Super Smash Bros. Melee

Ledge-canceling

Revision as of 01:08, May 28, 2014 by Ryxis (talk | contribs) (This was grrrooosssss. I like to entirely rewrite articles that I think are gross.)
A Jigglypuff player ledge-cancelling a back aerial into Rest.

Ledge-canceling is an advanced technique in Melee that allows players to end the landing lag from an aerial attack (and some special moves) by sliding into their teetering animation after landing. Ledge-canceling moves grants players both opportunities for extremely fast followups using attacks that do not normally have combo potential and more movement options.

Performing the technique

Ledge-canceling, while fairly simple in concept, can be difficult to perform (especially while using characters with high traction) due to the tight spacing it requires relative to the ledge.

Players must put out an attack in the air while moving toward the edge of the stage, so that after landing they will continue to slide and eventually reach the edge. When ledge-canceling to combo, players will often try to perform the first move as close to the ground as possible while still giving it time to produce a hitbox. This results in the minimum number of frames separating the first and second hits, making more followups possible. When set up properly, players will slide to the ledge, removing all lag after the first hit and allowing for an instant followup (save for the minimum of three frames it takes to land, slide to the edge, and be able to put out another attack).

Different results can be obtained based on the direction that the character is facing during a ledge-cancel. If facing the edge the character will enter free fall if the player is holding forward or if the character has too much momentum to stop from the teeter. Otherwise they will simply remain in their teetering animation. When facing away from the edge, the character will enter free fall and sometimes grab the edge of the stage, depending on attributes such as falling speed in addition to the direction being inputted and the character's velocity upon reaching the edge of the stage. Remaining on stage after a ledge-cancel is more difficult than sliding off of it, and it grants the player access to any moves they can use while grounded.