g-regulate
Smash Hero
Many of you have realized that l-canceling has been taken out of the game. However, many aerial moves still cancel, when performed with the right timing. In melee, you could simply press L while landing at any point of an aerial, and you would recover in half the time as normal. It is not like this in brawl, as many moves are quite laggy if you land while doing them. When you land certain aerials at the right point in the animation, certain ones WILL cancel, opening up new options for strategy to get moves out faster.
Not all moves have these "secret" cancels, or maybe they do, but the time you must cancel is contrary to the usefulness of the move. Certain moves seem to just cancel on their own, because they are really fast and good. I find most characters BAIRS to be extremely fast and cancel-able.
Try using Sonic or Wolf in a simple combo. Short hop NAIR an opponent, and try to UTILT as soon as you land. If you do it correctly it should cancel and the UTILT should come out fast. Other cancels can be harder. Landing on the ground with Sonic's UAIR often produces a laggy get-up, making the move slow. However, if you short hop, and start the UAIR immediately, you will land on the ground after doing the move, without the lag. This opens up for multiple UAIR combos.
Another example I'll use is Snake's NAIR. It's a long, slow series of 4 powerful kicks, with lots of lag when you land with it. If you land the move RIGHT after the last kick, the move will cancel immediately, opening up for an ftilt or jab combo, or even a grab.
I think learning the way everyones aerials cancel will be a huge part of the competitive game, and it will only advance over time as people get better at it. Learning how to "Cancel" will be just as important as learning how to l-cancel in melee. Doing it may not require as much finger work as melee, but will still require skill to pull off nonetheless.
Not all moves have these "secret" cancels, or maybe they do, but the time you must cancel is contrary to the usefulness of the move. Certain moves seem to just cancel on their own, because they are really fast and good. I find most characters BAIRS to be extremely fast and cancel-able.
Try using Sonic or Wolf in a simple combo. Short hop NAIR an opponent, and try to UTILT as soon as you land. If you do it correctly it should cancel and the UTILT should come out fast. Other cancels can be harder. Landing on the ground with Sonic's UAIR often produces a laggy get-up, making the move slow. However, if you short hop, and start the UAIR immediately, you will land on the ground after doing the move, without the lag. This opens up for multiple UAIR combos.
Another example I'll use is Snake's NAIR. It's a long, slow series of 4 powerful kicks, with lots of lag when you land with it. If you land the move RIGHT after the last kick, the move will cancel immediately, opening up for an ftilt or jab combo, or even a grab.
I think learning the way everyones aerials cancel will be a huge part of the competitive game, and it will only advance over time as people get better at it. Learning how to "Cancel" will be just as important as learning how to l-cancel in melee. Doing it may not require as much finger work as melee, but will still require skill to pull off nonetheless.