Lag: Difference between revisions

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(Improved wording)
Tag: Mobile edit
(not really optimal, but better than having it at the bottom of an unrelated section)
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The primary advantage of lower start-up lag is that the attack gives the opponent less reaction time, as well as the ability to hit before other attacks, and the user greater flexibility in being able to land the attack (making such attacks all around easier to land). Characters having access to low start-up lag attacks is important for success in competitive play; part of the reason {{SSB|Pikachu}} in ''[[Smash 64]]'', {{SSBM|Fox}} and {{SSBM|Falco}} in ''Melee'', and {{SSBB|Meta Knight}} in ''[[Brawl]]'' are considered the best characters in their respective games is that the general start-up lag of their attacks is among the fastest. Conversely, a major part of why {{SSBM|Bowser}} in ''Melee'' and {{SSBB|Ganondorf}} in ''Brawl'' have always been considered bottom tier characters is that the general start-up lag of their attacks are the worst in their respective games.
The primary advantage of lower start-up lag is that the attack gives the opponent less reaction time, as well as the ability to hit before other attacks, and the user greater flexibility in being able to land the attack (making such attacks all around easier to land). Characters having access to low start-up lag attacks is important for success in competitive play; part of the reason {{SSB|Pikachu}} in ''[[Smash 64]]'', {{SSBM|Fox}} and {{SSBM|Falco}} in ''Melee'', and {{SSBB|Meta Knight}} in ''[[Brawl]]'' are considered the best characters in their respective games is that the general start-up lag of their attacks is among the fastest. Conversely, a major part of why {{SSBM|Bowser}} in ''Melee'' and {{SSBB|Ganondorf}} in ''Brawl'' have always been considered bottom tier characters is that the general start-up lag of their attacks are the worst in their respective games.
 
<gallery widths="200px">
Brawl-ZeroSuitSamus-SideSpecial.gif|{{SSBB|Zero Suit Samus}}'s [[Plasma Whip]] has a noticeable amount of start-up lag.
</gallery>
==Ending lag==
==Ending lag==
[[File:Punishment Snake F-air Lag KO Brawl.gif|thumb|right|250px|An example of landing lag, in which an improperly timed aerial attack with noticeable amount of landing lag (such as {{SSBB|Snake}}'s forward aerial) can lead to a [[punishment]].]]
[[File:Punishment Snake F-air Lag KO Brawl.gif|thumb|right|250px|An example of landing lag, in which an improperly timed aerial attack with noticeable amount of landing lag (such as {{SSBB|Snake}}'s forward aerial) can lead to a [[punishment]].]]
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Characters that land while in their [[helpless]] state undergo a specific amount of landing lag, dependent on the move that initiated it. While the state is known as "LandingFallSpecial" or similar in the games' code, it also applies to [[air dodge]]s and thus [[wavedash]]es in ''Melee''.
Characters that land while in their [[helpless]] state undergo a specific amount of landing lag, dependent on the move that initiated it. While the state is known as "LandingFallSpecial" or similar in the games' code, it also applies to [[air dodge]]s and thus [[wavedash]]es in ''Melee''.


<gallery>
Brawl-ZeroSuitSamus-SideSpecial.gif|{{SSBB|Zero Suit Samus}}'s [[Plasma Whip]] has a noticeable amount of start-up lag.
</gallery>
[[Category:Game physics]]
[[Category:Game physics]]