Smashpedia
Advertisement
This article discusses jump-cancelling. For information on shine-cancelling, 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.

One application of this is the jump-cancelled 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-cancelling 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 jump cancel is unrelated to the double jump cancel.

Advertisement