Double jump cancel: Difference between revisions

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Yoshi's double jump cancel is extremely useful in ''Smash 64'' and ''Melee'', allowing him to quickly throw out neutral aerial chains on [[floaty]] characters and up aerials to continue combos on [[fastfaller]]s. Yoshi's DJC combos are most effective on floaty characters, especially since his up tilt cannot combo them, unlike with fastfallers. Yoshi can often finish his DJC combos with a forward aerial [[meteor smash]] on most characters.
Yoshi's double jump cancel is extremely useful in ''Smash 64'' and ''Melee'', allowing him to quickly throw out neutral aerial chains on [[floaty]] characters and up aerials to continue combos on [[fastfaller]]s. Yoshi's DJC combos are most effective on floaty characters, especially since his up tilt cannot combo them, unlike with fastfallers. Yoshi can often finish his DJC combos with a forward aerial [[meteor smash]] on most characters.


Yoshi can also use this technique in both ''Smash 64'' and ''Melee'' to "counter" attacks because of his double jump's unique [[launch resistance|properties]]. This is referred to as a [[double jump cancel counter]], and is often used to catch the opponent offguard with a neutral aerial.
Yoshi can also use this technique in both ''Smash 64'' and ''Melee'' to "counter" attacks because of his double jump's unique [[armor]] properties. This is referred to as a [[double jump cancel counter]], and is often used to catch the opponent offguard with a neutral aerial.
 
 
One obvious downfall of this tactic in both games is that Yoshi loses his double jump, possibly resulting in a self-destruct when offstage. This can be extremely detrimental to him, as he lacks a third jump, and if Yoshi is hit away from the stage, Yoshi will have almost no means of recovery, outside of the directional [[air dodge]] in ''Melee''.
One obvious downfall of this tactic in both games is that Yoshi loses his double jump, possibly resulting in a self-destruct when offstage. This can be extremely detrimental to him, as he lacks a third jump, and if Yoshi is hit away from the stage, Yoshi will have almost no means of recovery, outside of the directional [[air dodge]] in ''Melee''.
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