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==Differences between games== | ==Differences between games== | ||
In ''[[Super Smash Bros.]]'', auto-cancelling generally has no large impact on gameplay, since [[L-canceling#In_Super_Smash_Bros.|Z-Cancelling]] | In ''[[Super Smash Bros.]]'', auto-cancelling generally has no large impact on gameplay, since [[L-canceling#In_Super_Smash_Bros.|Z-Cancelling]] has the same effect, although some moves do have extremely lenient auto-cancel windows. A notable example is {{SSB|Ness}}'s down/up aerial, which will always auto-cancel. These moves can be used for shield breaks, which requires many inputs, so the lack of needing to z-cancel makes the shield break significantly easier. All aerials except for {{SSB|Link}}'s up and down aerials are capable of auto-canceling in a short hop. | ||
''[[Super Smash Bros. Melee]]'' reduced the effect of L-canceling (now only halving the landing lag as opposed to | ''[[Super Smash Bros. Melee]]'' reduced the effect of L-canceling (now only halving the landing lag as opposed to giving the character their normal landing), making auto-canceling more useful, although jumps are shorter than they were in ''Smash 64'' due to [[gravity]] being increased across the board, and auto-cancel windows are far less lenient across the board, making a lot less aerials capable of auto-canceling in a short hop. | ||
''[[Super Smash Bros. Brawl]]'' removed L-canceling, making auto-canceling more important and useful, as while numerous aerials have lower landing lag, none of them had their landing lag reduced enough to completely compensate for the removal of L-canceling. Aerial attacks in ''Brawl'' generally have more lenient auto-cancel windows, which is further compensated by gravity/falling speeds being much lower than in ''Melee''. A lot more aerials can be auto-cancelled in a short hop in ''Brawl'' compared to ''Melee'' because of these changes. | ''[[Super Smash Bros. Brawl]]'' removed L-canceling, making auto-canceling more important and useful, as while numerous aerials have lower landing lag, none of them had their landing lag reduced enough to completely compensate for the removal of L-canceling. Aerial attacks in ''Brawl'' generally have more lenient auto-cancel windows, which is further compensated by gravity/falling speeds being much lower than in ''Melee''. A lot more aerials can be auto-cancelled in a short hop in ''Brawl'' compared to ''Melee'' because of these changes with far fewer aerials losing their ability to auto-cancel in contrast. | ||
In ''[[Super Smash Bros. 4]]'', L-canceling continues to be absent, and aerials overall have slightly increased landing lag and later auto-cancel windows, hindering aerial approaches and enforcing a heavier reliance on grounded combat. While some aerials gained the ability the auto-cancel in a short hop, a majority lost their ability to do so either because of their worse auto-cancel windows, the character's lower short hop or both. | In ''[[Super Smash Bros. 4]]'', L-canceling continues to be absent, and aerials overall have slightly increased landing lag and later auto-cancel windows, hindering aerial approaches and enforcing a heavier reliance on grounded combat. While some aerials gained the ability the auto-cancel in a short hop, a majority lost their ability to do so either because of their worse auto-cancel windows, the character's lower short hop or both. An additional change is that when an aerial or a special is auto-canceled, the player will always go into their hard landing lag animation, regardless of their falling speed. In ''Brawl'', auto-canceling does not affect whether the player gets a soft or a hard landing. | ||
In ''[[Super Smash Bros. Ultimate]]'', however, since the landing lag on moves has been altered and substantially reduced across the board, aerial approaches have become safer than previously. Aerials are also considerably weaker when performed during a short hop with these changes overall making auto-canceling less useful depending on the aerial. However, many aerials (e.g. {{SSBU|Falco}}'s down aerial) have improved auto-cancel windows enabling them to properly auto-cancel in a short hop although naturally, the opposite is also the case with some aerials (e.g. {{SSBU|Ike}}'s forward aerial) and some characters are now unable to auto-cancel certain aerials due to their higher gravity reducing the height of their short hop (e.g. {{SSBU|Charizard}}'s forward aerial). | In ''[[Super Smash Bros. Ultimate]]'', however, since the landing lag on moves has been altered and substantially reduced across the board, aerial approaches have become safer than previously. Aerials are also considerably weaker when performed during a short hop with these changes overall making auto-canceling less useful depending on the aerial. However, many aerials (e.g. {{SSBU|Falco}}'s down aerial) have improved auto-cancel windows enabling them to properly auto-cancel in a short hop although naturally, the opposite is also the case with some aerials (e.g. {{SSBU|Ike}}'s forward aerial) and some characters are now unable to auto-cancel certain aerials due to their higher gravity/falling speed reducing the height of their short hop (e.g. {{SSBU|Charizard}}'s forward aerial). Characters still always enter their hard landing animation when auto-canceling a move. | ||
==Notable examples== | ==Notable examples== |
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