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Double jump cancel zair: Difference between revisions

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'''Double jump cancel zair''' (abbreviated to '''DJCZ''') is an [[advanced technique]] exclusive to {{SSBU|Lucas}} in ''[[Super Smash Bros. Ultimate]]''. The move is essentially a more consistently safer falling [[zair]] (tether attack) with more momentum and easier retreating and mixup potential.
'''Double Jump Cancel Z-air''' (abbreviated to '''DJCZ''') is an [[advanced technique]] exclusive to {{SSBU|Lucas}} in [[Super Smash Bros. Ultimate]]. The move is essentially a more consistently safer falling [[zair]] (tether attack) with more momentum and easier retreating and mixup potential.


==How to perform==
==How to perform==
To perform this technique, the player must do a [[short hop]] from a standing or crouch position with the left stick tilted in the desired direction(Back, forward or down). At any point after the fifth frame of the jump( to elaborate this actually is a tight window from a double jump + zair if it wasn't clear), press the [[jump]] and [[grab]] button within a one frame window of each other(aka at the same time). If done correctly, Lucas will perform his zair, then land on the ground with an almost nonexistent amount of endlag. A DJCZ done onstage is a frame away from being as safe perfectly spaced sweetspot zair which leads to it being a very safe tool if used correctly.
To perform this technique, the player must do a [[short hop]] from a standing or crouch position with the control stick tilted in the desired direction. At any point after the fifth frame of the jump, press the [[jump]] and [[grab]] button on the same frame. If done correctly, Lucas will halt his vertical movement and perform his zair, then land on the ground with only 8 frames of endlag. If done too early, there won't be a hitbox but he will still have 8 frames of endlag. A DJCZ done onstage is a frame away from being as safe as a perfectly spaced sweetspot zair, which leads to it being a very safe tool if used correctly.
You can also delay when you do the input depending on how long you are airborne for more mixups. The input can be done back like a retreating move, in place or forward. If you do both inputs to early/ quickly you will not get the zair hitbox, instead you will get what is called a snakedash. This can be turnaround and can be a decent niche fakeout mixup.


DJCZ allows for conversions such as zair loops and can be followed by a [[forward tilt]], [[forward aerial]], [[dash attack]], a grab, or other reliable options to potential kill or continue a string. The most practical practical follow-up attack is another DJCZ, as stringing multiple together at low percents can [[lock]] opponents into a combo across the entire stage that can potentially be a [[zero-to-death]]. However, doing this requires extremely precise timing and rhythm, and opponents are able to escape at higher percents.
The control stick must be tilted in order to perform, otherwise Lucas will keep his upward speed and thus be in-actionable for much longer. A neutral DJCZ can be done by holding the control stick up or down.
It isn't just for combos, it assists in Lucas' gameplan and for defensive play and shield pressure as it is very consistently safe and if done moving back, is impossible to punish by Game and Watch UpB.
 
==Usage==
DJCZ allows for conversions such as zair loops and can be followed by a {{mvsub|Lucas|SSBU|forward tilt}}, {{mvsub|Lucas|SSBU|forward aerial}}, {{mvsub|Lucas|SSBU|dash attack}}, a {{mvsub|Lucas|SSBU|grab}}, or other reliable options to potential kill or continue a string. The most practical follow-up attack is another DJCZ, as stringing multiple together at low percents can [[lock]] opponents into a combo across the entire stage that can potentially be a [[zero-to-death]]. However, doing this requires extremely precise timing and rhythm, and opponents are able to escape at higher percents. The input can also be delayed to allow for spacing or mixups.
 
Delaying the DJCZ and using a full-hop can let Lucas perform the technique while landing on platforms. It can also be used to halt his upward movement and land on platforms sooner than he can with a full-hop, with or without a hitbox depending on the timing.
 
DJCZ is useful in neutral as it can be used to approach or retreat based on the control stick direction. It is only -3 on shield and can avoid many out-of-shield options due to its range and its ability to use it while moving backwards.


==Videos==
==Videos==
{{#widget:YouTube|id=MA1bVZEyPQ0}}
{{#widget:YouTube|id=MA1bVZEyPQ0}}
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{{#widget:YouTube|id=p-2YLJpDwmo}}
{{#widget:YouTube|id=WixLt-cXnrI}}
 
{{#widget:YouTube|id=wPsLrTnwgtA}}
{{#widget:YouTube|id=Kc5-oGqHB9U}}
[[Category:Advanced techniques]]
[[Category:Advanced techniques]]
[[Category:Character-specific terminology]]
[[Category:Character-specific terminology]]

Latest revision as of 10:44, July 22, 2022

Double jump cancel zair (abbreviated to DJCZ) is an advanced technique exclusive to Lucas in Super Smash Bros. Ultimate. The move is essentially a more consistently safer falling zair (tether attack) with more momentum and easier retreating and mixup potential.

How to perform[edit]

To perform this technique, the player must do a short hop from a standing or crouch position with the control stick tilted in the desired direction. At any point after the fifth frame of the jump, press the jump and grab button on the same frame. If done correctly, Lucas will halt his vertical movement and perform his zair, then land on the ground with only 8 frames of endlag. If done too early, there won't be a hitbox but he will still have 8 frames of endlag. A DJCZ done onstage is a frame away from being as safe as a perfectly spaced sweetspot zair, which leads to it being a very safe tool if used correctly.

The control stick must be tilted in order to perform, otherwise Lucas will keep his upward speed and thus be in-actionable for much longer. A neutral DJCZ can be done by holding the control stick up or down.

Usage[edit]

DJCZ allows for conversions such as zair loops and can be followed by a forward tilt, forward aerial, dash attack, a grab, or other reliable options to potential kill or continue a string. The most practical follow-up attack is another DJCZ, as stringing multiple together at low percents can lock opponents into a combo across the entire stage that can potentially be a zero-to-death. However, doing this requires extremely precise timing and rhythm, and opponents are able to escape at higher percents. The input can also be delayed to allow for spacing or mixups.

Delaying the DJCZ and using a full-hop can let Lucas perform the technique while landing on platforms. It can also be used to halt his upward movement and land on platforms sooner than he can with a full-hop, with or without a hitbox depending on the timing.

DJCZ is useful in neutral as it can be used to approach or retreat based on the control stick direction. It is only -3 on shield and can avoid many out-of-shield options due to its range and its ability to use it while moving backwards.

Videos[edit]