Crouch cancel: Difference between revisions

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→‎In Super Smash Bros.: Changed a sentence where it said "attacker's attack" to say "attack" since it's shorter but provides the same information.
m (→‎In Super Smash Bros.: Changed a sentence where it said "attacker's attack" to say "attack" since it's shorter but provides the same information.)
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In the original ''Super Smash Bros.'', crouch canceling reduces the amount of knockback and hitlag dealt to the opponent to 0.67x its normal amount. While the opponent suffers from 0.67x hitlag, the attacker still goes through their normal amount of hitlag, resulting in the opponent going into hitstun while the attacker is still in hitlag.
In the original ''Super Smash Bros.'', crouch canceling reduces the amount of knockback and hitlag dealt to the opponent to 0.67x its normal amount. While the opponent suffers from 0.67x hitlag, the attacker still goes through their normal amount of hitlag, resulting in the opponent going into hitstun while the attacker is still in hitlag.


One of the main applications crouch canceling has is to survive stronger attacks. As crouch canceling reduces knockback, it can allow the opponent to survive attacks for much longer than they otherwise would be able to normally. For example, {{SSB|Mario}}'s forward smash normally KOs another Mario at 102% from the middle of [[Dream Land]] however, if the victim Mario is crouching, the forward smash will not KO him until 178%. Crouch canceling also puts opponents into [[tumble]] at later percents due to the lower knockback the victim receives, which can be utilised to avoid tech chasing setups.  
One of the main applications crouch canceling has is to survive stronger attacks. As crouch canceling reduces knockback, it can allow the opponent to survive attacks for much longer than they otherwise would be able to normally. For example, {{SSB|Mario}}'s forward smash normally KOs another Mario at 102% from the middle of [[Dream Land]] however, if the victim Mario is crouching, the forward smash will not KO him until 178%. Crouch canceling also puts opponents into [[tumble]] at later percentages due to the lower knockback the victim receives, which can be utilised to avoid tech chasing setups.  


Another use crouch canceling has is to use the lower hitlag and knockback against the opponent. As the opponent has less hitlag and knockback, they recover noticeably sooner, which can allow them to avoid potential combos/multi hits which would normally work and they can even potentially punish the opponent after getting hit. This does overall depend on the strength of the attacker's attack however. If combo oriented moves are crouch cancelled, they can actually gain combo potential in scenarios where they otherwise would not combo. For example, {{SSB|Donkey Kong}}'s [[Hand Slap]] usually has no followups against {{SSB|Jigglypuff}}, as Jigglypuff is sent too high. If Jigglypuff crouch cancels the move however, it gets knocked back a much shorter distance, which allows Donkey Kong to get a guaranteed forward aerial against Jigglypuff. In addition to this, as crouch canceling gives the opponent less hitlag, this gives the opponent less time to [[SDI]] the attack they crouch canceled, making it considerably harder and less effective to SDI to potentially avoid followups (especially since the player is holding down when they get hit, making it more difficult to set up appropriate SDI).
Another use crouch canceling has is to use the lower hitlag and knockback against the opponent. As the opponent has less hitlag and knockback, they recover noticeably sooner, which can allow them to avoid potential combos/multi hits which would normally work and they can even potentially punish the opponent after getting hit. This does overall depend on the strength of the attack, however. If combo oriented moves are crouch canceled, they can actually gain combo potential in scenarios where they otherwise would not combo. For example, {{SSB|Donkey Kong}}'s [[Hand Slap]] usually has no followups against {{SSB|Jigglypuff}}, as Jigglypuff is sent too high. If Jigglypuff crouch cancels the move however, it gets knocked back a much shorter distance, which allows Donkey Kong to get a guaranteed forward aerial against Jigglypuff. In addition to this, as crouch canceling gives the opponent less hitlag, this gives the opponent less time to [[SDI]] the attack they crouch canceled, making it considerably harder and less effective to SDI to potentially avoid followups (especially since the player is holding down when they get hit, making it more difficult to set up appropriate SDI).


While crouch canceling can be useful in certain situations, it is not an incredibly potent technique overall. While it does allow characters to live longer, characters may have better solutions in certain situations, such as shielding or counter attacking. As mentioned before, crouch canceling can be detrimental against certain moves allowing otherwise impossible combos and KO confirms to work against crouch canceling. Crouch canceling can also be beaten by grabs, as grabs get the opponent out of their crouching state, making it impossible to crouch cancel throws. {{SSB|Kirby}} and Jigglypuff can crouch under some grabs although this is separate from crouch canceling. Multi hits are also effective at being crouch canceling as while the first hit of a multi hit will be crouch canceled, any following hits will function normally, making crouch canceling ineffective against multi hits.  
While crouch canceling can be useful in certain situations, it is not an incredibly potent technique overall. While it does allow characters to live longer, characters may have better solutions in certain situations, such as shielding or counter attacking. As mentioned before, crouch canceling can be detrimental against certain moves allowing otherwise impossible combos and KO confirms to work against crouch canceling. Crouch canceling can also be beaten by grabs, as grabs get the opponent out of their crouching state, making it impossible to crouch cancel throws. {{SSB|Kirby}} and Jigglypuff can crouch under some grabs although this is separate from crouch canceling. Multi hits are also effective at being crouch canceling as while the first hit of a multi hit will be crouch canceled, any following hits will function normally, making crouch canceling ineffective against multi hits.