SSBB Icon.png
SSB4 Icon.png

Landing lag glitch: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
(Wow...I didn't actually even know about this. Someone should check this to make sure I didn't make the information incorrect in my attempt to fix the grammar.)
Line 1: Line 1:
{{ArticleIcons|ssbb=y|ssb4=y}}
{{ArticleIcons|ssbb=y|ssb4=y}}
The '''landing lag glitch''', also referred to as '''recovery carryover lag''' or '''RCO lag''', is a glitch in ''[[Brawl]]'' that causes certain characters to suffer lag under conditions that should not cause such lag. Specifically, certain special moves that place the user into [[helpless]] can have their lag "saved" if the user grabs an [[edge]] after using the move but before landing. The next time the user lands on the ground, even if doing it by jumping from the edge or being hit by another player, they take the lag that would have been applied had the character landed in helpless. The only way to avoid the lag is to drop from the edge and jump back up without grabbing the ledge again. Of course, such lag should not happen because the character does not land in helpless, and such is the glitch - the game doesn't realize that it should forget about applying lag upon the next landing if an edge is grabbed.
The '''landing lag glitch''', also referred to as '''recovery carryover lag''' or '''RCO lag''', is a glitch in ''[[Brawl]]'' and ''[[Smash 4]]'' that causes certain characters to suffer lag under conditions that should not cause such lag. Specifically, certain special moves that place the user into [[helpless]] can have their lag "saved" if the user grabs an [[edge]] after using the move, but before landing. The next time the user lands on the ground, even if doing it by jumping from the edge or being hit by another player, they take the lag that would have been applied had the character landed in helpless. The only way to avoid the lag is to drop from the edge and jump back up without grabbing the ledge again. Of course, such lag should not happen because the character does not land in helpless, and such is the glitch - the game doesn't realize that it should forget about applying lag upon the next landing if an edge is grabbed.


The glitch cannot be avoided with specials that doesn't cause the character to become [[helpless]] and never disappears until landing on the ground; however it can be "overruled" by using an aerial that has landing lag (though with 35-40% more landing lag than usually would get for landing with that aerial). Preferably, one who knows that the glitch is "set" would use an aerial with lag to override (not completely though) the glitch, but less lag than the glitch would provide.
The glitch cannot be avoided with specials that do not cause the character to become [[helpless]] and never disappear until landing on the ground; however it can be "overruled" by using an aerial that has landing lag, though with 35-40% more landing lag than would usually get for landing with that aerial. Preferably, one would use an aerial with lag to partially override the glitch, but still suffer more lag than the aerial would provide.


==Characters affected by the glitch==
==Characters affected by the glitch==
Except DK and Bowser (both 2 frames), all have 15 frames for soft landing. Hard landing is said below.
Except for Donkey Kong and Bowser, who both get a relatively small extra two frames of lag, all characters listed have 15 frames for soft landing. Hard landing values are listed below.
*{{SSBB|Mario}} (30 frames with [[Super Jump Punch]])
*{{SSBB|Mario}} (30 frames with [[Super Jump Punch]])
*{{SSBB|Luigi}} (30 frames with [[Super Jump Punch]])
*{{SSBB|Luigi}} (30 frames with [[Super Jump Punch]])
*{{SSBB|Peach}} (30 frames with [[Peach Parasol]] if she closes her umbrella once with up special and it does not go away if the player reopen it)  
*{{SSBB|Peach}} (30 frames with [[Peach Parasol]] if she closes her umbrella once; it does not go away if the player reopens it)  
*{{SSBB|Marth}} (35 frames with [[Dolphin Slash]])
*{{SSBB|Marth}} (35 frames with [[Dolphin Slash]])
*{{SSBB|Donkey Kong}} (7 frames with [[Spinning Kong]])
*{{SSBB|Donkey Kong}} (7 frames with [[Spinning Kong]])
Line 31: Line 31:


[[Category:Glitches (SSBB)]]
[[Category:Glitches (SSBB)]]
[[Category:Glitches (SSB4)]]

Revision as of 19:03, March 13, 2017

The landing lag glitch, also referred to as recovery carryover lag or RCO lag, is a glitch in Brawl and Smash 4 that causes certain characters to suffer lag under conditions that should not cause such lag. Specifically, certain special moves that place the user into helpless can have their lag "saved" if the user grabs an edge after using the move, but before landing. The next time the user lands on the ground, even if doing it by jumping from the edge or being hit by another player, they take the lag that would have been applied had the character landed in helpless. The only way to avoid the lag is to drop from the edge and jump back up without grabbing the ledge again. Of course, such lag should not happen because the character does not land in helpless, and such is the glitch - the game doesn't realize that it should forget about applying lag upon the next landing if an edge is grabbed.

The glitch cannot be avoided with specials that do not cause the character to become helpless and never disappear until landing on the ground; however it can be "overruled" by using an aerial that has landing lag, though with 35-40% more landing lag than would usually get for landing with that aerial. Preferably, one would use an aerial with lag to partially override the glitch, but still suffer more lag than the aerial would provide.

Characters affected by the glitch

Except for Donkey Kong and Bowser, who both get a relatively small extra two frames of lag, all characters listed have 15 frames for soft landing. Hard landing values are listed below.

In Smash 4

While the glitch no longer occurs after grabbing a ledge, most characters suffer a varying amount of landing lag if they are hit after the execution of their up special moves, but before they land. Captain Falcon, Ganondorf, and Zero Suit Samus also remain affected by RCO lag after they connect with Falcon Dive, Dark Dive, or Flip Jump respectively and land on a platform. However, any aerial used in an attempt to override the RCO lag will not have increased landing lag, unlike in Brawl. Some moves, particularly multi-hitting electric moves like Mewtwo's neutral aerial or Pikachu's forward aerial, induce extra landing lag on the character they hit if they end prematurely.

External links