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Jump-canceling: Difference between revisions

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: ''This article discusses [[jump-canceling|jump-cancelling]]. For information on shine-canceling, see [[shine]]. For information on double-jump cancelling, see [[double jump cancel]].
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{{for|information on other forms of canceling|shine|double jump cancel}}


The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses X, Y, or up on the control stick, there is a period of delay, ranging from 3 to 8 frames, before the player's character actually leaves the ground. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves.  Neutral-A moves like jabs, Down-Smashes, Side-Smashes, Side-B moves and more are NOT possible to execute while in the pre-jump lag or jump delay.
'''Jump-canceling''' may refer to two different techniques in the ''{{b|Super Smash Bros.|series}}'' games: canceling a jump by using an attack, or jumping while using the shield.


The up-smash works BECAUSE of the jump delay. You need to press A while holding up while in the jump delay to perform an up-smash. Interestingly, the reason for creating the jump delay may have been to help create the up-smashing.  It is presently unknown why grabs, shines, and other moves are allowed in the jump delay while jabs and tilts are not.
==Canceling the jump with an attack==
The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses the jump button, there is a period of delay ranging from 3 to 8 [[frames]] before the player's character actually leaves the ground. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. These moves are: [[up smash]], [[up special]], [[grab]] (in ''[[Super Smash Bros. Melee]]'' only) and any [[item]] throw, the latter which allows for [[jump cancel throw]]s in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]''.


One application of the jump-cancel is the jump-canceled grab. Most characters have more range, less startup, and/or less [[lag|lag time]] on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their inferior dash grabs while running.
The up smash works because of the jump delay: to perform it, the player needs to press A while holding up on the Control Stick during the jump delay, which may have been created likely to help players perform the up smash without jumping instead. The same can be said for up special moves and up smash item throws; it is unknown why grabs in ''Melee'' can be used during the jump delay, however, while other attacks like jabs and tilts cannot.


This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash.
One application of the jump-cancel in ''Melee'' is the [[jump-canceled grab]]. Most characters have more range, less startup, and less [[lag]] on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their inferior dash grabs while running.


The player can also, if his or her character is holding something in his/her hand, jump-cancel an item-throw to use the normal item throw instead of a running one (which has much more lag, albeit more range).
This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash. The player can also jump-cancel an item throw to use the faster normal item throw instead of a higher-ranged running one.


Another usage of the term 'jump-cancel' refers to the cancellation of certain attacks, animations, or movements.  For example, it is possible to jump-cancel a shield into a jump-canceled attack (most commonly up B, in the case of characters like [[Bowser]] and [[Link]]) - in this instance, only one use of the word "jump-cancel" is used: "Link used a ''jump-canceled'' up B from his shield."  Special shields, such as Yoshi's, cannot be jump-canceled.  It is also possible to jump-cancel certain attacks such as Fox's shine.  The turning animation (when a character dashes for two or three seconds and then attempts to turn around) can also be jump-canceled.
This technique is more difficult to perform in ''Ultimate'' due to the universal jumpsquat change to 3 frames and short hop aerial macro. However, the newly introduced ability to cancel dashes into any move more than makes up for it.
Anything that can be jump-canceled can be canceled by means of a wavedash (because a wavedash involves a jump).


==Leaving the shield with a jump==
Another usage of the term "jump-cancel" refers to the cancellation of a special animation by jumping, mainly [[shielding]]; jumping out of shield is possible in every game with every character except for [[Yoshi]] in ''Melee'' and ''Brawl''. Additionally, [[Fox]] and [[Falco]] can do the same in ''Melee'' with their [[shine]]. The animation achieved by turning around while [[dashing]] (after leaving the [[initial dash]] animation) can also be jump-canceled.


It is possible to jump-cancel a shield into a jump-canceled attack (most commonly [[Bowser]] and [[Link]]'s up special, or [[Fox]] and [[Pikachu]]'s [[up smash]]); in this instance, only one use of the word "jump-cancel" is commonly used: "Link used a ''jump-canceled'' up-B from his shield." This is less useful in ''Ultimate'', however, because up specials and up smashes can be instantly performed while shielding without jumping. One can also jump-cancel the shield into a [[wavedash]], because the wavedash starts with a jump.


 
[[Category:Techniques (SSBM)]]
[[Category: Techniques (SSBM)]]
[[Category:Techniques (SSB)]]
[[Category:Advanced techniques]]

Latest revision as of 06:14, December 29, 2023

For information on other forms of canceling, see shine and double jump cancel.

Jump-canceling may refer to two different techniques in the Super Smash Bros. games: canceling a jump by using an attack, or jumping while using the shield.

Canceling the jump with an attack[edit]

The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses the jump button, there is a period of delay ranging from 3 to 8 frames before the player's character actually leaves the ground. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. These moves are: up smash, up special, grab (in Super Smash Bros. Melee only) and any item throw, the latter which allows for jump cancel throws in Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate.

The up smash works because of the jump delay: to perform it, the player needs to press A while holding up on the Control Stick during the jump delay, which may have been created likely to help players perform the up smash without jumping instead. The same can be said for up special moves and up smash item throws; it is unknown why grabs in Melee can be used during the jump delay, however, while other attacks like jabs and tilts cannot.

One application of the jump-cancel in Melee is the jump-canceled grab. Most characters have more range, less startup, and less lag on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their inferior dash grabs while running.

This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash. The player can also jump-cancel an item throw to use the faster normal item throw instead of a higher-ranged running one.

This technique is more difficult to perform in Ultimate due to the universal jumpsquat change to 3 frames and short hop aerial macro. However, the newly introduced ability to cancel dashes into any move more than makes up for it.

Leaving the shield with a jump[edit]

Another usage of the term "jump-cancel" refers to the cancellation of a special animation by jumping, mainly shielding; jumping out of shield is possible in every game with every character except for Yoshi in Melee and Brawl. Additionally, Fox and Falco can do the same in Melee with their shine. The animation achieved by turning around while dashing (after leaving the initial dash animation) can also be jump-canceled.

It is possible to jump-cancel a shield into a jump-canceled attack (most commonly Bowser and Link's up special, or Fox and Pikachu's up smash); in this instance, only one use of the word "jump-cancel" is commonly used: "Link used a jump-canceled up-B from his shield." This is less useful in Ultimate, however, because up specials and up smashes can be instantly performed while shielding without jumping. One can also jump-cancel the shield into a wavedash, because the wavedash starts with a jump.