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Ledge-canceling: Difference between revisions

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{{cleanup|Why is the explanation about what people can do by ledge cancelling so confusing? Also, needs organization}}
{{cleanup|Why is the explanation about what people can do by ledge cancelling so confusing? Also, needs organization}}
[[File:SSBM Jigglypuff Ledge-Canceled Bair Into Rest.gif|thumb|Jigglypuff ledge-cancelling its bair, [[combo]]ing into [[Rest]].]]
[[File:SSBM Jigglypuff Ledge-Canceled Bair Into Rest.gif|thumb|{{SSBM|Jigglypuff}} ledge-cancelling its back aerial to immediately [[combo]] into [[Rest]].]]
In ''[[Super Smash Bros. Melee]]'', a '''ledge-cancel''' is a complex command that exploits the physics of momentum, traction and state change, allowing a [[character]] to cancel the lag after an [[aerial attack]] (and some [[special move]]s), ending in either the "falling" or "ledge" state.
In ''[[Super Smash Bros. Melee]]'', a '''ledge-cancel''' is a complex command that exploits the physics of momentum, traction and state change, allowing a [[character]] to cancel the lag after an [[aerial attack]] (and some [[special move]]s), ending in either the "falling" or "ledge" state.


A character ledge-cancels an attack in three steps.
A character ledge-cancels an attack in three steps.


#From an aerial attack state, the character cancels the aerial attack (in the form of a land cancel) by landing that attack on the ground or [[ledge]], entering that attack's "landing" state.
#From an aerial attack state, the character cancels the aerial attack (in the form of a land cancel) by landing that attack on the ground or [[ledge]], entering that attack's "landing" state.
#The character slides on the ground or ledge in "landing" state, with a vector determined by their: a) vector upon landing in relation to the angle of the ground or ledg; b) directional input; and: c) traction.
#The character slides on the ground or ledge in "landing" state, with a vector determined by their: a) vector upon landing in relation to the angle of the ground or ledge; b) directional input; and: c) traction.
#The character cancels the landing animation in one of two ways, either a) by sliding off a ledge, entering the "falling" state; or b) if they are facing the ledge, sliding to the ledge (without DIing off of the ledge), entering their "ledge" animation, a true ledge-cancel.
#The character cancels the landing animation in one of two ways, either a) by sliding off a ledge, entering the "falling" state; or b) if they are facing the ledge, sliding to the ledge (without DIing off of the ledge), entering their "ledge" animation, a true ledge-cancel.


By ledge-canceling, a character can potentially execute two attacks in extremely 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 extremely 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.
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 the commands cannot be input, which effectively nullifies the leg-reduction of ledge-canceling).


[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]
[[Category:Advanced Techniques]]
[[Category:Advanced Techniques]]

Revision as of 07:52, October 26, 2013

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The editor who added this tag believes this page should be cleaned up for the following reason: Why is the explanation about what people can do by ledge cancelling so confusing? Also, needs organization
You can discuss this issue on the talk page or edit this page to improve it.
Jigglypuff ledge-cancelling its back aerial to immediately combo into Rest.

In Super Smash Bros. Melee, a ledge-cancel is a complex command that exploits the physics of momentum, traction and state change, allowing a character to cancel the lag after an aerial attack (and some special moves), ending in either the "falling" or "ledge" state.

A character ledge-cancels an attack in three steps.

  1. From an aerial attack state, the character cancels the aerial attack (in the form of a land cancel) by landing that attack on the ground or ledge, entering that attack's "landing" state.
  2. The character slides on the ground or ledge in "landing" state, with a vector determined by their: a) vector upon landing in relation to the angle of the ground or ledge; b) directional input; and: c) traction.
  3. The character cancels the landing animation in one of two ways, either a) by sliding off a ledge, entering the "falling" state; or b) if they are facing the ledge, sliding to the ledge (without DIing off of the ledge), entering their "ledge" animation, a true ledge-cancel.

By ledge-canceling, a character can potentially execute two attacks in extremely 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.

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.

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 the commands cannot be input, which effectively nullifies the leg-reduction of ledge-canceling).