17
edits
No edit summary |
No edit summary |
||
Line 12: | Line 12: | ||
By ledge-canceling, a character can potentially execute two attacks in quick succession with the combination of canceled move lag and canceled landing lag (if a character land-cancels an attack after one frame of hitbox, then fall- or ledge-cancels the landing after one frame, then attacks on the first frame in "falling" or "ledge" state, it is possible to achieve a minimum number of frames between attacks of 3+the number of frames it takes the second attack to produce a hitbox). | By ledge-canceling, a character can potentially execute two attacks in quick succession with the combination of canceled move lag and canceled landing lag (if a character land-cancels an attack after one frame of hitbox, then fall- or ledge-cancels the landing after one frame, then attacks on the first frame in "falling" or "ledge" state, it is possible to achieve a minimum number of frames between attacks of 3+the number of frames it takes the second attack to produce a hitbox). | ||
From a falling ledge-cancel, a character can execute any of their aerial attacks, an air-jump, a B attack, or an air dodge. | From a falling ledge-cancel, a character can execute any of their aerial attacks, an air-jump, a B attack, or an air dodge. | ||
True ledge-canceling requires much more finesse to execute than an falling ledge cancel, but allows for more options: jabs, tilts, smash attacks, B attacks, ground jump, shield, grab, and dash. | |||
Aerial attacks can be canceled on any of their frames. This means that an attack can be canceled (and subsequently ledge-canceled) before a hitbox appears. | Aerial attacks can be canceled on any of their frames. This means that an attack can be canceled (and subsequently ledge-canceled) before a hitbox appears. | ||
On a ledge that can be grabbed, if a character ledge-cancels and is then facing that ledge, the character may grab the ledge if he is not DIing away from the ledge (this is significant because during "grabbing" animation you commands cannot be input, which effectively nullifies the leg-reduction of ledge-canceling). | On a ledge that can be grabbed, if a character ledge-cancels and is then facing that ledge, the character may grab the ledge if he is not DIing away from the ledge (this is significant because during "grabbing" animation you commands cannot be input, which effectively nullifies the leg-reduction of ledge-canceling). |
edits