Auto-canceling: Difference between revisions
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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, demonstrating how even L-cancelling is slower than auto-cancelling.]] | |||
[[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]], 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, some attacks cannot be auto-cancelled at the start, at the end, or even at all. Each individual aerial attack for every character has a specific auto-cancelling window (or lack thereof) that must be memorized and practiced. | |||
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-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 [[punish]]ed during the move's landing lag. Precise auto-canceling of aerials is also frequently needed for performing followups and [[combo]]s, so as to leave less time for the opponent to react and escape. Learning and practicing the timing required to auto-cancel all of a character'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 airs of {{SSBM|Donkey Kong}} in ''Melee'', and of {{SSBB|Donkey Kong}} and {{SSBB|Ganondorf}} in ''Brawl'', | *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. | ||
{{stub}} | {{stub}} | ||
{{image|Additional comparison images (.gifs): Specifically, one that expands the 'Melee' comparison .gif to include an non-cancelled aerial; and a new gif comparing an Auto-cancelled aerial to the same non-cancelled aerial in SSB4}} | {{image|Additional comparison images (.gifs): Specifically, one that expands the 'Melee' comparison .gif to include an non-cancelled aerial; and a new gif comparing an Auto-cancelled aerial to the same non-cancelled aerial in SSB4}} | ||
[[Category:Techniques (SSB4)]] | [[Category:Techniques (SSB4)]] | ||
[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] | ||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Techniques (SSB)]] | [[Category:Techniques (SSB)]] |
Revision as of 14:57, December 15, 2014
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, some attacks cannot be auto-cancelled at the start, at the end, or even at all. Each individual aerial attack for every character has a specific auto-cancelling window (or lack thereof) that must be memorized and practiced.
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 less time for the opponent to react and escape. Learning and practicing the timing required to auto-cancel all of a character'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.