Ledge-canceling: Difference between revisions

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{{cleanup|Why is the explanation about what people can do by ledge cancelling so confusing? Also, needs organization}}
[[File:SSBM Jigglypuff Ledge-Canceled Bair Into Rest.gif|thumb|A {{SSBM|Jigglypuff}} player ledge-cancelling a back aerial into [[Rest]].]]
[[File:SSBM Jigglypuff Ledge-Canceled Bair Into Rest.gif|thumb|{{SSBM|Jigglypuff}} ledge-cancelling its back aerial to immediately [[combo]] into [[Rest]].]]
'''Ledge-canceling''' is an [[advanced technique]] in ''[[Melee]]'' that allows players to end the [[landing lag]] from an [[aerial attack]] (and some [[special move]]s) by sliding into their [[teeter]]ing animation after landing. Ledge-canceling moves grants players both opportunities for extremely fast followups using attacks that do not normally have [[combo]] potential and more movement options.
In ''[[Super Smash Bros. Melee]]'', a '''ledge-cancel''' is a complex command that exploits the physics of momentum, traction and state change, allowing a [[character]] to cancel the lag after an [[aerial attack]] (and some [[special move]]s), ending in either the "falling" or "ledge" state.


A character ledge-cancels an attack in three steps.
==Performing the technique==
Ledge-canceling, while fairly simple in concept, can be difficult to perform (especially while using characters with high [[traction]]) due to the tight spacing it requires relative to the [[ledge]].  


#From an aerial attack state, the character cancels the aerial attack (in the form of a land cancel) by landing that attack on the ground or [[ledge]], entering that attack's "landing" state.
Players must put out an attack in the air while moving toward the edge of the stage, so that after landing they will continue to slide and eventually reach the edge. When ledge-canceling to combo, players will often try to perform the first move as close to the ground as possible while still giving it time to produce a [[hitbox]]. This results in the minimum number of [[frames]] separating the first and second hits, making more followups possible. When set up properly, players will slide to the ledge, removing all [[lag]] after the first hit and allowing for an instant followup (save for the minimum of three frames it takes to land, slide to the edge, and be able to put out another attack).  
#The character slides on the ground or ledge in "landing" state, with a vector determined by their: a) vector upon landing in relation to the angle of the ground or ledge; b) directional input; and: c) traction.
#The character cancels the landing animation in one of two ways, either a) by sliding off a ledge, entering the "falling" state; or b) if they are facing the ledge, sliding to the ledge (without DIing off of the ledge), entering their "ledge" animation, a true ledge-cancel.


By ledge-canceling, a character can potentially execute two attacks in extremely quick succession, with the combination of canceled move lag and canceled landing lag. (If a character land-cancels an attack after one frame of hitbox, then fall- or ledge-cancels the landing after one frame, then attacks on the first frame in "falling" or "ledge" state, it is possible to achieve a minimum number of frames between attacks of 3+the number of frames it takes the second attack to produce a hitbox).
Different results can be obtained based on the direction that the character is facing during a ledge-cancel. If facing the edge the character will enter [[free fall]] if the player is holding forward or if the character has too much momentum to stop from the teeter. Otherwise they will simply remain in their teetering animation. When facing away from the edge, the character will enter free fall and sometimes grab the edge of the stage, depending on attributes such as [[falling speed]] in addition to the direction being inputted and the character's velocity upon reaching the edge of the stage. Remaining on stage after a ledge-cancel is more difficult than sliding off of it, and it grants the player access to any moves they can use while grounded.  
 
From a falling ledge-cancel, a character can execute any of their aerial attacks, an air-jump, a B attack, or an air dodge.
 
True ledge-canceling requires much more finesse to execute than an falling ledge cancel, but allows for more options: jabs, tilts, smash attacks, B attacks, ground jump, shield, grab, and dash.
 
Aerial attacks can be canceled on any of their frames. This means that an attack can be canceled (and subsequently ledge-canceled) before a hitbox appears.
 
On a ledge that can be grabbed, if a character ledge-cancels and is then facing that ledge, the character may grab the ledge if he is not DIing away from the ledge (this is significant because during "grabbing" animation the commands cannot be input, which effectively nullifies the leg-reduction of ledge-canceling).


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