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Double jump cancel zair: Difference between revisions

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==How to perform==
==How to perform==
To perform this technique, the player must do a [[short hop]] from a standing or crouch position with the left stick tilted in the desired direction(Back, forward or down). At any point after the fifth frame of the jump( to elaborate this actually is a tight window from a double jump + zair if it wasn't clear), press the [[jump]] and [[grab]] button within a one frame window of each other(aka at the same time). If done correctly, Lucas will perform his zair, then land on the ground with an almost nonexistent amount of endlag. A DJCZ done onstage is a frame away from being as safe perfectly spaced sweetspot zair which leads to it being a very safe tool if used correctly.
To perform this technique, the player must do a [[short hop]] from a standing or crouch position with the left stick tilted in the desired direction(Back, forward or down). At any point after the fifth frame of the jump( to elaborate this actually is a tight window from a double jump + zair if it wasn't clear), press the [[jump]] and [[grab]] button within a one frame window of each other(aka at the same time). If done correctly, Lucas will perform his zair, then land on the ground with an almost nonexistent amount of endlag. A DJCZ done onstage is a frame away from being as safe perfectly spaced sweetspot zair which leads to it being a very safe tool if used correctly.
You can also delay when you do the input depending on how long you are airborne for more mixups. The input can be done back like a retreating move, in place or forward
You can also delay when you do the input depending on how long you are airborne for more mixups. The input can be done back like a retreating move, in place or forward. If you do both inputs to early/ quickly you will not get the zair hitbox, instead you will get what is called a snakedash. This can be turnaround and can be a decent niche fakeout mixup.


DJCZ allows for conversions such as zair loops and can be followed by a [[forward tilt]], [[forward aerial]], [[dash attack]], a grab, or other reliable options to potential kill or continue a string. The most practical practical follow-up attack is another DJCZ, as stringing multiple together at low percents can [[lock]] opponents into a combo across the entire stage that can potentially be a [[zero-to-death]]. However, doing this requires extremely precise timing and rhythm, and opponents are able to escape at higher percents.
DJCZ allows for conversions such as zair loops and can be followed by a [[forward tilt]], [[forward aerial]], [[dash attack]], a grab, or other reliable options to potential kill or continue a string. The most practical practical follow-up attack is another DJCZ, as stringing multiple together at low percents can [[lock]] opponents into a combo across the entire stage that can potentially be a [[zero-to-death]]. However, doing this requires extremely precise timing and rhythm, and opponents are able to escape at higher percents.

Revision as of 05:12, May 9, 2022

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Double Jump Cancel Z-air (abbreviated to DJCZ) is an advanced technique exclusive to Lucas in Super Smash Bros. Ultimate. The move is essentially a more consistently safer falling zair (tether attack) with more momentum and easier retreating and mixup potential.

How to perform

To perform this technique, the player must do a short hop from a standing or crouch position with the left stick tilted in the desired direction(Back, forward or down). At any point after the fifth frame of the jump( to elaborate this actually is a tight window from a double jump + zair if it wasn't clear), press the jump and grab button within a one frame window of each other(aka at the same time). If done correctly, Lucas will perform his zair, then land on the ground with an almost nonexistent amount of endlag. A DJCZ done onstage is a frame away from being as safe perfectly spaced sweetspot zair which leads to it being a very safe tool if used correctly. You can also delay when you do the input depending on how long you are airborne for more mixups. The input can be done back like a retreating move, in place or forward. If you do both inputs to early/ quickly you will not get the zair hitbox, instead you will get what is called a snakedash. This can be turnaround and can be a decent niche fakeout mixup.

DJCZ allows for conversions such as zair loops and can be followed by a forward tilt, forward aerial, dash attack, a grab, or other reliable options to potential kill or continue a string. The most practical practical follow-up attack is another DJCZ, as stringing multiple together at low percents can lock opponents into a combo across the entire stage that can potentially be a zero-to-death. However, doing this requires extremely precise timing and rhythm, and opponents are able to escape at higher percents. It isn't just for combos, it assists in Lucas' gameplan and for defensive play and shield pressure as it is very consistently safe and if done moving back, is impossible to punish by Game and Watch UpB.

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