Quick Attack cancel: Difference between revisions

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#REDIRECT:[[Quick Attack#Quick Attack cancel]]
[[File:QAC lock.gif|thumb|300px|{{Sm|ESAM}} utilizing the QAC lock.]]
'''Quick Attack Canceling''', abbreviated as '''QAC''' and also known as '''QuACking''', is a technique usable by {{SSBB|Pikachu}} in ''[[Super Smash Bros. Brawl]]''. It involves using [[Quick Attack]] into the ground and [[jumping]] (or dropping if aimed into a [[soft platform]]) to cancel the [[lag]] at the end of the momentum, allowing Pikachu to [[approach]] very quickly. This variant of the technique is only possible in ''Brawl'' however, Pikachu can cancel quick attack by [[edge cancel]]ing, which works in all games up to ''[[Super Smash Bros. 4]]''.
 
==How it works==
When Pikachu normally Quick Attacks in ''Brawl'' and touches the ground, it goes into its [[helpless]] landing animation. This occurs when Pikachu Quick Attacks horizontally on the ground or when it lands at any point after the Quick Attack dash.
 
If Pikachu quick attacks into the ground before the dash's animation has ended however, Pikachu will not go into its helpless landing animation once the animation is over. Instead, Pikachu is put into an animation transition frame, where Pikachu is considered airborne but it is also touching the ground. After this frame, Pikachu will enter its normalclanding animation with [[RCO lag|Recovery Carryover Lag]]. Pikachu is actionable during this one animation transition frame, with Quick Attack Canceling evolving around Pikachu acting out of this frame to avoid landing. When Pikachu is in this frame, it can jump, use its aerials (with Pikachu being able to perform an instant landing down aerial), air dodge, use its specials (including Quick Attack) or drop through platforms. This can be performed with both Quick Attack dashes so in a situation where Pikachu cannot Quick Attack cancel with the first dash, Pikachu can use the second dash
 
Pikachu's aerials and air dodge without jumping (outside of down aerial) are practically useless as Pikachu as Pikachu is only in the air for one, preventing them from coming out. Neutral aerial even gives Pikachu more landing lag than it already would have due to the aerial lacking an initial auto-cancel window. Down aerial can be useful on its own as if Pikachu uses down aerial, it will immediately go into the move's landing animation which has a hitbox although this is risky due to down aerial's very high landing lag. Dropping through platforms can be useful but it is naturally situational.
 
The most useful option however is double jumping. Double jumping naturally gives Pikachu instant access to all of its aerials and specials. Once Pikachu has performed a QAC, it can Quick Attack into the ground again (this does not require a double jump) to perform another QAC, which can be performed repeatedly as many times as the player desires.
 
The move is essentially a form of the [[Second Jump Recovery]] technique, working in the same way. The main difference with a regular SJR however is that with a normal SJR, the player has to frame perfectly time their aerial so that they land the exact frame after the animation ends in order to get the animation transition frame. With Quick Attack however, the player can touch the ground at any point during Quick Attack's dash to get the animation transition frame, which along with how Quick Attack functions, makes it far easier and much more versatile and practical than a normal SJR.
 
==Usefulness==
While the technique itself is not highly difficult as the player simply needs to Quick Attack into the ground and they have a 10 frame window to buffer whatever option they want to cancel with, it is a very difficult technique to master to its high mixup potential and its tough execution to perform multiple times in succession. When mastered however, the technique is incredibly useful.
 
The technique is considered vital for competitive Pikachu players, due to its high versatility. It gives Pikachu a way to quickly maneuver around the stage without much lag, massively helping Pikachu's approach and aerial game, as well as giving it a getaway option. It can also easily play "[[mindgame]]s" with the opponent due to the move's high mixup potential, easily allowing it to bait and punish opponents. It can also allow extended followups to certain moves knocking the opponent across the stage. Notably, it is an efficient way to lead into a neutral aerial, which is one of Pikachu's move effective KO moves due to its low startup and decent power.
 
The technique also makes Quick Attack highly effective as a [[lock]]ing tool. As Quick Attack has a 0 degree angle and it has low knockback, it can lock opponents very effectively and when combined with Quick Attack Canceling, this can allow Pikachu to potential infinite the floored opponent if the Pikachu player has the execution. The move is not a true infinite as the Quick Attack's knockback does scale but it can lead into 0-death combos. Pikachu can even set up a QAC lock using up aerial into [[footstool]], making it practical to go for in matches. Even if the player does not continuously Quick Attack the opponent, they can still get a guaranteed followup as the floored opponent gets up.
 
The technique is overall a great addition to Pikachu's kit as it gives a move which is already an excellent recovery and a solid approach option with strong mixup potential even more utility, improving it in the areas where it is already strong as well as making it safer and more versatile.
 
==Techniques==
QAC is also part of many techniques:
*Slope cancelling: By quick attacking against any slope, Pikachu can cancel the Quick Attack into any move and gain momentum.
*Quick Attack [[edgehog]]: It's possible to Quick Attack cancel off the [[ledge]] and then regrab the ledge with the second half of the move. It is also possible to QAC off the ledge without actually grabbing it, with Pikachu being able to use an up aerial to guard the area around the edge or, on stages such as {{SSBB|Final Destination}}, [[wall jump]] off the stage lip, which can even be followed up with a Thunder [[wavebounce]] to get back onto the stage without interfering with the ledge.
*Quick Attack Ledge cancel: A new technique in both SSB4 versions.
 
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSB4)]]
[[Category:Character-specific terminology]]
[[Category:Advanced techniques]]
[[Category:Pikachu]]
[[Category:Pikachu (SSBB)]]
[[Category:Pikachu (SSB4)]]

Latest revision as of 23:20, August 14, 2023