Landing lag: Difference between revisions

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(Undid edit by Bandit: yeah this is notable because it's different than the other two games)
(Redirected page to Lag#Landing lag)
 
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#REDIRECT [[Lag#Landing lag]]
{{merge|Lag|This is just another type of lag.}}
 
[[File:Lc1.gif|thumb|The landing lag of {{SSBM|Link}}'s down aerial can clearly be seen. Even when the green Link uses [[L-canceling]] to reduce landing lag, it is still noticeable.]]
'''Landing lag''' occurs when a character in the middle of an [[aerial attack]] lands on the ground, resulting in a longer-than-usual landing animation. A clear example is [[Link]]'s [[down aerial]]; hitting the ground during the attack results in Link's sword getting stuck, and he has to spend a significant amount of time pulling it out before he can do anything else. Each aerial attack has its own amount of landing lag; most [[special move]]s tend to continue execution instead of being interrupted when the user lands. [[L-cancelling]] will reduce landing lag, while [[auto-cancelling]] will avoid it.
 
== Types of landing lag in [[Super Smash Bros. Melee]] ==
All of the following animations are counted as landing to the game and thus refill special moves like [[Marth_(SSBM)|Marth]]'s side special semi-jump, [[tether recovery|tether recoveries]] and the likes. All of these can be [[ledge-cancel]]ed.
=== Normal landing ===
This landing animation occurs when landing on a frame of an empty jump or on an [[auto-cancel]] frame. This also includes jumping, performing an aerial and landing after it has ended completely.
For most characters, this animation can be interrupted with every action after 4 frames. Only a few characters take longer, for example Ganondorf (5 frames) and Bowser (6 frames) The total animation length is 30 frames for all characters.
The 4 frames landing lag can be circumvented by landing at the peak of the jump or by platforms that move upwards faster than the character. As soon as the character collides with the platform, he immediately stands and can do any move.
=== Aerial landing lag ===
All aerials have a specific landing animation of certain durations and all of them can be [[l-cancel]]ed. The only exception to this are [[Mr. Game & Watch (SSBM)|Mr. Game & Watch]]'s neutral-, back- and up-aerials, which due to a programming quirk have special landing lag that cannot be l-canceled.
=== Special landing lag ===
[[Airdodge]]s and thus also [[waveland]]s and [[wavedash]]es always and with this landing animation, and so do most recovery attacks. There is only one »LANDINGFALLSPECIAL« animation for every character that is played with varying speed depending on the move used.
 
{{incomplete|landing lag lengths for all characters}}<!--
{|class="wikitable"
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!Character!![[Neutral aerial]]!![[Forward aerial]]!![[Back aerial]]!![[Up aerial]]!![[Down aerial]]
|}
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==Trivia==
*In ''SSB'', not all aerial attacks have unique landing animations.
 
[[Category:Game Physics]]

Latest revision as of 09:31, August 13, 2013

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