Jump-canceling: Difference between revisions
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: ''This article discusses [[jump-canceling|jump-cancelling]]. For information on shine-canceling, see [[shine]]. For information on double jump | : ''This article discusses [[jump-canceling|jump-cancelling]]. For information on shine-canceling, see [[shine]]. For information on double-jump cancelling, see [[double jump cancel]]. | ||
The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses X, Y, or up on the control stick, there is a period of delay, ranging from 3 to 8 frames, before the player's character actually leaves the ground. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. Neutral-A moves like jabs, Down-Smashes, Side-Smashes, Side-B moves and more are NOT possible to execute while in the pre-jump lag or jump delay. | The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses X, Y, or up on the control stick, there is a period of delay, ranging from 3 to 8 frames, before the player's character actually leaves the ground. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. Neutral-A moves like jabs, Down-Smashes, Side-Smashes, Side-B moves and more are NOT possible to execute while in the pre-jump lag or jump delay. | ||
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The up-smash works BECAUSE of the jump delay. You need to press A while holding up while in the jump delay to perform an up-smash. Interestingly, the reason for creating the jump delay may have been to help create the up-smashing. It is presently unknown why grabs, shines, and other moves are allowed in the jump delay while jabs and tilts are not. | The up-smash works BECAUSE of the jump delay. You need to press A while holding up while in the jump delay to perform an up-smash. Interestingly, the reason for creating the jump delay may have been to help create the up-smashing. It is presently unknown why grabs, shines, and other moves are allowed in the jump delay while jabs and tilts are not. | ||
One application of the jump-cancel is the | One application of the jump-cancel is the jump-canceled grab. Most characters have more range, less startup, and/or less [[lag|lag time]] on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their inferior dash grabs while running. | ||
This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash. | This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash. |