Hitstun canceling: Difference between revisions

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{{merge|Hitstun|Everything here has been already covered in said page and the [[momentum canceling]] page, with far more information. A simple redirect suffices}}
{{merge|Hitstun|Everything here has been already covered in said page and the [[momentum canceling]] page, with far more information. A simple redirect suffices}}
Hitstun canceling is a technique introduced in ''[[Super Smash Bros. Brawl]]'' which is also present in ''[[Super Smash Bros. 4]]''. It is the ability to cancel [[hitstun]] early with an airdodge or an aerial attack. This feature is what enables the technique [[momentum canceling]] to be performed.
Hitstun canceling is a technique introduced in ''[[Super Smash Bros. Brawl]]'' which is also present in ''[[Super Smash Bros. 4]]''. It is the ability to cancel [[hitstun]] early with an airdodge or an aerial attack. This feature is what enables the technique [[momentum canceling]] to be performed.
==In ''Smash 4''==
Hitstun canceling was significantly weakened in ''Smash 4''. A player can now only cancel hitstun with an airdodge or aerial after 40 and 45 frames respectively, and only if the current launch speed (i.e how much of the initial knockback speed is still present) is below 2 and 2.5 respectively. This has the effect of making hitstun cancelling impossible for attacks dealing 100 units of knockback or less, and causes the effect to scale with knockback unlike in ''Brawl''. As a result, combos are easier to perform than they were in ''Brawl'', and momentum canceling is no longer possible. Also worth noting is that while hitstun itself does not consider additional launch speed from the [[Knockback#Melee onwards|gravity penalty]], hitstun canceling indirectly does (since current launch speed, not initial knockback value, is used to scale the effect). As such, fighters with low gravity have slightly stronger hitstun canceling than fighters with high gravity.


==In ''Ultimate''==
==In ''Ultimate''==