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Auto-canceling: Difference between revisions

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(I was going to undo this, and then I realized that if you fail the autocancel, it's already too late)
(Some heavy rewrites to eliminate ambiguous language, passive voice, and other issues with the prose, and to make auto-cancelling less... "intimidating".)
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[[File:Marth_imperfect_AC_nair_vs_shffl_nair.gif|thumbnail|Comparison of Marth Auto-canceling (left) and L-canceling (right) his neutral aerial]]
[[File:Marth_imperfect_AC_nair_vs_shffl_nair.gif|thumbnail|Comparison of Marth Auto-canceling (left) and [[L-canceling]] (right) his neutral aerial. Observe how L-Cancelling allows Marth to act (in this case, raising his shield) more quickly after landing than is possible with Auto-cancelling]]
[[File:Failed Auto-Cancel.gif|thumbnail|Zero Suit Samus failing to auto-cancel by interrupting an aerial attack's animation midway by landing.]]
[[File:Failed Auto-Cancel.gif|thumbnail|Zero Suit Samus failing to Auto-cancel; she has landed during the middle of her aerial attack, and has thus incurred significant landing lag, thereby leaving her open to [[punishment]].]]
'''Auto-canceling''' is the act of landing during the beginning or ending [[frame]]s of an [[aerial attack]] and circumventing the landing lag that would have occurred had the character landed in the middle. Auto-canceling an attack produces no more landing lag than a regular landing, while landing during the middle of an aerial attack almost always results in a significant delay. Most aerial attacks can be auto-cancelled both during the first few frames or the last few frames, though some cannot be auto-cancelled at the start, at the end, or even both. Every attack has a specific auto-cancelling window. Auto-canceling can be very beneficial to players using characters with laggy aerial attacks, as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding [[punishment]] that could have been made if the player had not auto-cancelled. Precise auto-canceling of aerials is frequently needed for performing followups and [[combo]]s while leaving no time for the opponent to react and escape.
'''Auto-canceling''' is the act of landing during the beginning or ending [[frame]]s of an [[aerial attack]], thereby circumventing the [[Lag#Landing_lag|landing lag]] that would have occurred had the character instead landed during the middle of that attack's animation.  
 
Auto-canceling an attack produces no more landing lag than a regular landing from an ordinary [[jump]], whereas landing during the middle of an aerial attack almost always results in a significant delay before the character can act (raise a shield, jump, dodge, etc.) again. Most aerial attacks can be Auto-cancelled during both the first few frames and the last few frames of the attack's animation; however, other attacks cannot be Auto-cancelled at the start, at the end, or even at all. Each aerial attack has a specific Auto-cancelling window (or lack thereof) that must be memorized and practiced, and the window is also distinct between characters (i.e., [[Mario (SSB4)|Mario's]] [[forward air]] has totally different Auto-cancelling conditions than [[Sonic (SSB4)|Sonic's]] forward air, and is '''also''' different from the Auto-cancelling conditions for Mario's [[downward air]]).
 
Auto-canceling can be very beneficial to players using characters with laggy aerial attacks, as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding being [[punishment|punished]] during the move's landing lag. Precise Auto-canceling of aerials is also frequently needed for performing followups and [[combo|combos]], so as to leave no time for the opponent to react and escape. Learning and practicing the timing required to Auto-cancel all of a fighter's aerial attacks is especially important in ''Super Smash Bros. Brawl'' and ''Super Smash Bros. 4'', due to the lack of [[L-cancelling]] in those games.
 
 
==Trivia==
==Trivia==
*The [[forward air]]s of {{SSBM|Donkey Kong}} in ''Melee'' and {{SSBB|Donkey Kong}} and {{SSBB|Ganondorf}} in ''Brawl'' cannot be auto-cancelled in the ending frames. By looking at the coding of the moves, it can be seen that they were intended to be, and they cannot due to a minor error of using the wrong type of timing function.
*The forward airs of {{SSBM|Donkey Kong}} in ''Melee'', and of {{SSBB|Donkey Kong}} and {{SSBB|Ganondorf}} in ''Brawl'', '''cannot''' be Auto-cancelled during their ending frames. By exploring the code of the games and looking at the underlying properties of the moves, it has been discovered that the developers had ''intended'' for Auto-cancelling those moves to be possible; however, due to a minor error (the accidental use of the wrong type of timing function), it is not possible to auto-cancel those moves.


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Revision as of 12:02, December 15, 2014

Comparison of Marth Auto-canceling (left) and L-canceling (right) his neutral aerial. Observe how L-Cancelling allows Marth to act (in this case, raising his shield) more quickly after landing than is possible with Auto-cancelling
Zero Suit Samus failing to Auto-cancel; she has landed during the middle of her aerial attack, and has thus incurred significant landing lag, thereby leaving her open to punishment.

Auto-canceling is the act of landing during the beginning or ending frames of an aerial attack, thereby circumventing the landing lag that would have occurred had the character instead landed during the middle of that attack's animation.

Auto-canceling an attack produces no more landing lag than a regular landing from an ordinary jump, whereas landing during the middle of an aerial attack almost always results in a significant delay before the character can act (raise a shield, jump, dodge, etc.) again. Most aerial attacks can be Auto-cancelled during both the first few frames and the last few frames of the attack's animation; however, other attacks cannot be Auto-cancelled at the start, at the end, or even at all. Each aerial attack has a specific Auto-cancelling window (or lack thereof) that must be memorized and practiced, and the window is also distinct between characters (i.e., Mario's forward air has totally different Auto-cancelling conditions than Sonic's forward air, and is also different from the Auto-cancelling conditions for Mario's downward air).

Auto-canceling can be very beneficial to players using characters with laggy aerial attacks, as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding being punished during the move's landing lag. Precise Auto-canceling of aerials is also frequently needed for performing followups and combos, so as to leave no time for the opponent to react and escape. Learning and practicing the timing required to Auto-cancel all of a fighter's aerial attacks is especially important in Super Smash Bros. Brawl and Super Smash Bros. 4, due to the lack of L-cancelling in those games.


Trivia

  • The forward airs of Donkey Kong in Melee, and of Donkey Kong and Ganondorf in Brawl, cannot be Auto-cancelled during their ending frames. By exploring the code of the games and looking at the underlying properties of the moves, it has been discovered that the developers had intended for Auto-cancelling those moves to be possible; however, due to a minor error (the accidental use of the wrong type of timing function), it is not possible to auto-cancel those moves.


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