Editing Second Jump Recovery

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A '''Second Jump Recovery''' (abbreviated '''SJR''') is an advanced technique in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]'' which takes advantage of a transitional animation frame to replenish the player's [[double jump|midair jump(s)]]. The technique, which can be performed using any character, is most prominent in ''Brawl''.  
A '''Second Jump Recovery''' (abbreviated '''SJR''') is an advanced technique in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros 4]]'', and ''[[Super Smash Bros Ultimate]]'' which takes advantage of a transitional animation frame to replenish the player's [[double jump|midair jump(s)]]. The technique, which can be performed using any character, is most prominent in ''Brawl''.  


==In ''Brawl''==
==In ''Brawl''==
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==In ''Smash 4'' and ''Ultimate''==
==In ''Smash 4'' and ''Ultimate''==
In ''Super Smash Bros. 4'', the transition animation frame was altered. The player is now considered to be in a completely grounded state, so if they use a ground attack or dodge, they will perform one of those actions. More importantly though, if the player jumps, they will perform their normal ground jump. This removes the player's ability to perform an SJR and it removes all SJR related techniques that existed in ''Brawl''. This animation frame can still be abused to allow the player to perform a completely lagless landing, but the ability to perform a lagless jump has been removed. The buffer system was also altered to remove the ability to perform aerials/air dodges during a double jump's first frame. This was restored in ''Ultimate'', although it became a default feature for double jumps rather than being a quirk of the buffer system.  
In ''Super Smash Bros 4'', the transition animation frame was altered. The player is now considered to be in a completely grounded state, so if they use a ground attack or dodge, they will perform one of those actions. More importantly though, if the player jumps, they will perform their normal ground jump. This removes the player's ability to perform an SJR and it removes all SJR related techniques that existed in ''Brawl''. This animation frame can still be abused to allow the player to perform a completely lagless landing, but the ability to perform a lagless jump has been removed. The buffer system was also altered to remove the ability to perform aerials/air dodges during a double jump's first frame. This was restored in ''Ultimate'', although it became a default feature for double jumps rather than being a quirk of the buffer system.  


Despite this, a few special moves still have ending frames which function like ''Brawl'''s transition animation frame, allowing certain characters to perform an SJR. Examples include [[Corrin]] with [[Dragon Lunge]] and {{SSBU|Wolf}} with his [[Reflector (Wolf)|Reflector]]. In these instances, the technique retains its rather high difficulty from ''Brawl'', and it overall still remains a situational and not highly useful or practical technique.
Despite this, a few special moves still have ending frames which function like ''Brawl'''s transition animation frame, allowing certain characters to perform an SJR. Examples include [[Corrin]] with [[Dragon Lunge]] and {{SSBU|Wolf}} with his [[Reflector (Wolf)|Reflector]]. In these instances, the technique retains its rather high difficulty from ''Brawl'', and it overall still remains a situational and not highly useful or practical technique.

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