Jump-canceling: Difference between revisions
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==Canceling the jump with an attack== | ==Canceling the jump with an attack== | ||
The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses the jump button, there is a period of delay ranging from 3 to 8 [[frames]] before the player's character actually leaves the ground. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. These moves are: [[up smash]], [[up special]], [[grab]] (in ''[[Super Smash Bros. Melee]]'' only) and any [[item]] throw, the latter which allows for [[jump cancel throw]]s in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]''. | The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses the jump button, there is a period of delay ranging from 3 to 8 [[frames]] before the player's character actually leaves the ground, which is known as [[jumpsquat]]. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. These moves are: [[up smash]], [[up special]], [[grab]] (in ''[[Super Smash Bros. Melee]]'' only) and any [[item]] throw, the latter which allows for [[jump cancel throw]]s in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]''. | ||
The up smash works because of the jump delay: to perform it, the player needs to press A while holding up on the Control Stick during the jump delay, which | The up smash works because of the jump delay: to perform it, the player needs to press A while holding up on the Control Stick during the jump delay, which was likely added to help players perform the up smash without jumping instead. The same can be said for up special moves and up smash item throws; it is unknown why grabs in ''Melee'' can be used during the jump delay, however, while other attacks like jabs and tilts cannot. | ||
One application of the jump-cancel in ''Melee'' is the [[jump-canceled grab]]. Most characters have more range, less startup, and less [[lag]] on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their inferior dash grabs while running. | One application of the jump-cancel in ''Melee'' is the [[jump-canceled grab]]. Most characters have more range, less startup, and less [[lag]] on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their (usually) inferior dash grabs while running, although the standing grab is not the best option in every situation. | ||
This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash. The player can also jump-cancel an item throw to use the faster normal item throw instead of a higher-ranged running one. | This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash. The player can also jump-cancel an item throw to use the faster normal item throw instead of a higher-ranged running one. | ||
This technique is more difficult to perform in ''Ultimate'' due to the universal jumpsquat change to 3 frames and short hop aerial macro. However, the newly introduced ability to cancel dashes into any move more than makes up for it. | This technique is more difficult to perform in ''Ultimate'' due to the universal jumpsquat change to 3 frames and short hop aerial macro. However, the newly introduced ability to cancel dashes into any move more than makes up for it. | ||
===Pseudo-jump-cancel=== | |||
There are certain attacks (primarily [[special move]]s) that halt a character's vertical momentum upon activation. By performing these moves on the first airborne frame, the character will stop in the air and immediately fall back down to the ground due to gravity. The technique technically doesn't have anything to do with jump-cancelling; in practice, however, it behaves very similarly, just requiring (depending on the game) a frame-perfect input. Performing the input for a move too late leaves the character stuck in the air for several frames longer, while, in ''Melee'', performing the input too early will result in the character simply jumping, due to the aforementioned game's lack of a universal [[buffer]]. Examples of moves that can be pseudo-jump-cancelled include Fox's [[Fox (SSBM)/Down special|shine]], Falco's [[Falco (SSBM)/Down special|shine]], and DK's [[Donkey Kong (SSBM)/Side special|Headbutt]]. | |||
The primary use of pseudo-jump-cancelling is in the technique known as [[Reflector (Fox)#Multi_shine|multi shining]]. By cancelling shine with jump (discussed in the next section), the [[spacie]] player can perform shine again and again in a loop. This is part of the reason that the ''Melee'' spacies' shield pressure is so oppressive, and is only held back by the immense technical skill required to multi shine effectively. Outside of this technique, pseudo-jump-cancels are extremely rare. This is, in part, due to the rarity of moves that can be pseudo-jump-cancelled; of those rare few, the majority do not have many, if any, situations wherein pseudo-jump-cancelling is advantageous. | |||
==Leaving the shield with a jump== | ==Leaving the shield with a jump== |
Revision as of 13:48, August 28, 2024
Jump-canceling may refer to two different techniques in the Super Smash Bros. games: canceling a jump by using an attack, or jumping while using the shield.
Canceling the jump with an attack
The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses the jump button, there is a period of delay ranging from 3 to 8 frames before the player's character actually leaves the ground, which is known as jumpsquat. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. These moves are: up smash, up special, grab (in Super Smash Bros. Melee only) and any item throw, the latter which allows for jump cancel throws in Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate.
The up smash works because of the jump delay: to perform it, the player needs to press A while holding up on the Control Stick during the jump delay, which was likely added to help players perform the up smash without jumping instead. The same can be said for up special moves and up smash item throws; it is unknown why grabs in Melee can be used during the jump delay, however, while other attacks like jabs and tilts cannot.
One application of the jump-cancel in Melee is the jump-canceled grab. Most characters have more range, less startup, and less lag on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their (usually) inferior dash grabs while running, although the standing grab is not the best option in every situation.
This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash. The player can also jump-cancel an item throw to use the faster normal item throw instead of a higher-ranged running one.
This technique is more difficult to perform in Ultimate due to the universal jumpsquat change to 3 frames and short hop aerial macro. However, the newly introduced ability to cancel dashes into any move more than makes up for it.
Pseudo-jump-cancel
There are certain attacks (primarily special moves) that halt a character's vertical momentum upon activation. By performing these moves on the first airborne frame, the character will stop in the air and immediately fall back down to the ground due to gravity. The technique technically doesn't have anything to do with jump-cancelling; in practice, however, it behaves very similarly, just requiring (depending on the game) a frame-perfect input. Performing the input for a move too late leaves the character stuck in the air for several frames longer, while, in Melee, performing the input too early will result in the character simply jumping, due to the aforementioned game's lack of a universal buffer. Examples of moves that can be pseudo-jump-cancelled include Fox's shine, Falco's shine, and DK's Headbutt.
The primary use of pseudo-jump-cancelling is in the technique known as multi shining. By cancelling shine with jump (discussed in the next section), the spacie player can perform shine again and again in a loop. This is part of the reason that the Melee spacies' shield pressure is so oppressive, and is only held back by the immense technical skill required to multi shine effectively. Outside of this technique, pseudo-jump-cancels are extremely rare. This is, in part, due to the rarity of moves that can be pseudo-jump-cancelled; of those rare few, the majority do not have many, if any, situations wherein pseudo-jump-cancelling is advantageous.
Leaving the shield with a jump
Another usage of the term "jump-cancel" refers to the cancellation of a special animation by jumping, mainly shielding; jumping out of shield is possible in every game with every character except for Yoshi in Melee and Brawl. Additionally, Fox and Falco can do the same in Melee with their shine. The animation achieved by turning around while dashing (after leaving the initial dash animation) can also be jump-canceled.
It is possible to jump-cancel a shield into a jump-canceled attack (most commonly Bowser and Link's up special, or Fox and Pikachu's up smash); in this instance, only one use of the word "jump-cancel" is commonly used: "Link used a jump-canceled up-B from his shield." This is less useful in Ultimate, however, because up specials and up smashes can be instantly performed while shielding without jumping. One can also jump-cancel the shield into a wavedash, because the wavedash starts with a jump.