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Auto-canceling

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Revision as of 21:14, July 22, 2013 by Davidvkimball (talk | contribs) (Added failed auto cancel.)
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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.


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