Interruptibility: Difference between revisions

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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. Shielding cannot interrupt some moves without a [[pivot]] inputted beforehand.
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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