Hitstun canceling: Difference between revisions

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[[File:SSBBHitstuncanceling.gif|300px|thumb|Hitstun canceling in ''Brawl'']]
[[File:SSBBHitstuncanceling.gif|300px|thumb|Hitstun canceling in ''Brawl'']]
Hitstun canceling is a technique introduced in ''[[Super Smash Bros. Brawl]]'' which is also present in ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. It is the ability to cancel [[hitstun]] (specifically when in [[tumble]]) 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]]'' and ''[[Super Smash Bros. Ultimate]]''. It is the ability to cancel [[hitstun]] (specifically when in [[tumble]]) early with an airdodge or an aerial attack. This feature is what enables the technique [[momentum canceling]] to be performed.
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Hitstun canceling is one of the most controversial additions to ''Brawl'', with detractors criticising it for undermining the reward of characters' advantage states by leaving them impossible to truly combo opponents with moves that deal anything beyond very low knockback. This eliminates the comboing ability of characters that relied on higher knockback moves with faster mobility to combo ({{SSBB|Captain Falcon}} being the most prominent example, with {{SSBB|Jigglypuff}} also suffering severely), allows characters to survive longer than intended through [[momentum canceling]], and significantly increases the chance of getting [[punish]]ed for landing a hit. While some players argue in support of the mechanic, such as by stating that players should have to successfully read their opponent's actions to get successful followups, it is generally viewed the mechanic as a negative addition to the game, due to severely slowing down the pace of matches. As such, [[mod]]s usually remove the mechanic unless they intend to keep ''Brawl''{{'}}s engine intact, such as [[Balanced Brawl]], and all major mods except the aforementioned have removed the mechanic completely.
Hitstun canceling is one of the most controversial additions to ''Brawl'', with detractors criticising it for undermining the reward of characters' advantage states by leaving them impossible to truly combo opponents with moves that deal anything beyond very low knockback. This eliminates the comboing ability of characters that relied on higher knockback moves with faster mobility to combo ({{SSBB|Captain Falcon}} being the most prominent example, with {{SSBB|Jigglypuff}} also suffering severely), allows characters to survive longer than intended through [[momentum canceling]], and significantly increases the chance of getting [[punish]]ed for landing a hit. While some players argue in support of the mechanic, such as by stating that players should have to successfully read their opponent's actions to get successful followups, it is generally viewed the mechanic as a negative addition to the game, due to severely slowing down the pace of matches. As such, [[mod]]s usually remove the mechanic unless they intend to keep ''Brawl''{{'}}s engine intact, such as [[Balanced Brawl]], and all major mods except the aforementioned have removed the mechanic completely.
==In ''Smash 4''==
==In ''Smash 4''==
 
Hitstun canceling was significantly weakened in ''Smash 4''. A player can now only cancel hitstun with an airdodge or aerial after 40 and 45 frames respectively, and only if the current launch speed (i.e how much of the initial knockback speed is still present) is below 2.5 and 2 respectively. This has the effect of making hitstun cancelling impossible for attacks dealing 100 units of knockback or less, and causes the effect to scale with knockback unlike in ''Brawl''. As a result, combos are easier to perform than they were in ''Brawl'', and momentum canceling is practically impossible. Also worth noting is that while hitstun itself does not consider additional launch speed from the [[Knockback#Melee onwards|gravity penalty]], hitstun canceling indirectly does (since current launch speed, not initial knockback value, is used to scale the effect). As such, fighters with low gravity have slightly stronger hitstun canceling than fighters with high gravity.
Hitstun canceling was significantly weakened in ''Smash 4''. A player can now only cancel hitstun with an airdodge or aerial after 40 and 45 frames respectively, and only if the current launch speed (i.e how much of the initial knockback speed is still present) is below 2.5 and 2 respectively. This has the effect of making hitstun cancelling impossible for attacks dealing 100 units of knockback or less, and causes the effect to scale with knockback unlike in ''Brawl''. As a result, combos are easier to perform than they were in ''Brawl'', and momentum canceling is no longer possible. Also worth noting is that while hitstun itself does not consider additional launch speed from the [[Knockback#Melee onwards|gravity penalty]], hitstun canceling indirectly does (since current launch speed, not initial knockback value, is used to scale the effect). As such, fighters with low gravity have slightly stronger hitstun canceling than fighters with high gravity.


==In ''Ultimate''==
==In ''Ultimate''==
 
Hitstun canceling in ''Ultimate'' retains the same parameters as ''Smash 4'', but due to the effect of balloon knockback, most hitstun and launch speed wears off by the time one is able to attack or airdodge, significantly mitigating its effectiveness, and making cancelling with aerials practically impossible. Furthermore, the new limitations on airdodging mean that airdodging to hitstun cancel is a significant hindrance to a character's ability to avoid edgeguarding attempts or follow-up attacks. However, the technique still has some use against moves with set knockback, due to them retaining pre-''Ultimate'' launch physics, and can also be used against grounded [[meteor smash]]es, due to them effectively dealing more hitstun than usual as in previous games.
Hitstun canceling in ''Ultimate'' retains the same parameters as ''Smash 4'', but due to the effect of balloon knockback, most hitstun and launch speed wears off by the time one is able to attack or airdodge, significantly mitigating its effectiveness, and making cancelling with aerials practically impossible. Furthermore, the new limitations on airdodging mean that airdodging to hitstun cancel is a significant hindrance to a character's ability to avoid edgeguarding attempts or follow-up attacks. However, the technique still has some use against moves with set knockback, due to them retaining pre-Ultimate launch physics, and can also be used against grounded [[meteor smash]]es, due to them effectively dealing more hitstun than usual as in previous games.
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