Jump-canceling: Difference between revisions

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: ''This article discusses [[jump cancel|jump-cancelling]]. For information on shine-cancelling, see [[shine]].
: ''This article discusses [[jump cancel|jump-cancelling]]. For information on shine-cancelling, see [[shine]].


The jump cancel occurs as a result of the pre-jump lag every character has. After one presses X, Y, or up on the control stick, there is a delay time, ranging from 4 to 9 frames, before one's character jumps. During this time, one's character acts as though they are standing still.
The jump cancel occurs as a result of the pre-jump lag every character has. After one presses X, Y, or up on the control stick, there is a delay time, ranging from 3 to 8 frames, before one's character jumps. During this time, one's character acts as though they are standing still.


One application of this is the [[jump-cancelled 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.
One application of this is the [[jump-cancelled 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.

Revision as of 11:26, September 14, 2006

This article discusses jump-cancelling. For information on shine-cancelling, see shine.

The jump cancel occurs as a result of the pre-jump lag every character has. After one presses X, Y, or up on the control stick, there is a delay time, ranging from 3 to 8 frames, before one's character jumps. During this time, one's character acts as though they are standing still.

One application of this is the jump-cancelled grab. Most characters have more range, less startup, and/or less 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 jumpcancelling into an Up-smash.

One can also, if one is holding something in one's hand, jump-cancel an item-throw to use one's normal item throw instead of a running one (which has much more lag, albeit more range).

The jump cancel is unrelated to the double jump cancel.