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Jump-canceling: Difference between revisions

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: ''This article discusses [[jump-canceling]]. 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}}


'''Jump-canceling''' is the name of two techniques in [[Super Smash Bros. Melee]].  One technique involves canceling a jump by using an attack, and the other involves leaving the shield by jumping.
'''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.


==Canceling the jump with an attack==
==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]]''.


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. These moves are [[up smash]], [[up B]], [[grab]], [[shine]], and the [[item]] throw.
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.


The up smash works because of the jump delay. The player needs to press A, while holding "up" on the control stick, during jump delay to perform an up smash. The jump delay may have been created to help players perform the up smash without jumping instead.  It is unknown why grabs, shines, and other moves can be used during jump delay while jabs and tilts are not.
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.


One application of the jump-cancel is the jump-canceled grab. Most characters have more range, less startup, and 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.
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 tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash.
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.
 
The player can also jump-cancel an item throw to use the faster normal item throw instead of a higher-ranged running one.


==Leaving the shield with 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.


Another usage of the term "jump-cancel" refers to the cancelation of a [[shield]], [[shine]], or another special animation by jumping.  Any character but [[Yoshi]] may jump directly from the shield.  Additionally, [[Fox]] and [[Falco]] can do the same 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.
 
It is possible to jump-cancel a shield into a jump-canceled attack (most commonly [[Bowser]] and [[Link]]'s [[up B]], or [[Fox]] and [[Pikachu]]'s [[up smash]]) - in this instance, only one use of the word "jump-cancel" is used: "Link used a ''jump-canceled'' up B from his shield." 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: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.