SSB64 Icon.png
SSBM Icon.png
SSBB Icon.png

Auto-canceling: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
(Added failed auto cancel.)
Line 2: Line 2:
{{video|comparison between autocancel and no autocancel}}
{{video|comparison between autocancel and no autocancel}}
[[File:Auto-Cancel.gif|thumbnail|Mario failing to auto-cancel his forward aerial attack in Melee.]]
[[File:Auto-Cancel.gif|thumbnail|Mario failing to auto-cancel his forward aerial attack in Melee.]]
'''Auto-canceling''' is the act of landing during the beginning or ending [[frame]]s of an [[aerial attack]] and circumventing the landing lag that would have occured had the character landed in the middle. Auto-canceling an attack usually produces almost no landing lag, when landing during the middle frames would produce greater landing lag. Most aerial attacks can be auto-cancelled both during the first few frames or the last few frames, though some cannot be auto-cancelled at the start, at the end, or even both. Every attack has a specific auto-cancelling window. Characters that fail to auto-cancel can instead [[L-cancel]] (outside of ''Brawl''). Auto-canceling can be very beneficial to players using characters with laggy aerial attacks, as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding [[punishment]] that could have been made if the player had not auto-cancelled.
[[File:Failed Auto-Cancel.gif|thumbnail|Zero Suit Samus failing to auto-cancel by interrupting an aerial attack's animation midway by landing.]]
'''Auto-canceling''' is the act of landing during the beginning or ending [[frame]]s of an [[aerial attack]] and circumventing the landing lag that would have occurred had the character landed in the middle. Auto-canceling an attack usually produces almost no landing lag, when landing during the middle frames would produce greater landing lag. Most aerial attacks can be auto-cancelled both during the first few frames or the last few frames, though some cannot be auto-cancelled at the start, at the end, or even both. Every attack has a specific auto-cancelling window. Characters that fail to auto-cancel can instead [[L-cancel]] (outside of ''Brawl''). Auto-canceling can be very beneficial to players using characters with laggy aerial attacks, as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding [[punishment]] that could have been made if the player had not auto-cancelled.


==Trivia==
==Trivia==

Revision as of 21:14, July 22, 2013

VideoNeeded.png This article could use additional or higher-quality animated images or videos.
The editor who added this tag suggests: comparison between autocancel and no autocancel
If you have a good animated image for this article, upload it here.
If you have a good video for this article, link to it or embed it with the {{#widget:YouTube|id=}} tag.
File:Auto-Cancel.gif
Mario failing to auto-cancel his forward aerial attack in Melee.
Zero Suit Samus interrupting an aerial attack midway by landing.
Zero Suit Samus failing to auto-cancel by interrupting an aerial attack's animation midway by landing.

Auto-canceling is the act of landing during the beginning or ending frames of an aerial attack and circumventing the landing lag that would have occurred had the character landed in the middle. Auto-canceling an attack usually produces almost no landing lag, when landing during the middle frames would produce greater landing lag. Most aerial attacks can be auto-cancelled both during the first few frames or the last few frames, though some cannot be auto-cancelled at the start, at the end, or even both. Every attack has a specific auto-cancelling window. Characters that fail to auto-cancel can instead L-cancel (outside of Brawl). Auto-canceling can be very beneficial to players using characters with laggy aerial attacks, as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding punishment that could have been made if the player had not auto-cancelled.

Trivia

  • The forward airs of Donkey Kong and Ganondorf in Brawl cannot be auto-cancelled in the ending frames. By looking at the coding of the moves, it can be seen that they were intended to be, and they cannot due to a minor error of using the wrong type of timing function.


Stub.png