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m (→In Super Smash Bros. 4: Made the first paragraph more coherent. Removed a redundant sentence in the last paragraph.) |
m (→In Super Smash Bros. Ultimate: Added some punctuation, changed "followup" to "follow up", and removed a largely unnecessary portion of the final paragraph.) |
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==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== | ||
In ''Super Smash Bros. Ultimate'', crouch cancelling mostly functions the same as the previous game with attacks dealing 0.85x as much knockback and 0.67x as much hitlag. However, the attacker's hitlag is now also reduced by 0.67x. This overall reduces the effectiveness of crouch canceling as in most cases, the opponent no longer enters hitstun while the attacker is still in hitlag, reducing the additional frame advantage the opponent receives. With weaker attacks, this reduces the amount of extra time the opponent has to punish the attacker while with slightly stronger attacks, it gives the attacker more time to | In ''Super Smash Bros. Ultimate'', crouch cancelling mostly functions the same as the previous game with attacks dealing 0.85x as much knockback and 0.67x as much hitlag. However, the attacker's hitlag is now also reduced by 0.67x. This overall reduces the effectiveness of crouch canceling as in most cases, the opponent no longer enters hitstun while the attacker is still in hitlag, reducing the additional frame advantage the opponent receives. With weaker attacks, this reduces the amount of extra time the opponent has to punish the attacker, while with slightly stronger attacks, it gives the attacker more time to follow up into a potential kill confirm. Additionally, many attacks in ''Ultimate'' generally have much higher base knockback than in previous games (especially ''Smash 64'' and ''Melee''), reducing the amount of moves that are unsafe on hit in the first place, heavily nerfing one of its strongest aspects. | ||
Crouch canceling still | Crouch canceling still has the same uses as the previous game but it is less applicable when it comes to punishing moves or avoiding followups due to the attacker's lower hitlag. Characters who possess constantly active passive armor ({{SSBU|Bowser}} and newcomer {{SSBU|Kazuya}}) can utilise crouch canceling to allow them to armor slightly stronger attacks. Bowser can utilise crouch canceling for longer in this context due to his greater weight and higher armor threshold and Kazuya has access to a variety of attacks that can only be used while crouching, allowing him to make use of crouch cancelling (even without his Tough Body armor), more often than most other characters. | ||
Overall, crouch canceling is | Overall, crouch canceling is just as situational of a technique in ''Ultimate'' as it was in the previous game, if not more, but crouch canceling can still be useful, especially for specific characters. | ||
{{AllGames|Techniques}} | {{AllGames|Techniques}} |
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