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Landing lag: Difference between revisions

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{{ArticleIcons|allgames=y}}
{{ArticleIcons|allgames=y}}
{{move|Lag|This is just another type of lag.}}
[[File:Lc1.gif|thumb|The landing lag of {{SSBM|Link}}'s down aerial can clearly be seen. Even when the green Link uses [[L-canceling]] to reduce landing lag, it is still noticeable.]]
[[File:Lc1.gif|thumb|The landing lag of {{SSBM|Link}}'s down aerial can clearly be seen. Even when the green Link uses [[L-canceling]] to reduce landing lag, it is still noticeable.]]
'''Landing lag''' occurs when a character in the middle of an [[aerial attack]] lands on the ground, resulting in a longer-than-usual landing animation. A clear example is [[Link]]'s [[down aerial]]; hitting the ground during the attack results in Link's sword getting stuck, and he has to spend a significant amount of time pulling it out before he can do anything else. Each aerial attack has its own amount of landing lag; most [[special move]]s tend to continue execution instead of being interrupted when the user lands. [[L-cancelling]] will reduce landing lag, while [[auto-cancelling]] will avoid it.
'''Landing lag''' occurs when a character in the middle of an [[aerial attack]] lands on the ground, resulting in a longer-than-usual landing animation. A clear example is [[Link]]'s [[down aerial]]; hitting the ground during the attack results in Link's sword getting stuck, and he has to spend a significant amount of time pulling it out before he can do anything else. Each aerial attack has its own amount of landing lag; most [[special move]]s tend to continue execution instead of being interrupted when the user lands. [[L-cancelling]] will reduce landing lag, while [[auto-cancelling]] will avoid it.

Revision as of 12:14, June 3, 2013

Move.png It has been suggested that this article should be moved to Lag.
The reason given for the move is: This is just another type of lag. (Discuss)
File:Lc1.gif
The landing lag of Link's down aerial can clearly be seen. Even when the green Link uses L-canceling to reduce landing lag, it is still noticeable.

Landing lag occurs when a character in the middle of an aerial attack lands on the ground, resulting in a longer-than-usual landing animation. A clear example is Link's down aerial; hitting the ground during the attack results in Link's sword getting stuck, and he has to spend a significant amount of time pulling it out before he can do anything else. Each aerial attack has its own amount of landing lag; most special moves tend to continue execution instead of being interrupted when the user lands. L-cancelling will reduce landing lag, while auto-cancelling will avoid it.


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Trivia

  • In SSB, not all aerial attacks have unique landing animations.