Double jump cancel: Difference between revisions

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(Can someone write sections for the other characters (whom I have little knowledge about)?)
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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.


But other characters who can cancel their double jump use this tactic to cover more horizontal distance and reach enemies who are further away. Mewtwo players generally only double jump cancel when they want to attack opponents who are out their range.
==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]].


For Peach, this tactic is usable, but generally unused due to her slower aerials and superior [[float cancel]]s. The pro Peach user [[Smasher:XIF|XIF]] is known for using multiple djc's neutral aerial.
For Yoshi, he can use this to "Counter" attacks because of his double jump's unique [[launch resistance|properties]].
One obvious downfall of this tactic is that the character loses their double jump, possibly resulting in a self-destruct when away from an [[edge]]. This can be extremely detrimental to Yoshi, as he lacks a third jump, and if Yoshi is hit away from the stage, Yoshi will have almost no means of recovery.
Double jump canceling has almost been completely removed in ''[[Super Smash Bros. Brawl]]'', some specials are the only moves that can cancel character's double jumps.


==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.