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'''Charge-canceling''' is the act of halting the charging of an auto-[[Charge|chargeable]] [[special move]], such as [[Samus]]' [[Charge Shot]]. This allows the user to store a partial charge and resume charging the move later. | '''Charge-canceling''' is the act of halting the charging of an auto-[[Charge|chargeable]] [[special move]], such as [[Samus]]' [[Charge Shot]]. This allows the user to store a partial charge and resume charging the move later. | ||
While charging such an [[attack]] on the ground, players can cancel/store the charge by [[shield]]ing, performing a [[grab]], or tapping left/right on the [[control stick]] or [[d-pad]] to immediately roll out of the charge. If they are in the air while in their charging state, cancelling it with a shield or grab button will make them cancel it with an [[air dodge]] instead. | While charging such an [[attack]] on the ground, players can cancel/store the charge by [[shield]]ing, performing a [[grab]], or tapping left/right on the [[control stick]] or [[d-pad]] to immediately [[roll]] out of the charge. If they are in the air while in their charging state, cancelling it with a shield or grab button will make them cancel it with an [[air dodge]] instead. | ||
Due to its [[buffer]] system, charge-canceling Giant Punch in ''Brawl'' will result in Donkey Kong performing an air dodge if the input is entered late into the charge animation. | Due to its [[buffer]] system, charge-canceling Giant Punch in ''Brawl'' will result in Donkey Kong performing an air dodge if the input is entered late into the charge animation. |
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