Double jump cancel: Difference between revisions
(didn't notice SSB) |
(Can someone write sections for the other characters (whom I have little knowledge about)?) |
||
Line 1: | Line 1: | ||
The '''double jump cancel''' (sometimes abbreviated as DJC) is a tactic used by [[Ness]], [[Mewtwo]], [[Peach]], and [[Yoshi]], who can attack immediately after their [[double jump]] to cancel their upward momentum and land on the ground soon after their attack. This tactic is used to perform aerial attacks incredibly quickly, thus allowing aerial combos and KO's to be performed more quickly. | The '''double jump cancel''' (sometimes abbreviated as DJC) is a tactic used by [[Ness]], [[Mewtwo]], [[Peach]], and [[Yoshi]], who can attack immediately after their [[double jump]] to cancel their upward momentum and land on the ground soon after their attack. This tactic is used to perform aerial attacks incredibly quickly, thus allowing aerial combos and KO's to be performed more quickly. Double jump canceling only exists in Brawl by using special moves. | ||
==Ness== | |||
Ness' play in SSB64 is almost completely reliant on this technique. Because his aerials provide high hitstun and damage, he can perform zero-death combos on several characters. At one point this ability was even considered [[broken]], placing Ness in the high tier along with [[Pikachu (SSB)|Pikachu]] and [[Kirby (SSB)|Kirby]]. It has since lost such recognition due to Ness' short range, but nonetheless is an important part of his metagame. | |||
In Melee, Ness still has the technique, but it is not as useful due to the nerfs he suffered in the game. | |||
In Brawl, Ness can no longer perform double jump cancel unless he initiates a special move. However, he can still pull of some techniques with this, such as [[PK Jump]]. | |||
==DJC physics== | ==DJC physics== |
Revision as of 14:42, February 27, 2011
The double jump cancel (sometimes abbreviated as DJC) is a tactic used by Ness, Mewtwo, Peach, and Yoshi, who can attack immediately after their double jump to cancel their upward momentum and land on the ground soon after their attack. This tactic is used to perform aerial attacks incredibly quickly, thus allowing aerial combos and KO's to be performed more quickly. Double jump canceling only exists in Brawl by using special moves.
Ness
Ness' play in SSB64 is almost completely reliant on this technique. Because his aerials provide high hitstun and damage, he can perform zero-death combos on several characters. At one point this ability was even considered broken, placing Ness in the high tier along with Pikachu and Kirby. It has since lost such recognition due to Ness' short range, but nonetheless is an important part of his metagame. In Melee, Ness still has the technique, but it is not as useful due to the nerfs he suffered in the game. In Brawl, Ness can no longer perform double jump cancel unless he initiates a special move. However, he can still pull of some techniques with this, such as PK Jump.
DJC physics
Since the affected characters' double jumps are of the "delayed" type (where they do not rise immediately), interrupting the action with an attack will cause the scheduled upwards force to not take place.
A similar mechanic can cause superjumps.