Hitstun canceling: Difference between revisions

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(→‎In Brawl: A standalone image of air dodging isn't relevant to hitstun canceling)
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==In ''Brawl''==
==In ''Brawl''==
[[File:Air dodge.png|left|thumb|100px|{{SSBB|Snake}} performing an air dodge in ''[[Brawl]]''.]]
In ''Brawl'', hitstun canceling is very effective. For any attack strong enough to put the player into tumble, said player can cancel hitstun with an airdodge after only 13 frames, regardless of how much hitstun would have otherwise been dealt. Alternatively, after 26 frames, the player can cancel hitstun with an aerial. As a result of this feature, combos are notoriously difficult to perform in ''Brawl''; however, due to the high ending lag of airdodges in the game, it is still possible to get followups out of attacks that put opponents into tumble.
In ''Brawl'', hitstun canceling is very effective. For any attack strong enough to put the player into tumble, said player can cancel hitstun with an airdodge after only 13 frames, regardless of how much hitstun would have otherwise been dealt. Alternatively, after 26 frames, the player can cancel hitstun with an aerial. As a result of this feature, combos are notoriously difficult to perform in ''Brawl''; however, due to the high ending lag of airdodges in the game, it is still possible to get followups out of attacks that put opponents into tumble.