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In ''[[Super Smash Bros.]]'', interruptibility is not very common, only being used at the ends of some [[taunt]]s and non-final [[neutral attack]]s. ''[[Super Smash Bros. Melee]]'' expanded interruptibility's applications to many attacks, and ''Brawl'' continued the idea as a common mechanic. | In ''[[Super Smash Bros.]]'', interruptibility is not very common, only being used at the ends of some [[taunt]]s and non-final [[neutral attack]]s. ''[[Super Smash Bros. Melee]]'' expanded interruptibility's applications to many attacks, and ''Brawl'' continued the idea as a common mechanic. | ||
It is possible for actions to be interruptible with only certain kinds of actions, such as the case with [[jump cancel]]ling. In ''Melee'', aerials cannot be cancelled with air dodges, while they can be in ''Brawl'' onwards. | It is possible for actions to be interruptible with only certain kinds of actions, such as the case with [[jump cancel]]ling. In ''Melee'', aerials cannot be cancelled with air dodges, while they can be in ''Brawl'' onwards. Some moves (such as most down tilts) cannot be interrupted by shielding or walking. | ||
In ''Smash 64'' and ''Melee'', interrupting a delayed [[double jump]] results in [[double jump cancel]]ling. ''Brawl'' disables this by only interrupting the animation of the double jump, not the execution. | In ''Smash 64'' and ''Melee'', interrupting a delayed [[double jump]] results in [[double jump cancel]]ling. ''Brawl'' disables this by only interrupting the animation of the double jump, not the execution. |
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