Lag: Difference between revisions

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There are ways to circumvent landing lag. In ''Smash 64'' and ''Melee'', a technique called [[L-cancelling]] (more commonly known as Z-cancelling in ''Smash 64'') can be used to reduce landing lag. Pressing shield just before landing will reduce the amount of landing lag an aerial has. In ''Smash 64'', this will make the character enter their normal landing animation although in ''Melee'', it plays the same landing animation but only at double the speed (effectively halving the landing lag). Because of this, the technique is more effective in ''Smash 64'' although it is still a vital technique in both games, making aerials safer when landing and increasing their followup potential. In all games, an aerial's landing lag can avoided by landing during the time they can auto-cancel. Each aerial has a different auto-cancel window and the more time an aerial can auto-cancel, the easier and more beneficial/practical it is to auto-cancel. Aerials with higher landing lag especially benefit from these techniques .
There are ways to circumvent landing lag. In ''Smash 64'' and ''Melee'', a technique called [[L-cancelling]] (more commonly known as Z-cancelling in ''Smash 64'') can be used to reduce landing lag. Pressing shield just before landing will reduce the amount of landing lag an aerial has. In ''Smash 64'', this will make the character enter their normal landing animation although in ''Melee'', it plays the same landing animation but only at double the speed (effectively halving the landing lag). Because of this, the technique is more effective in ''Smash 64'' although it is still a vital technique in both games, making aerials safer when landing and increasing their followup potential. In all games, an aerial's landing lag can avoided by landing during the time they can auto-cancel. Each aerial has a different auto-cancel window and the more time an aerial can auto-cancel, the easier and more beneficial/practical it is to auto-cancel. Aerials with higher landing lag especially benefit from these techniques .


''Smash 4''{{'}}s air dodges have their own aerial landing lag, being universally 21 frames for all characters. When landing one frame before the end of an aerial or air dodge's animation, aerial landings can be completely cancelled into [[special move]]s, such as after {{SSB4|Ganondorf}}'s forward aerial from the start of a full hop (as Ganondorf is in the air for 44 frames during his full hop and his forward aerial's [[interruptibility|first actionable frame]] is on frame 45). ''Ultimate''s air dodges have 10 frames of landing lag when a normal air dodge is performed and 19 frames when a directional air dodge is performed.
''Smash 4''{{'}}s air dodges have their own aerial landing lag, being universally 21 frames for all characters. When landing one frame before the end of an aerial or air dodge's animation, aerial landings can be completely cancelled into [[special move]]s, such as after {{SSB4|Ganondorf}}'s forward aerial from the start of a full hop (as Ganondorf is in the air for 44 frames during his full hop and his forward aerial's [[interruptibility|first actionable frame]] is on frame 45). ''Ultimate'''s air dodges have 10 frames of landing lag when a normal air dodge is performed and 19 frames when a directional air dodge is performed.


===Special landing===
===Special landing===
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