Frame canceling: Difference between revisions

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'''Frame cancelling''' is an advanced technique in ''[[Super Smash Bros. 4]]'' that reduces the [[landing lag]] of aerial attacks. The technique involves timing an aerial so that it hits the non-shielding opponent on the same frame that the user would land on the ground. This results in a bug where the attack's landing lag starts counting down during the [[freeze frame]]s of the hit, resulting in there being less lag once the freeze frames end and both characters begin moving again.
'''Frame cancelling''' is an advanced technique in ''[[Super Smash Bros. 4]]'' that reduces the [[landing lag]] of aerial attacks. The technique involves timing an aerial so that it hits the non-shielding opponent on the same frame that the user would land on the ground. This results in a bug where the attack's landing lag starts counting down during the [[freeze frame]]s of the hit, resulting in there being less lag once the freeze frames end and both characters begin moving again.


Attacks that deliver high amounts of freeze frames get more usefulness out of the technique. The down aerials of {{SSB4|Falco}} and {{SSB4|Ganondorf}} are most notable for this, with the former having a 2.0x freeze frames multiplier, and the latter dealing high [[electric]] damage. Due the the very strict timing needed to pull it off consistently, frame cancelling is almost never used in that way in competitive matches.
Attacks that deliver high amounts of freeze frames get more usefulness out of the technique. The down aerials of {{SSB4|Falco}} and {{SSB4|Ganondorf}} are most notable for this, with the former having a 2.0x freeze frames multiplier, and the latter dealing high [[electric]] damage. The sweetspot of {{SSB4|Cloud}}'s forward aerial can also be frame cancelled this way. Due the the very strict timing needed to pull it off consistently, frame cancelling is almost never used in that way in competitive matches.


More often, it is seen when the landing hitbox of an aerial collides with a non-shielding opponent, cancelling some of the aerial's lag like explained previously. This is especially useful with air attacks such as {{SSB4|Fox}}'s down air.
More often, it is seen when the landing hitbox of an aerial collides with a non-shielding opponent, cancelling some of the aerial's lag like explained previously. This is especially useful with air attacks such as {{SSB4|Fox}}'s down air.
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