Double jump cancel counter: Difference between revisions
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The '''double jump cancel counter''', abbreviated '''DJCC''', is a technique unique to [[Yoshi]] in three of the four installments of the ''{{b|Super Smash Bros.|series}}'' series. Yoshi's [[midair jump]] has [[launch resistance|knockback protection]] and will continue its momentum after the appropriate freeze-frames are applied against all but the strongest attacks. The DJCC utilizes this protection to allow Yoshi to jump into an opponent, take a hit, and proceed to follow up with a counterattack almost immediately. | The '''double jump cancel counter''', abbreviated '''DJCC''', is a technique unique to [[Yoshi]] in three of the four installments of the ''{{b|Super Smash Bros.|series}}'' series. Yoshi's [[midair jump]] has [[launch resistance|knockback protection]] and will continue its momentum after the appropriate freeze-frames are applied against all but the strongest attacks. The DJCC utilizes this protection to allow Yoshi to jump into an opponent, take a hit, and proceed to follow up with a counterattack almost immediately. | ||
The technique starts with double-jumping at an opponent within their attacking range. They will likely attack the player, and the player will absorb the hit (taking all applicable damage), and be able to immediately counterattack or float away in the direction they were previously headed. Any [[aerial]] or [[special move]] can be done immediately after impact, but the most common are Yoshi's faster aerial attacks (such as [[neutral aerial]]) or his [[Egg Lay]]. | |||
In ''[[Smash 64]]'', this technique is one form of the many parries of the game. It is overall easier to [[parry]] in ''Smash 64'' due to the long invincibility range of Yoshi's double jump compared to ''[[Melee]]'' and ''[[Brawl]]''. High level [[AI|CPUs]] in ''Smash 64'' are also surprisingly proficient at using this technique, likely due to their very quick reflexes. | In ''[[Smash 64]]'', this technique is one form of the many parries of the game. It is overall easier to [[parry]] in ''Smash 64'' due to the long invincibility range of Yoshi's double jump compared to ''[[Melee]]'' and ''[[Brawl]]''. High level [[AI|CPUs]] in ''Smash 64'' are also surprisingly proficient at using this technique, likely due to their very quick reflexes. | ||
The technique is also somewhat limited in ''Brawl'' because Yoshi continues to rise after he throws the attack, making it harder to aim and follow up. | The technique is also somewhat limited in ''Brawl'' because Yoshi continues to rise after he throws the attack, making it harder to aim and follow up. | ||
[[Category:Techniques (SSB)]] | [[Category:Techniques (SSB)]] |
Revision as of 13:56, September 20, 2015
The double jump cancel counter, abbreviated DJCC, is a technique unique to Yoshi in three of the four installments of the Super Smash Bros. series. Yoshi's midair jump has knockback protection and will continue its momentum after the appropriate freeze-frames are applied against all but the strongest attacks. The DJCC utilizes this protection to allow Yoshi to jump into an opponent, take a hit, and proceed to follow up with a counterattack almost immediately.
The technique starts with double-jumping at an opponent within their attacking range. They will likely attack the player, and the player will absorb the hit (taking all applicable damage), and be able to immediately counterattack or float away in the direction they were previously headed. Any aerial or special move can be done immediately after impact, but the most common are Yoshi's faster aerial attacks (such as neutral aerial) or his Egg Lay.
In Smash 64, this technique is one form of the many parries of the game. It is overall easier to parry in Smash 64 due to the long invincibility range of Yoshi's double jump compared to Melee and Brawl. High level CPUs in Smash 64 are also surprisingly proficient at using this technique, likely due to their very quick reflexes.
The technique is also somewhat limited in Brawl because Yoshi continues to rise after he throws the attack, making it harder to aim and follow up.