Lag: Difference between revisions

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'''Start-up lag''', also known as just '''start-up''' and '''windup''', is the delay between a move being initiated and the move having an effect, such as the length of time before a [[hitbox]] is first produced. Examples of moves with extreme start-up lag include [[Ganondorf]]'s [[Warlock Punch]] and {{SSBM|King Dedede}}'s [[forward smash]]. Examples of moves with no start-up lag include {{SSBM|Fox}}'s and {{SSBM|Falco}}'s [[Reflector]] in ''Melee'' and [[Jigglypuff]]'s [[Rest]]. [[Flinching]] during start-up will prevent the move from being executed.
'''Start-up lag''', also known as just '''start-up''' and '''windup''', is the delay between a move being initiated and the move having an effect, such as the length of time before a [[hitbox]] is first produced. Examples of moves with extreme start-up lag include [[Ganondorf]]'s [[Warlock Punch]] and {{SSBM|King Dedede}}'s [[forward smash]]. Examples of moves with no start-up lag include {{SSBM|Fox}}'s and {{SSBM|Falco}}'s [[Reflector]] in ''Melee'' and [[Jigglypuff]]'s [[Rest]]. [[Flinching]] during start-up will prevent the move from being executed.


The primary advantage of lower start-up lag is that the attack gives the opponent less reaction time, as well as the ability to hit before other attacks, and the user greater flexibility in being able to land the attack (making such attacks all around easier to land). Characters having access to low start-up lag attacks is important for success in competitive play; part of the reason {{SSB|Pikachu}} in ''[[SSB64]]'', Fox in ''Melee'', and {{SSBB|Meta Knight}} in ''[[Brawl]]'' are considered the best characters in their respective games is that the general start-up lag of their attacks is among the fastest. Conversely, a major part of why {{SSBM|Bowser}} in ''Melee'' and {{SSBB|Ganondorf}} in ''Brawl'' have always been considered bottom tier characters is that the general start-up lag of their attacks are the worst in their respective games.
The primary advantage of lower start-up lag is that the attack gives the opponent less reaction time, as well as the ability to hit before other attacks, and the user greater flexibility in being able to land the attack (making such attacks all around easier to land). Characters having access to low start-up lag attacks is important for success in competitive play; part of the reason {{SSB|Pikachu}} in ''[[Smash 64]]'', Fox in ''Melee'', and {{SSBB|Meta Knight}} in ''[[Brawl]]'' are considered the best characters in their respective games is that the general start-up lag of their attacks is among the fastest. Conversely, a major part of why {{SSBM|Bowser}} in ''Melee'' and {{SSBB|Ganondorf}} in ''Brawl'' have always been considered bottom tier characters is that the general start-up lag of their attacks are the worst in their respective games.


==Ending lag==
==Ending lag==
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'''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.


In ''SSB'', not all aerial attacks have unique landing animations.
In ''Smash 64'', not all aerial attacks have unique landing animations.


===Types of landing lag===
===Types of landing lag===