Hitstun canceling: Difference between revisions

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{{merge|Hitstun|Everything here has been already covered in said page and the [[momentum canceling]] page, with far more information. A simple redirect suffices}}
{{merge|Hitstun|Everything here has been already covered in said page and the [[momentum canceling]] page, with far more information. A simple redirect suffices}}
Hitstun canceling is a technique introduced in ''[[Super Smash Bros. Brawl]]'' which is also present in ''[[Super Smash Bros. 4]]''. It is the ability to cancel [[hitstun]] early with an airdodge or an aerial attack. This feature is what enables the technique [[momentum canceling]] to be performed.
Hitstun canceling is a technique introduced in ''[[Super Smash Bros. Brawl]]'' which is also present in ''[[Super Smash Bros. 4]]''. It is the ability to cancel [[hitstun]] early with an airdodge or an aerial attack. This feature is what enables the technique [[momentum canceling]] to be performed.
==In ''Brawl''==
In ''Brawl'', hitstun canceling is very effective. For any attack strong enough to put the player into tumble, said player can cancel hitstun with an airdodge after only 13 frames, regardless of how much hitstun would have otherwise been dealt. Alternatively, after 26 frames, the player can cancel hitstun with an aerial. As a result of this feature, combos are notoriously difficult to perform in ''Brawl''; however, due to the high ending lag of airdodges in the game, it is still possible to get followups out of attacks that put opponents into tumble.
Once hitstun has been canceled, one can initiate any action that they otherwise would be able to perform in the air, including initiating a fastfall, the core principle of vertical momentum canceling. The only exception to this is sideways movement through the air, which still cannot be performed until the hitstun would have ordinarily ended (seemingly to prevent characters like [[Jigglypuff]] with a high air speed from surviving horizontally far longer than usual); however, this can be circumvented by jumping after the lag from the action used to cancel the hitstun ends, which is one way of performing horizontal momentum canceling.


==In ''Smash 4''==
==In ''Smash 4''==
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