Double jump cancel counter: Difference between revisions
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'''Double jump cancel countering''' ('''DJCC''') is a technique unique for [[Yoshi]]. Yoshi's [[second jump]] has [[knockback]] protection, and will continue its momentum after the appropriate freeze-frames are applied against all but the strongest attacks. The DJCC utilizes this protection to allow Yoshi to jump into an opponent, take a hit, and proceed to follow up with a counterattack almost immediately. | '''Double jump cancel countering''' ('''DJCC''') is a technique unique for [[Yoshi]]. Yoshi's [[second jump]] has [[knockback]] protection, and will continue its momentum after the appropriate freeze-frames are applied against all but the strongest attacks. The DJCC utilizes this protection to allow Yoshi to jump into an opponent, take a hit, and proceed to follow up with a counterattack almost immediately. | ||
Revision as of 19:43, June 27, 2011
Double jump cancel countering (DJCC) is a technique unique for Yoshi. Yoshi's second jump has knockback protection, and will continue its momentum after the appropriate freeze-frames are applied against all but the strongest attacks. The DJCC utilizes this protection to allow Yoshi to jump into an opponent, take a hit, and proceed to follow up with a counterattack almost immediately.
In action, simply double-jump at an opponent, within their attacking range. They will likely attack the player, the player will absorb the hit (taking all applicable damage), and be able to immediately counterattack, or float away in the direction they were previously headed. Any aerial or special move can be done immediately after impact, but the most common are Yoshi's faster aerial attacks (such as neutral aerial) or his Egg Lay.
In Super Smash Bros., this technique is one form of the many parries of Smash 64. It is overall easier to parry in Smash 64 due to the long invincibility range of Yoshi's double jump followed by Brawl and Melee.