Talk:L-canceling: Difference between revisions

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This also applies to teching as well, because when I froze the CPU's frame counter, the CPU always teched and L cancelled.
This also applies to teching as well, because when I froze the CPU's frame counter, the CPU always teched and L cancelled.
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Revision as of 16:59, August 29, 2013

I was under the impression that L-Canceling was so named due to the most common button used to activate it, ' L'.
-Is there any truth to this theory? -Zixor (talk) 17:37, 28 March 2009 (UTC)

Initially, I believed the same thing. Now however, I believe L-Canceling is named so because L-Canceling removes landing lag. Therefore, I believe the L in L-Canceling is short for Lag. Y462 (TCE ) 17:41, 28 March 2009 (UTC)

Super Smash Bros Brawl

Why L-cancel were removed from SSBB? --CaioNV (talk) 23:50, December 18, 2009 (UTC)

Go ask Sakurai. We didn't remove it, and we don't know either. RAN1 23:55, December 18, 2009 (UTC)

Smooth Landing

On the original Smash 64 site, it refers to L-cancelling as "Smooth Landing". Should that be in this article? Anthony1996 (talk) 01:20, 29 September 2011 (EDT)

20 Frames?

Is this number for BOTH Smash64 and Melee? Or just one of them? I've also seen different numbers elsewhere, such as http://super-smash-bros.wikia.com/wiki/L-canceling "To L-cancel, press L, R, or Z (only Z and R work in SSB) within six (6) frames of landing on the ground while the character is still performing an aerial attack." and also http://www.youtube.com/watch?v=yVA4PuYQNko "(...) seven (7) frames or less before you hit the ground" 173.228.18.240 23:47, 6 February 2013 (EST)

Well that's why the cleanup tag is there; because the 20 frames someone put up here seems like way too much for either game. I think I remember the SSB64 value being 4 actually, I'll see if I can find it. Toomai Glittershine ??? The Spectrum 00:25, 7 February 2013 (EST)

It's actually 10 frames. I love how I find stuff when I'm not looking for it. I was basically messing around with the aerial flag to increase Link's Up B and found the frame counter for L canceling. Here's the assembly code and addresses for anyone who wants to look at it or make a gameshark code to change it. 0x0160 is the offset for the frame counter variable of the player pointer. So if the address of Player 1's Pointer points to 8027E928, then the address of the frame counter for Player 1 = 8027E928 + 160 = 8027EA88 . 80150A38 LW T6, 0x0160 (V1)  ; This line of code loads the frame counter. 80150A3C SLTI AT, T6, 0x000B ; This line of code sets if T6 < 11, AT = 1, otherwise AT = 0 80150A40 AT, R0, 0x80150AC0  ; If AT = 1 (if L cancelled successfully), then it branches to the address of 80150AC0

This also applies to teching as well, because when I froze the CPU's frame counter, the CPU always teched and L cancelled.

Sign your comments with the four tidles (~~~~). Scr7Scr7 sig.png(talk · contribs) 16:54, 29 August 2013 (EDT)