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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
'''Frame cancelling''' is an advanced technique in ''[[Super Smash Bros. 4]]'' that reduces the [[landing lag]] of aerial attacks. The technique involves timing an aerial so that it hits the opponent on the same frame that the user would land on the ground. This results in a bug where the attack's landing lag starts counting down during the [[freeze frame]]s of the hit, resulting in there being less lag once the freeze frames end and both characters begin moving again. | '''Frame cancelling''' is an advanced technique in ''[[Super Smash Bros. 4]]'' that reduces the [[landing lag]] of aerial attacks. The technique involves timing an aerial so that it hits the non-shielding opponent on the same frame that the user would land on the ground. This results in a bug where the attack's landing lag starts counting down during the [[freeze frame]]s of the hit, resulting in there being less lag once the freeze frames end and both characters begin moving again. | ||
Attacks that deliver high amounts of freeze frames get more usefulness out of the technique. The down aerials of {{SSB4|Falco}} and {{SSB4|Ganondorf}} are most notable for this, with the former having a 2.0x freeze frames multiplier, and the latter dealing high [[electric]] damage. | Attacks that deliver high amounts of freeze frames get more usefulness out of the technique. The down aerials of {{SSB4|Falco}} and {{SSB4|Ganondorf}} are most notable for this, with the former having a 2.0x freeze frames multiplier, and the latter dealing high [[electric]] damage. |