]], and [[Yoshi]], who can attack immediately after their [[double jump]] to cancel their upward momentum and land on the ground soon after their attack. This tactic is used to perform aerial attacks incredibly quickly, thus allowing aerial combos and KO's to be performed more quickly. | ||
Double jump canceling was almost completely removed in ''[[Super Smash Bros. Brawl]]'', as using aerials during a midair jump with {{SSBB|Yoshi}} or {{SSBB|Ness}} will cause them to use the aerial whilst rising up. However, most of their [[special move]]s can still be DJC'd. Also, it is possible for Yoshi and Ness to perform a pseudo-double jump cancel on certain stages via [[platform cancelling]], which is useful for [[mindgames]] and following up with grounded moves. | |||
==Ness== | ==Ness== | ||
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In ''Melee'', Ness can still use the technique, but it is not as useful due to the [[nerf]]s he suffered in the game. | In ''Melee'', Ness can still use the technique, but it is not as useful due to the [[nerf]]s he suffered in the game. | ||
In ''Brawl'', Ness can | In ''Brawl'', Ness can pull off some techniques with a DJC'd [[PK Fire]], such as the [[PK Jump]]. | ||
==Peach== | ==Peach== | ||
Peach can use this technique in ''Melee'', but it is generally unused due to [[float cancelling]] being significantly quicker and more useful. | |||
==Yoshi== | ==Yoshi== | ||
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One obvious downfall of this tactic in both games is that Yoshi loses his double jump, possibly resulting in a self-destruct when offstage. This can be extremely detrimental to him, as he lacks a third jump, and if Yoshi is hit away from the stage, Yoshi will have almost no means of recovery, outside of the directional [[air dodge]] in ''Melee''. | One obvious downfall of this tactic in both games is that Yoshi loses his double jump, possibly resulting in a self-destruct when offstage. This can be extremely detrimental to him, as he lacks a third jump, and if Yoshi is hit away from the stage, Yoshi will have almost no means of recovery, outside of the directional [[air dodge]] in ''Melee''. | ||
==Mewtwo== | ==Mewtwo== |