Talk:L-canceling
I was under the impression that L-Canceling was so named due to the most common button used to activate it, ' L'.
-Is there any truth to this theory? -Zixor (talk) 17:37, 28 March 2009 (UTC)
- Initially, I believed the same thing. Now however, I believe L-Canceling is named so because L-Canceling removes landing lag. Therefore, I believe the L in L-Canceling is short for Lag. Y462 (T • C • E ) 17:41, 28 March 2009 (UTC)
Super Smash Bros Brawl
Why L-cancel were removed from SSBB? --CaioNV (talk) 23:50, December 18, 2009 (UTC)
Smooth Landing
On the original Smash 64 site, it refers to L-cancelling as "Smooth Landing". Should that be in this article? Anthony1996 (talk) 01:20, 29 September 2011 (EDT)
20 Frames?
Is this number for BOTH Smash64 and Melee? Or just one of them? I've also seen different numbers elsewhere, such as http://super-smash-bros.wikia.com/wiki/L-canceling "To L-cancel, press L, R, or Z (only Z and R work in SSB) within six (6) frames of landing on the ground while the character is still performing an aerial attack." and also http://www.youtube.com/watch?v=yVA4PuYQNko "(...) seven (7) frames or less before you hit the ground" 173.228.18.240 23:47, 6 February 2013 (EST)
- Well that's why the cleanup tag is there; because the 20 frames someone put up here seems like way too much for either game. I think I remember the SSB64 value being 4 actually, I'll see if I can find it. Toomai Glittershine The Spectrum 00:25, 7 February 2013 (EST)
It's actually 11 frames. I love how I find stuff when I'm not looking for it. I was basically messing around with the aerial flag to increase Link's Up B and found the frame counter for L canceling. Here's the assembly code and addresses for anyone who wants to look at it or make a gameshark code to change it. 0x0160 is the offset for the frame counter variable of the player pointer. So if the address of Player 1's Pointer points to 8027E928, then the address of the frame counter for Player 1 = 8027E928 + 160 = 8027EA88 .
80150A38 LW T6, 0x0160 (V1) ; This line of code loads the frame counter.
80150A3C SLTI AT, T6, 0x000B ; This line of code sets if T6 < 11, AT = 1, otherwise AT = 0
80150A40 BNEL AT, R0, 0x80150AC0 ; If AT = 1 (if L cancelled successfully), then it branches to the address of 80150AC0. Otherwise it doesn't branch over.
This also applies to teching as well, because when I froze the CPU's frame counter, the CPU always teched and L cancelled. Basically, when you press Z or R, you reset the counter to 0. Madao (talk) 17:07, 29 August 2013 (EDT)
Is this 11 frames for SSB64 or SSBM? Toomai Glittershine The Indescribable 22:58, 30 August 2013 (EDT)
Land cancel frames
the page for land cancelling is a bit unclear about how to land cancel. afaik, you have 11 frames before landing in 64, and 6 frames before(or the first frame of) landing in melee. im not 100% otherwise i would change it. can someone confirm and edit? —Preceding unsigned comment added by DJLO (talk • contribs) 11:19, 24 September 2013 (EDT)
- Place questions on the proper talk page, and remember to sign all your talkpage posts.
- As you can see in the above discussion, the 11-frame value is certainly for SSB64, and there's talk about the SSBM value being 6. So yes something (the SSBM value) does need to be confirmed and clarified. Toomai Glittershine The Keymaster 11:25, 24 September 2013 (EDT)
- According to Kadano, the window for Melee is 7 frames before landing, and doesn't include the frame you land. link (I'm considering his former interpretation, as myself and others think that makes the most sense and is least confusing.) I'm updating the page with this. DRGN (talk) 05:57, 20 November 2013 (EST)
Rediscovery of L-Canceling
Hey guys, you know how you said it was absent in Brawl? Well, it's possible that it's not absent in Brawl. In fact, I have been testing for three days on this, and have found out that you can indeed L-Cancel in Brawl. However, I may have to note that it's possibly different than 64 or Melee's. Your opinions and questions, first of all, should be considered priority. Requiem of Ice (talk) 17:22, 2 March 2014 (EST)
- Then why am I hearing criticism from competitive Melee players that L-canceling is not in Brawl? Dots (talk) The Kamehameha 17:35, 2 March 2014 (EST)
- Virtually everyone agrees that L-cancelling does not exist in Brawl. You gotta provide some serious evidence and videos if you want to prove yourself... Scr7(talk · contribs) 17:36, 2 March 2014 (EST)
- Alright. Though my words don't give a sense of evidence, I will prove this later on with videos. See, L-Cancelling in Brawl works much more differently than it does in Melee. You have to mash and hold either or both the L or R button (both is preferred) just as the character hits the ground in the middle of the attack animation. What this results in, is the character being able to shield at earlier frames than normal. Take Link's Down Aerial, for instance; normally, it's relatively slow. However by mashing and holding the L and/or R buttons right as he lands, you are able to shield at earlier frames. I will get video proof to verify this. Requiem of Ice (talk) 17:42, 2 March 2014 (EST)
- Are you sure this isn't IASA frames? Scr7(talk · contribs) 17:44, 2 March 2014 (EST)
- Positive, as I am reviewing my tapes and records, I notice Link's sword comes out a bit faster when I used the L and R buttons. However, the IASA frames could explain the shielding at the early frame parts. But I can't explain Link's sword being pulled out faster after using the D-Air. I'm going to try and catch this again and come back with a full analysis and explanation, and then the videos (once I can locate a certain SD card). Requiem of Ice (talk) 17:55, 2 March 2014 (EST)
- Are you sure this isn't IASA frames? Scr7(talk · contribs) 17:44, 2 March 2014 (EST)
- Alright. Though my words don't give a sense of evidence, I will prove this later on with videos. See, L-Cancelling in Brawl works much more differently than it does in Melee. You have to mash and hold either or both the L or R button (both is preferred) just as the character hits the ground in the middle of the attack animation. What this results in, is the character being able to shield at earlier frames than normal. Take Link's Down Aerial, for instance; normally, it's relatively slow. However by mashing and holding the L and/or R buttons right as he lands, you are able to shield at earlier frames. I will get video proof to verify this. Requiem of Ice (talk) 17:42, 2 March 2014 (EST)