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(It said that while in the pre-jump lag the character acts like he/she is standing. This is not entirely true, so it was corrected. - possible reason for pre-jump delays was added -some spelling erro)
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: ''This article discusses [[jump-cancelling|jump-cancelling]]. For information on shine-cancelling, see [[shine]].
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: ''This article discusses [[jump-canceling|jump-cancelling]]. For information on shine-canceling, see [[shine]].
   
The jump-cancel occurs as a result of the pre-jump lag every character has. After one presses X, Y, or up on the control stick, there is a delay time, ranging from 3 to 8 frames, before one's character jumps. During this time, one's character acts as though they are standing still.
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The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses X, Y, or up on the control stick, there is a period of delay, ranging from 3 to 8 frames, before the player's character actually leaves the ground. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. Neutral-A moves like jabs, Down-Smashes, Side-Smashes, Side-B moves and more are NOT possible to execute while in the pre-jump lag or jump delay.
   
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The up-smash works BECAUSE of the jump delay. You need to press A while holding up while in the jump delay to perform an up-smash. Interestingly, the reason for creating the jump delay may have been to help create the up-smashing. It is presently unknown why grabs, shines, and other moves are allowed in the jump delay while jabs and tilts are not.
One application of this is the [[jump-cancelled grab]]. Most characters have more range, less startup, and/or less [[lag|lag time]] on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their inferior dash grabs while running.
 
   
 
One application of the jump-cancel is the [[jump-canceled grab]]. Most characters have more range, less startup, and/or less [[lag|lag time]] on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their inferior dash grabs while running.
This tactic is also what allows one to do a running up smash by dashing and jump-cancelling into an up smash.
 
   
 
This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash.
One can also, if one is holding something in one's hand, jump-cancel an item-throw to use one's normal item throw instead of a running one (which has much more lag, albeit more range).
 
   
 
The player can also, if his or her character is holding something in his/her hand, jump-cancel an item-throw to use the normal item throw instead of a running one (which has much more lag, albeit more range).
An alternate definition of jump cancel is to exit ones shield or [[shine]] by jumping, effectivelly "cancelling" the shield or shine with the jump. It is possible to jump-cancel a shield into a jump-cancelled attack (most commonly up B, in the case of characters like [[Bowser]] and [[Link]]) - in this instance, only one use of the word "jump-cancel" is used: "Link used a ''jump-cancelled'' up B from his shield."
 
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Another usage of the term 'jump-cancel' refers to the cancellation of certain attacks, animations, or movements. For example, it is possible to jump-cancel a shield into a jump-canceled attack (most commonly up B, in the case of characters like [[Bowser]] and [[Link]]) - in this instance, only one use of the word "jump-cancel" is used: "Link used a ''jump-canceled'' up B from his shield." Special shields, such as Yoshi's, cannot be jump-canceled. It is also possible to jump-cancel certain attacks such as Fox's shine. The turning animation (when a character dashes for two or three seconds and then attempts to turn around) can also be jump-canceled.
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Anything that can be jump-canceled can be canceled by means of a wavedash (because a wavedash involves a jump).
   
 
The jump cancel is unrelated to the [[double jump cancel]].
 
The jump cancel is unrelated to the [[double jump cancel]].

Revision as of 00:55, 2 December 2006

This article discusses jump-cancelling. For information on shine-canceling, see shine.

The jump-cancel occurs as a result of the pre-jump lag every character has. After the player presses X, Y, or up on the control stick, there is a period of delay, ranging from 3 to 8 frames, before the player's character actually leaves the ground. During this delay, since the character is grounded, it is possible to execute a few of the character's standing moves. Neutral-A moves like jabs, Down-Smashes, Side-Smashes, Side-B moves and more are NOT possible to execute while in the pre-jump lag or jump delay.

The up-smash works BECAUSE of the jump delay. You need to press A while holding up while in the jump delay to perform an up-smash. Interestingly, the reason for creating the jump delay may have been to help create the up-smashing. It is presently unknown why grabs, shines, and other moves are allowed in the jump delay while jabs and tilts are not.

One application of the jump-cancel is the jump-canceled grab. Most characters have more range, less startup, and/or less lag time on the standing grabs than on their dash grabs. The jump-cancel allows these characters to use their standing grab instead of their inferior dash grabs while running.

This tactic is also what allows one to do a running up smash by dashing and jump-canceling into an up smash.

The player can also, if his or her character is holding something in his/her hand, jump-cancel an item-throw to use the normal item throw instead of a running one (which has much more lag, albeit more range).

Another usage of the term 'jump-cancel' refers to the cancellation of certain attacks, animations, or movements. For example, it is possible to jump-cancel a shield into a jump-canceled attack (most commonly up B, in the case of characters like Bowser and Link) - in this instance, only one use of the word "jump-cancel" is used: "Link used a jump-canceled up B from his shield." Special shields, such as Yoshi's, cannot be jump-canceled. It is also possible to jump-cancel certain attacks such as Fox's shine. The turning animation (when a character dashes for two or three seconds and then attempts to turn around) can also be jump-canceled. Anything that can be jump-canceled can be canceled by means of a wavedash (because a wavedash involves a jump).

The jump cancel is unrelated to the double jump cancel.