Crouch cancel: Difference between revisions

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In ''Super Smash Bros. Melee'', Crouch canceling functions in the same way as the previous game on paper, with crouching reducing the amount of knockback and hitlag dealt to the opponent to 0.67x its normal value. However, there are multiple universal changes in ''Melee'' which make Crouch Canceling a far more potent tool than in the previous game.
In ''Super Smash Bros. Melee'', Crouch canceling functions in the same way as the previous game on paper, with crouching reducing the amount of knockback and hitlag dealt to the opponent to 0.67x its normal value. However, there are multiple universal changes in ''Melee'' which make Crouch Canceling a far more potent tool than in the previous game.


When a player lands while in non-tumble hitstun in ''Melee'', the player will go into their normal animation, regardless of how long they have been in hitstun. This means that a move which would normally have 30 frames of hitstun can have as little as 4 frames of effective lag (for most characters, depending on the length of their landing animation). ''Melee'' also introduced traditional [[DI]] and when the player crouch cancels, they naturally DI moves downwards (as long as they are still holding down after hitlag ends). Both of these factors combined result in crouch canceling being incredibly potent. When the player crouch cancels a move which does not put them into tumble (and lifts them off the ground), they land as soon as they are no longer in hitlag, as long as they are still holding down after hitlag ends, even for moves with a 90° launch angle. Even with weaker tumble knockback, the opponent will still immediately land on the ground. Because of this (at least for non-tumble knockback), most characters will only have 4 frames of lag from the attack rather than however much hitstun the opponent. This also works in tandem with the game's higher tumble threshold, going up from 60 units to 80 units of knockback. In the context of crouch canceling, this means that the opponent can crouch cancel moves and stay out of tumble for considerably longer. In the most extreme examples, moves which can have 46 frames of hitstun with no crouch canceling and 30 frames with crouch canceling will have as little as 4 frames of lag when crouch canceled and DIed down. This is naturally extremely potent.
When a player lands while in non-tumble hitstun in ''Melee'', the player will go into their normal animation, regardless of how long they have been in hitstun. This means that a move which would normally have 30 frames of hitstun can have as little as 4 frames of effective lag (for most characters, depending on the length of their landing animation). ''Melee'' also introduced traditional [[DI]] and when the player crouch cancels, they naturally DI moves downwards (as long as they are still holding down after hitlag ends). Both of these factors combined result in crouch canceling being incredibly potent. When the player crouch cancels a move which does not put them into tumble (and lifts them off the ground), they land as soon as they are no longer in hitlag, as long as they are still holding down after hitlag ends, even for moves with a 90° launch angle. Even with weaker tumble knockback, the opponent will still immediately land on the ground. Because of this (at least for non-tumble knockback), most characters will only have 4 frames of lag from the attack rather than however much hitstun the opponent would normally have if they did not land on the ground. This also works in tandem with the game's higher tumble threshold, going up from 60 units to 80 units of knockback. In the context of crouch canceling, this means that the opponent can crouch cancel moves and stay out of tumble for considerably longer. In the most extreme examples, moves which can have 46 frames of hitstun with no crouch canceling and 30 frames with crouch canceling will have as little as 4 frames of lag when crouch canceled and DIed down. This is naturally extremely potent.


Because of this, crouch canceling can not only be used to survive attacks for longer but it can also be exploited to make numerous moves unsafe on hit, allowing for many moves to be punished on hit. While this could be done in the previous game, this is far more effective and can be done for far longer in ''Melee''. With opponents not being lifted off the ground until much higher percents, along with the game's generally lower hitstun, crouch canceling does not open up new combo opportunities nearly as frequently (although it can still occur). In numerous cases, it can even allow the player to act earlier than if they shielded the move, with the player also having the benefit of having access to their entire moveset, rather than being restricted to their actions [[out of shield]]. One character who can notably take advantage of this is {{SSBM|Peach}}, who can easily use her down smash after a crouch cancel to punish opponents before they recover.  
Because of this, crouch canceling can not only be used to survive attacks for longer but it can also be exploited to make numerous moves unsafe on hit, allowing for many moves to be punished on hit. While this could be done in the previous game, this is far more effective and can be done for far longer in ''Melee''. With opponents not being lifted off the ground until much higher percents, along with the game's generally lower hitstun, crouch canceling does not open up new combo opportunities nearly as frequently (although it can still occur). In numerous cases, it can even allow the player to act earlier than if they shielded the move, with the player also having the benefit of having access to their entire moveset, rather than being restricted to their actions [[out of shield]]. One character who can notably take advantage of this is {{SSBM|Peach}}, who can easily use her down smash after a crouch cancel to punish opponents before they recover.