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===Crouch Cancelling===
===Crouch Cancelling===
'''Crouch Cancelling''' (often shorthanded as '''CC'ing''') is an advanced defensive technique in SSBM that makes use of [[SSBM/Game_Mechanics#Automatic_Smash_Directional_Influence|Automatic Smash DI '''(ASDI)''']].
A property of ASDI is that with it, a player that has just been hit can transition from an airborne to grounded state while in hitstun via the movement. When this is done and the defender is to be hitting the ground fast enough to have a landing animation, the universal normal landing recovery of 4 frames takes priority of the current hitstun that they normally would have taken from the attack. This massively reduces the amount of advantage a move has on hit, turning attacks that may have been combo starters for the attacker into being ''disadvantageous on hit'' and highly punishable. It's referred to as "Crouch Cancelling" in particular, because the easiest way for a defender to perform it is to simply crouch, and upon being struck, the down input being held for the crouch will be buffering the ASDI and execute it immediately if it is still held when hitlag ends.
This technique only works at lower percents, as at higher percents the player that has been struck will likely be put into a tumble state where ASDI'ing downward will result in a knockdown instead of a normal landing, which may actually be even more disadvantageous that taking the attack normally. There are also some moves that simply cannot be crouch cancelled at all, because they do not incur the conditions needed to force a landing animation after touching the ground, and so the defender remains in hitstun while grounded.

Revision as of 02:05, 27 July 2022

Advanced Movement Techniques

Wavelanding

Wavedashing

Moonwalking

Stickydashing

Boost Run

Advanced Mechanics

L-Cancelling

Interruptible Recovery Frames

Advanced Tech

Power Shield Cancelling

Shield Drop

Crouch Cancelling

Crouch Cancelling (often shorthanded as CC'ing) is an advanced defensive technique in SSBM that makes use of Automatic Smash DI (ASDI).

A property of ASDI is that with it, a player that has just been hit can transition from an airborne to grounded state while in hitstun via the movement. When this is done and the defender is to be hitting the ground fast enough to have a landing animation, the universal normal landing recovery of 4 frames takes priority of the current hitstun that they normally would have taken from the attack. This massively reduces the amount of advantage a move has on hit, turning attacks that may have been combo starters for the attacker into being disadvantageous on hit and highly punishable. It's referred to as "Crouch Cancelling" in particular, because the easiest way for a defender to perform it is to simply crouch, and upon being struck, the down input being held for the crouch will be buffering the ASDI and execute it immediately if it is still held when hitlag ends.

This technique only works at lower percents, as at higher percents the player that has been struck will likely be put into a tumble state where ASDI'ing downward will result in a knockdown instead of a normal landing, which may actually be even more disadvantageous that taking the attack normally. There are also some moves that simply cannot be crouch cancelled at all, because they do not incur the conditions needed to force a landing animation after touching the ground, and so the defender remains in hitstun while grounded.