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==Ending lag== | ==Ending lag== | ||
'''Ending lag''', also known as '''cool down''' and '''recovery''' in other fighting games, is the delay between a move's effect finishing and another action being available to begin, such as the length of time after an attack's hitboxes ceases before the character can move again. | '''Ending lag''', also known as '''cool down''' and '''recovery''' in other fighting games, is the delay between a move's effect finishing and another action being available to begin, such as the length of time after an attack's hitboxes ceases before the character can move again. The vast majority of attacks have more ending lag than startup lag, though generally, attacks with lower start-up lag tend to have proportionally more ending lag and vice versa. Attacks such as [[Rest]], [[Ike]]'s [[forward smash]], and [[Mega Man]]'s [[up tilt]] are notorious for having an extreme amount of ending lag. Moves known for having especially low ending lag include Meta Knight's [[up aerial]] in ''Brawl'', [[Lucario]]'s forward smash, and [[Mr. Game & Watch]]'s [[up smash]]. Typically, an attack's ending lag can't be avoided, but some attacks can avoid ending lag without the character being flinched or [[priority|out-prioritised]], such as grabbing a [[ledge]] with a recovery move before it ends, and jump canceling Fox's and Falco's Reflector in ''Melee''. Additionally, aerials can avoid their ending lag by the character landing before completion; despite this inducing landing lag, it can be overall faster if the character lands soon enough and the attack's landing lag is low enough (a prominent example of this is Ike's [[neutral aerial]], which has a huge amount of ending lag, but rather low landing lag, thus landing earlier can be utilised to circumvent the attack's high ending lag). Also, if a character using a standard land attack is no longer on land before the attack finishes (such as from being pushed off by [[wind]] or the [[platform]] underneath them ceasing to exist), the attack will abruptly end with the user free to move, thus avoiding the attack's ending lag (though [[special moves]] will continue if this occurs while using them). An example of this technique is seen when [[Steve]] builds a [[Mine / Craft / Create Block|block]] and then uses a ground move. When the block disappears, the ground move is canceled, allowing [[Steve]] to safely recover or perform an [[aerial attack|aerial]]. | ||
The primary advantage of lower ending lag is that the less ending lag there is, the less [[punish]]able the move is, thus the more safe it is to use. Since the attacks end sooner, low ending lag attacks are also more effective at [[combo]]ing, as they allow a greater window to follow-up landed attacks before the opponent can respond properly or respond at all. An example of this in ''Smash 64'' can be seen with [[Kirby]] and [[Donkey Kong]]'s [[up tilt|up tilts]]. Both up tilts have the same startup lag but Kirby's has much less ending lag, which makes it drastically harder to punish as well as making it a much more effective combo tool compared to Donkey Kong's. While having attacks with low ending lag is considered important in competitive play and characters higher up on the [[tier list]] typically have lower ending lag attacks, it isn't held in equal regard to start-up lag. [[Marth]], for example, is considered a top/high tier character in all of his iterations, despite most of his attacks having high ending lag, while there are no characters in any of the games ranked high that have comparatively high start-up lag on their attacks. More attacks can be very effective in spite of high ending lag (Jigglypuff's [[Rest]] in ''Melee'' being the most notorious example of such, as despite its ridiculously high ending lag and small hitbox, its start-up lag of 1 frame makes the move very landable, where its extreme power can be utilised), while there are few attacks that can be very effective in spite of high start-up lag. For example, Ganondorf's up tilt in ''Melee'' and ''Brawl'' is an extreme power attack with a small hitbox that has proportionally low ending lag, but its start-up lag is so ridiculously high that the move is almost impossible to land without the opponent being incapacitated, in a position where they have no choice but to position themselves within its reach (such as attempting to [[recover]] or evade a stage hazard), or having already committed to an action that will put them in the attack's reach (i.e. Ganondorf successfully [[Mindgame#Read|reading]] his opponent), and its extreme power can realistically never be utilised (however, in ''Smash 4'', it has a significantly larger hitbox). Moves that are very effective in spite of high start-up lag have a combination of significant attributes beyond just low ending lag (the aforementioned forward smash of Lucario's is considered to be one of the best forward smashes in ''Brawl'' despite being one of the slowest in start-up, as the move not only has very low ending lag, but also has potential extreme power with great [[reach]], making it one of the few powerful KO moves that can often be used with no repercussions if it fails to land). | The primary advantage of lower ending lag is that the less ending lag there is, the less [[punish]]able the move is, thus the more safe it is to use. Since the attacks end sooner, low ending lag attacks are also more effective at [[combo]]ing, as they allow a greater window to follow-up landed attacks before the opponent can respond properly or respond at all. An example of this in ''Smash 64'' can be seen with [[Kirby]] and [[Donkey Kong]]'s [[up tilt|up tilts]]. Both up tilts have the same startup lag but Kirby's has much less ending lag, which makes it drastically harder to punish as well as making it a much more effective combo tool compared to Donkey Kong's. While having attacks with low ending lag is considered important in competitive play and characters higher up on the [[tier list]] typically have lower ending lag attacks, it isn't held in equal regard to start-up lag. [[Marth]], for example, is considered a top/high tier character in all of his iterations, despite most of his attacks having high ending lag, while there are no characters in any of the games ranked high that have comparatively high start-up lag on their attacks. More attacks can be very effective in spite of high ending lag (Jigglypuff's [[Rest]] in ''Melee'' being the most notorious example of such, as despite its ridiculously high ending lag and small hitbox, its start-up lag of 1 frame makes the move very landable, where its extreme power can be utilised), while there are few attacks that can be very effective in spite of high start-up lag. For example, Ganondorf's up tilt in ''Melee'' and ''Brawl'' is an extreme power attack with a small hitbox that has proportionally low ending lag, but its start-up lag is so ridiculously high that the move is almost impossible to land without the opponent being incapacitated, in a position where they have no choice but to position themselves within its reach (such as attempting to [[recover]] or evade a stage hazard), or having already committed to an action that will put them in the attack's reach (i.e. Ganondorf successfully [[Mindgame#Read|reading]] his opponent), and its extreme power can realistically never be utilised (however, in ''Smash 4'', it has a significantly larger hitbox). Moves that are very effective in spite of high start-up lag have a combination of significant attributes beyond just low ending lag (the aforementioned forward smash of Lucario's is considered to be one of the best forward smashes in ''Brawl'' despite being one of the slowest in start-up, as the move not only has very low ending lag, but also has potential extreme power with great [[reach]], making it one of the few powerful KO moves that can often be used with no repercussions if it fails to land). |
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