Hitstun canceling: Difference between revisions

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(Almost a year with no support for the proposal. Per SW:CONSENSUS the subject of the debate fails to pass)
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==In ''Ultimate''==
==In ''Ultimate''==


Hitstun canceling in ''Ultimate'' retains the same parameters as ''Smash 4'', but due to the effect of balloon knockback, most hitstun and launch speed wears off by the time one is able to attack or airdodge, significantly mitigating its effectiveness. Furthermore, the new limitations on airdodging mean that airdodging to hitstun cancel is a significant hindrance to a character's ability to avoid edgeguarding attempts or follow-up attacks.
Hitstun canceling in ''Ultimate'' retains the same parameters as ''Smash 4'', but due to the effect of balloon knockback, most hitstun and launch speed wears off by the time one is able to attack or airdodge, significantly mitigating its effectiveness, and making cancelling with aerials practically impossible. Furthermore, the new limitations on airdodging mean that airdodging to hitstun cancel is a significant hindrance to a character's ability to avoid edgeguarding attempts or follow-up attacks. However, the technique still has some use against moves with set knockback, due to them retaining pre-Ultimate launch physics, and can also be used against grounded [[meteor smash]]es, due to them effectively dealing more hitstun than usual as in previous games.
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSB4)]]