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Autocancels

Tene_Sicarius

Smash Cadet
Joined
Jul 4, 2015
Messages
41
Location
Houston, Texas
NNID
TenebrisSicarius
3DS FC
3454-1920-1564
First off, for those who do not know, an autocancel is when you land an aerial while still in the animation and receive no lag aside from the normal four frames of landing lag. Aerials usually have a lot of landing lag, so it is good for getting of aerials safely. Smash 4 nerfed the mechanic a lot, so there’s usually only 1-2 frames before landing in which a move will autocancel for most moves. However, if the animation of a move finishes and you don’t input anything else, then you can get a similar effect. Since true autocancels are almost nonexistent, that is what I will be focusing on.


A few rules for this list:

1: The list will be judged based on if you can get a hitbox for another aerial out before hitting the ground. The biggest check I will use is if inputting attack will buffer a neutral air or a jab, although I may include a few exceptions to this.


2: For most of these you will be able to dodge or jump before hitting the ground. They are not all “true,” but it is still convenient to know these for your character


3: I will test these on battlefield, and do three tests depending on the move. One shorthop, one full jump onto a platform, and one full jump. If a move cancels from a shorthop or a full jump on a platform, it is safe to assume there will not for a full jump. However, just because something cancels from a shorthop it doesn’t mean it will also cancel from a full jump onto a platform, although this usually is true.


4: This isn’t a definite list. I will probably miss a ton, so comment below if you find one I missed. Also, this is only on Battlefield, using the first platform. Other legal stages with platforms, like Halberd, Dreamland, have platforms of different heights. Some may not work on those stages.


5. Most of these will have the aerial buffered before leaving the ground, so they are frame perfect. To not jump cancel an up air, tilt the stick halfway instead of to the top.


6. I will include some tips for certain moves, if I think it can make use of some of them. Just to note, the move on the left is the one you start with; sometimes you can cancel after two aerials, but only if performed in that order (unless it is repeated in the opposite order)


7. I will take shortcuts when writing this out, because there’s a lot of information. Here’s a few examples. Platform jump is a full jump onto a platform. If there’s a number behind the jump, that is the number of times you can perform it and still cancel the move. If there’s a + (another move), starting with the former and ending with the + will cancel.

8. Just because a move might not cancel, it isn't always a negative thing. Take for example the minimum mii brawler; even though it doesn't have the shorthop and platform jump back air the default has, that's because it can neutral air before landing on both.


9. Rip GimR


10. This list took a really long time to make. It took about five hours for me, and I'm still not confident in my results. In other words, do not try to check all of these yourself. Only try out your character. Unlike me, you probably have a life you can’t put aside for hours to check all of this.


Mario :4mario:
Shorthop: Autocancels
Platform jump: Autocancels
Full jump: Can act right below the platform

Shorthop: Ends before landing
Platform jump: Ends before landing
Full jump: Able to act at the peak of the jump

Shorthop: Never
Platform jump: Autocancels
Full jump: Fast fall autocancels

Shorthop: Fast fall autocancels
Platform jump Fast fall autocancels
Full jump: Able to act at the peak of the jump

Shorthop: Fast fall once Mario spreads out his arms
Platform jump: Fast fall
Full jump: Able to act right after the peak of the jump

Luigi:4luigi:
Shorthop: Fast fall
Platform jump: Ends before landing
Full jump: Able to act right after the peak of the jump

Shorthop: Able to act before landing. Two autocancel
Platform jump: Able to act before landing
Full jump: Able to act at the peak of the jump

Shorthop: Able to act at the peak of the jump. + Down Air / Up Air autocancels
Platform jump: Fast fall after a second Forward Air
Full jump: Able to act at the peak of the jump

Shorthop: Fast fall autocancels
Platform jump: Fast fall autocancels
Full jump: Able to act shortly after the peak of the jump

Shorthop: Able to act after the peak of the jump
Platform jump: Two Down Airs autocancel
Full jump: Able to act right at the peak of the jump

Peach:4peach:
Shorthop: Fast fall after the white circles vanish
Platform jump: Fast fall after the white circles vanish
Full jump: Able to act right below the platform

Shorthop: Autocancels
Platform jump: Autocancels
Full jump: Able to act right below the platform

Shorthop: Autocancels
Platform jump: Autocancels
Full jump: Able to act halfway between the platform and the ground

Shorthop: Fast fall
Platform jump: Fast fall
Full jump: Able to act shortly below the platform

Shorthop: Fast fall after the last hit
Platform jump: Fast fall after the last hit
Full jump: Able to act after the peak of the jump

Bowser:4bowser:
Shorthop: Never
Platform jump: Never
Full jump: Fast fall after the white circles vanish

Shorthop: Never
Platform jump: Never
Full jump: Fast fall

Shorthop: Autocancels
Platform jump: Fast fall
Full jump: Able to act right below the platform

Shorthop: Fast fall after the peak of the jump
Platform jump: Fast fall
Full jump:Able to act right below the platform

Shorthop: Never
Platform jump: Never
Full jump: Never (Not evern double jumping from the top platform will allow this to autocancel

Yoshi:4yoshi:
Shorthop: Autocancels
Platform jump: Fast fall
Full jump: Able to act right above the platform

Shorthop: Fast fall at the peak of the jump
Platform jump: Fast fall
Full jump: Able to act after the peak of the jump

Shorthop: Autocancels
Platform jump: Autocancels
Full jump: Able to act right above the platform

Shorthop: Never
Platform jump: Autocancels
Full jump: Able to act right below the platform

Shorthop: Never
Platform jump: Never
Full jump: Able to act right below the platform

Rosalina & Luma:rosalina:
Nair: None

Uair: Shorthop, platform jump

Fair: Full jump

Bair: Platform jump

Dair: Platform jump

Bowser Jr.:4bowserjr:
Nair: Platform jump

Uair: Full hop 2

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: Full jump

Wario:4wario:
Nair: Full jump

Uair: None

Fair: Platform jump

Bair: Platform jump

Dair: Full jump

Mr. Game & Watch:troll:
Nair: None

Uair: None

Fair: None

Bair: None

Dair: None

Donkey Kong:4dk:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: Full jump

Bair: Shorthop, platform jump

Dair: Full jump

Diddy Kong:4diddy:
Nair: None (I can’t tell if it cancels from platform jump; it's just too quick)

Uair: Shorthop

Fair: Shorthop. Platform jump

Bair: Full jump 2 (you can always uair out of short hop and platform jump)

Dair: Platform jump

Link:4link:
Nair: None

Uair: Full jump

Fair: None

Bair: Shorthop, platform jump

Dair: None

Zelda:4zelda:
Nair: Shorthop, platform jump

Uair: Full jump

Fair: None

Bair: None

Dair: Shorthop, platform jump

Sheik:4sheik:
Nair: Full jump

Uair: Full jump

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: None

Ganondorf:4ganondorf:
Nair: None

Uair: Shorthop, platform jump

Fair: None

Bair: Shorthop, platform jump

Dair: Full jump

Toon Link :younglinkmelee:
Nair: Shorthop, platform jump

Uair: Full jump

Fair: None

Bair: Shorthop, platform jump

Dair: None

Samus:4samus:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: Platform jump

Bair: Shorthop, platform jump

Dair: Shorthop, platform jump

Zero Suit Samus:4zss:
Nair: Platform jump

Uair: Shorthop (you can nair from a platform jump)

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: None

Pit:4pit:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: Shorthop, platform jump

Palutena:4palutena:
Nair: None

Uair: None

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: Full jump

Marth:4marth:
Nair: None

Uair: Shorthop, platform jump

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: Full jump

Ike:4myfriends:
Nair: None

Uair: Full jump

Fair: Shorthop, platform jump, full jump

Bair: Shorthop, platform jump, full jump

Dair: Full jump

Robin:4robinf:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: Platform jump

Bair: Shorthop, platform jump

Dair: Full jump

Kirby:kirby:
Nair: Full jump

Uair: Shorthop, platform jump

Fair: None

Bair: Shorthop, platform jump

Dair: Full jump

Dedede:foxmelee:
Nair: Shorthop, platform jump

Uair: Platform jump

Fair: Platform jump

Bair: Shorthop, platform jump

Dair: None

Meta Knight:4metaknight:
Nair: Full jump

Uair: Shorthop, platform cancel

Fair: None

Bair: Full jump

Dair: Shorthop, platform jump

Little Mac:4littlemac:
Nair: Shorthop, platform jump, full jump 2

Uair: None

Fair: Shorthop

Bair: Shorthop

Dair: Shorthop, platform jump (though it doesn’t actually hit anyone on the platform)

Fox:4fox:
Nair: Full jump

Uair: Shorthop, platform jump (shorthop is really difficult to perform, but possible)

Fair: Platform jump

Bair: Shorthop, platform jump

Dair: Full jump

Falco:4falco:
Falco’s full jump cancels on the top platform

Nair: Platform jump

Uair: Shorthop, full jump

Fair: Platform jump

Bair: Shorthop, full jump

Dair: Platform jump

Pikachu:4pikachu:
Nair: Shorthop, platform cancel

Uair: None (Full jump 2 is close, but frame perfect allows for a third to be performed before landing)

Fair: Shorthop, platform jump

Bair: Full jump

Dair: Shorthop, platform jump

Charizard:4charizard:
Nair: Shorthop, platform jump, full jump

Uair: None

Fair: Shorthop, platform jump

Bair: None

Dair: Full jump

Lucario:4lucario:
Nair: Shorthop, platform jump

Uair: Full jump + dair

Fair: None

Bair: Shorthop, platform jump

Dair: None

Jigglypuff:drifloon:
Full jump doesn’t reach the first platform, so no platform jump

Nair: Shorthop

Uair: Shorthop

Fair: Shorthop

Bair: Shorthop

Dair: Full jump

Greninja:4greninja:
Nair: Platform jump, full jump

Uair: Platform jump

Fair: Full jump

Bair: Platform jump

Dair: None

Duck Hunt:4duckhunt:
Nair: Platform jump

Uair: Shorthop, platform jump

Fair: None (It's weird; the move cancels just a frame below the distance for a platform jump, but frame data shows it autocancels the frame it ends)

Bair: Shorthop, platform jump

Dair: Shorthop, platform jump

R.O.B.:4rob:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: None

Bair: Full jump

Dair: None (Since it cancels upwards momentum, you have to time it right when his base is right below the first platforms)

Ness:4ness:
Nair: Shorthop

Uair: Shorthop, platform jump

Fair: Shorthop

Bair: Full jump + nair (you can nair from shorthop and platform jump)

Dair: Full jump

Captain Falcon:4falcon:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: Full jump

Bair: Shorthop, platform jump

Dair: Platform jump

Villager:4villager:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: Shorthop, platform

Olimar:4olimar:
Nair: Shorthop, platform jump

Uair: Shorthop

Fair: Shorthop, platform jump

Bair: Shorthop, full jump

Dair: Shorthop, platform jump

Wii Fit Trainer:4wiifit:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: Shorthop, platform jump

Bair: Platform jump

Dair: Shorthop, platform jump

Dr. Mario:4drmario:
Nair: Platform jump, full jump

Uair: Platform jump

Fair: Full jump

Bair: Shorthop, platform jump, Full jump 2/ + uair

Dair: Full jump

Dark Pit:4darkpit:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: Shorthop, platform jump

Lucina:4marth:
Nair: None

Uair: Shorthop, platform jump

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: Full jump

Shulk:4shulk:
This is no monado arts; I’ll go over the three that change jump height as well. Smash and buster are the same as normal.

Also, I do not understand Shulk. Despite being able to jump before landing on a majority of these moves, he still receives landing lag. Frame data shows all his moves autocancel significantly after they end; no other character has every move like that.

Nair: None

Uair: None

Fair: None (will autocancel from a full jump, but you can move well before that)

Bair: None (Do a full jump and nair before landing to reduce landing lag)

Dair: None

Shulk (Jump) :troll:
Shorthop reaches the lower platform, full jump reaches the top, but there’s no cancelling on either of them. He can act before landing on a significant number of his aerials, but the autocancel frames means it is impossible to get what this list is looking for

Nair: None

Uair: None

Fair: None

Bair: None

Dair: None

Shulk (Speed):4sonic:
Nair: None

Uair: None

Fair: None

Bair: None

Dair: None

Shulk (Shield):4shulk:
Nair: None

Uair: None

Fair: None

Bair: None

Dair: None

Pac-Man:4pacman:
Nair: Platform jump

Uair: Full jump 2 / + fair

Fair: Full jump + bair / uair

Bair: Shorthop

Dair: None

Mega Man:4megaman:
Uair: Full jump

Fair: None

Bair: None

Dair: None

Sonic:4sonic:
Nair: None

Uair: Shorthop, platform jump

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: None (If you start at the top platform, double jump twice, then down air, it cancels)

Mewtwo:151::151:
Nair: None

Uair: Platform jump

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: Shorthop, platform jump

Lucas:4lucas:
Nair: Shorthop, platform jump

Uair: None

Fair: None

Bair: None

Dair: Full jump

Roy:4roy:
Nair: None

Uair: None

Fair: None

Bair: Platform jump

Dair: None (will autocancel by a full jump from the lower platform onto the ground, or the top platform onto a lower one)

Ryu:GCD::GCDR::GCR::GCDR::GCD::GCA:
Nair: None

Uair: Shorthop, platform jump

Fair: None

Bair: Shorthop, platform jump

Dair: Full jump

Cloud:4cloud:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: Full jump

Bair: Shorthop, platform jump

Dair: Full jump

Corrin:4corrin:
Nair: None

Uair: Platform jump

Fair: None

Bair: None

Dair: None

Bayonetta:4bayonetta:
Nair: Shorthop

Uair: Shorthop

Fair: None

Bair: None

Dair: None

Mii Swordfighter (Default):4miisword:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: Full jump

Bair: Shorthop, platform jump

Dair: None

Mii Swordfighter (Minimum):4miisword:
Nair: Shorthop, platform jump

Uair: Shorthop, platform jump

Fair: None

Bair: Shorthop, platform jump

Dair: None

Mii Brawler (Default):4miibrawl:
Nair: Full jump

Uair: Shorthop, platform jump

Fair: None

Bair: Shorthop, platform jump

Dair: Platform jump

Mii Brawler (Minimum):4miibrawl:
Nair: Shorthop, platform jump

Uair: Full Jump 2

Fair: Shorthop

Bair: Full Jump 2

Dair: Shorthop

Mii Gunner (Default):4miigun:
Nair: Shorthop

Uair: None

Fair: Full jump

Bair: Shorthop, platform jump

Dair: Full jump

Mii Gunner (Minimum):4miigun:
Nair: Shorthop, platform jump

Uair: Full jump

Fair: Shorthop, platform jump

Bair: Shorthop, platform jump

Dair: None
 
Last edited:

ぱみゅ

❤ ~
Joined
Dec 5, 2008
Messages
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Location
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NNID
kyo.pamyu.pamyu
3DS FC
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Switch FC
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Format the list so it's easier to read and you might even get a sticky at the Smash Academy.
:196:
 

EnGarde

Smash Ace
Joined
Oct 11, 2014
Messages
654
3DS FC
4914-3671-9440
Hello ~

I'm not sure if this fits enough to include on your list, but while Roy's fair does not auto cancel out of a short hop, it does have a FAF low enough that he can buffer his double jump or a special move and it will come out before he lands with landing lag.
 

Tene_Sicarius

Smash Cadet
Joined
Jul 4, 2015
Messages
41
Location
Houston, Texas
NNID
TenebrisSicarius
3DS FC
3454-1920-1564
Format the list so it's easier to read and you might even get a sticky at the Smash Academy.
:196:
Thanks for the suggestion! I redid the list so it is a bit easier to search through. I also realized that I forgot the mii fighters, so I added them in at the end.

Hello ~

I'm not sure if this fits enough to include on your list, but while Roy's fair does not auto cancel out of a short hop, it does have a FAF low enough that he can buffer his double jump or a special move and it will come out before he lands with landing lag.
I don't have too much information like that on the list unfortunately. Its still great for any Roy player to know though. Theoretically, you should be able to input a down air and autocancel with the two frames on startup, but I still haven't gotten that to work even on 1/4 speed. Definitely need to lab that out more.
 

Thinkaman

Moderator
Moderator
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Messages
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Location
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Thinkaman
3DS FC
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Look, I'm not saying that there is definitely a file on my hard drive about autocancel windows from on my hard drive from 2014, but if it DID, it would probably look something like:

Code:
Short Hop
---------
Mario NBUD
Luigi NFBUD
Peach NFBUD
Bowser FB
Yoshi NFU
Rosalina BUD
Bowser Jr. FBU
Wario FB
G&W [NONE]
DK NBU
Diddy FBUD
Link B
Zelda ND
Sheik NFB
Ganon BU
Toon Link NB
Samus NBUD
ZSS FBU
Pit NFBUD
Palutena FB
Marth FBU
Ike FB
Robin NFBU
Kirby NBU
DDD NB
MK UD
Little Mac NFBD
Fox BU
Falco BU
Pikachu NFUD
Charizard NF
Lucario NFBU
Jigglypuff NFBU
Greninja [NONE]
DHD BUD
ROB NFBUD
Ness NFBU
Falcon NBU
Villager NFBUD
Olimar NFBUD
WFT NFUD
Doc NBU
Dark Pit NFBUD
Lucina FBU
Shulk [NONE]
Shulk-JpX
Pac-Man FBU
Mega Man [NONE]
Sonic FBU
Brawler-Avg NBUD
Swordfighter-Avg NBU
Gunner-Avg NB

Full Hop
--------
Mario F
Luigi [NONE]
Peach [NONE]
Bowser NU
Yoshi BD
Rosalina NF
Bowser Jr. ND
Wario NUD
G&W NFBU
DK FD
Diddy N
Link NU
Zelda FBU
Sheik U
Ganon ND
Toon Link FU
Samus FZ
ZSS NZ
Pit [NONE]
Palutena ND
Marth ND
Ike UD
Robin D
Kirby FD
DDD FUD
MK NFB
Little Mac U
Fox NFD
Falco NFD
Pikachu B
Charizard BUD
Lucario D
Jigglypuff D
Greninja NFBU
DHD NF
ROB [NONE]
Ness D
Falcon FD
Villager [NONE]
Olimar [NONE]
WFT B
Doc FD
Dark Pit [NONE]
Lucina ND
Shulk F
Pac-Man ND
Mega Man FBU
Sonic N
Brawler-Avg F
Swordfighter-Avg F
Gunner-Avg FD


Short Hop Double Jump
---------------------
Link FZ
Ganon F
Palutena U
Shulk B
Gunner-Avg U

Full Hop Double Jump
--------------------
Link D
Toon Link Z
Ike N
Shulk NUD
Mega Man D

Slightly Higher
---------------
Swordfighter-Avg D

Short Hop Up-B
--------------
G&W D

Full Hop Up-B
-------------
Sonic D

Basically Never
---------------
Bowser D
Sheik D
Toon Link D
ZSS D
Greninja D
I don't have too much information like that on the list unfortunately. Its still great for any Roy player to know though. Theoretically, you should be able to input a down air and autocancel with the two frames on startup, but I still haven't gotten that to work even on 1/4 speed. Definitely need to lab that out more.
Yeah, that sort of auto-cancel isn't how it works--however, you can get the landing lag duration of the new move. (This is important for Shulk, who should use nair.)

A number of air dodges, Roy fair, Toon Link fair, Ganon fair, DK fair, and all Shulk aerials work this way. A few other moves have a 1 frame window that is irrelevant.

All of this can be inspected very easily on a frame data repository like Kurogane Hammer.
 
Last edited:

teluoborg

Smash Otter
Premium
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Messages
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Location
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NNID
teloutre
Alright so that's a lot of work done, and I aknowledge that. Sadly as it was said above most of it could have been done by simply going on kuroganehammer, choosing any character and comparing their SH and FH air time to the autocancel window of their moves.

Secondly you probably intended this to be a compendium but trying to tackle all the characters at once is just too much work so you ended up passing on important alternatives like SHFFs and ledge drop double jump, and often mistaking autocanceling with a move simply ending before landing.

So yeah, if you're really motivated to make this list accurate you should check out kuroganehammer and each characters subforum where you'll probably find a more correct and more complete version of the data you're trying to compile.
 

Tene_Sicarius

Smash Cadet
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Messages
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NNID
TenebrisSicarius
3DS FC
3454-1920-1564
Alright so that's a lot of work done, and I aknowledge that. Sadly as it was said above most of it could have been done by simply going on kuroganehammer, choosing any character and comparing their SH and FH air time to the autocancel window of their moves.

Secondly you probably intended this to be a compendium but trying to tackle all the characters at once is just too much work so you ended up passing on important alternatives like SHFFs and ledge drop double jump, and often mistaking autocanceling with a move simply ending before landing.

So yeah, if you're really motivated to make this list accurate you should check out kuroganehammer and each characters subforum where you'll probably find a more correct and more complete version of the data you're trying to compile.
Yea, I did forget they listed jump times. I looked at each character's autocancel times, but that probably would've helped a lot. I do need to rework the list to say when a move ends, and fast falling at the peak of a jump, but that'll be added in slower since this was already a massive time drain. Also

Smash 4 nerfed the mechanic a lot, so there’s usually only 1-2 frames before landing in which a move will autocancel for most moves. However, if the animation of a move finishes and you don’t input anything else, then you can get a similar effect. Since true autocancels are almost nonexistent, that is what I will be focusing on.
I was also planning to put in cancels from jumping from the ledge, but they seem to be the same as a normal jump. The wiki doesn't directly state this, so I'm not sure if I should test each move out to confirm this.
 
Last edited:

Masonomace

Yeah Shulk, get stuck in!
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Masonomace
I'ma just be here for Shulk stuff.

-Vanilla Shulk, Jump Shulk, & Shield Shulk all autocancel with a short hop+airdodge & only take soft landing lag.
-You mention "nothing changed" with the Jump Shulk spoiler, but then under Fair you mention "None" so I'll just repeat or remind that Jump Shulk can also autocancel a forward air within a full hop. This autocancel suffers hard landing lag though.
-Jump Shulk can full hop, airdodge twice, & still autocancel which I find funny. This option suffers hard landing lag though.
-Every Shulk can full hop+airdodge & autocancel, but you'll suffer hard landing lag.
-Speed Shulk's "autocancel" is short hop+airdodge & buffering Nair's input, as Thinkaman Thinkaman mentioned about similarly.
-Every Shulk can ledge jump+input Fair & autocancel. You suffer hard landing lag though.

Good news though! With some advanced tech, Shulk can autocancel Fair from a short hop if you buffer the Jump art's deactivation during a move's endlag, ya gotta be quick though. You can also autocancel any aerial including Nair from a full hop if you buffer the Jump art's deactivation during a move's endlag as well, but performing this just to autocancel it is quite useless other than boasting about finding a way to autocancel an aerial that's frame 80>. . .XD
 

Tene_Sicarius

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Joined
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Messages
41
Location
Houston, Texas
NNID
TenebrisSicarius
3DS FC
3454-1920-1564
I'ma just be here for Shulk stuff.

-Vanilla Shulk, Jump Shulk, & Shield Shulk all autocancel with a short hop+airdodge & only take soft landing lag.
-You mention "nothing changed" with the Jump Shulk spoiler, but then under Fair you mention "None" so I'll just repeat or remind that Jump Shulk can also autocancel a forward air within a full hop. This autocancel suffers hard landing lag though.
-Jump Shulk can full hop, airdodge twice, & still autocancel which I find funny. This option suffers hard landing lag though.
-Every Shulk can full hop+airdodge & autocancel, but you'll suffer hard landing lag.
-Speed Shulk's "autocancel" is short hop+airdodge & buffering Nair's input, as Thinkaman Thinkaman mentioned about similarly.
-Every Shulk can ledge jump+input Fair & autocancel. You suffer hard landing lag though.

Good news though! With some advanced tech, Shulk can autocancel Fair from a short hop if you buffer the Jump art's deactivation during a move's endlag, ya gotta be quick though. You can also autocancel any aerial including Nair from a full hop if you buffer the Jump art's deactivation during a move's endlag as well, but performing this just to autocancel it is quite useless other than boasting about finding a way to autocancel an aerial that's frame 80>. . .XD
Thanks for the info; I'm not too up to date with Shulk tech. Just a few things about the other information though.
1. I didn't put autocancel airdodge on any character; might work that into the list, but its a pretty low priority compared to all the other info I need to put in
2. Shulk can autocancel a forward air with a full jump, but he's able to act well before landing. I don't have the autocancels for many full jumps because on most moves you can act out well before landing. I'm probably going to just put when you can fast fall the move and still get the autocancel.
3. Still need to put ledge jumps in for characters; I haven't seen too many differences between the autocancels for full jump and ledge jump though, so I'm still trying to decide if its worth the effort.
3. I'm still reworking the list from scratch; I'm not sure how much information I'm going to put in, but I don't think I'll be including the more advanced techs. I know a bit about mallc, and I might put in a link for the video on that instead.
 

Masonomace

Yeah Shulk, get stuck in!
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Thanks for the info; I'm not too up to date with Shulk tech. Just a few things about the other information though.
1. I didn't put autocancel airdodge on any character; might work that into the list, but its a pretty low priority compared to all the other info I need to put in
2. Shulk can autocancel a forward air with a full jump, but he's able to act well before landing. I don't have the autocancels for many full jumps because on most moves you can act out well before landing. I'm probably going to just put when you can fast fall the move and still get the autocancel.
3. Still need to put ledge jumps in for characters; I haven't seen too many differences between the autocancels for full jump and ledge jump though, so I'm still trying to decide if its worth the effort.
3. I'm still reworking the list from scratch; I'm not sure how much information I'm going to put in, but I don't think I'll be including the more advanced techs. I know a bit about mallc, and I might put in a link for the video on that instead.
2. If you do that, I'm gonna have to help clarify that you can only initiate a fastfall from frame 49-60 of Vanilla Shulk's FHFair input to still autocancel. Otherwise if you input a fastfall anything sooner than frame 49 you'll suffer Fair landing lag.
4. MALLC doesn't create autocancels. It's more like an alternate & delayed L-cancel that's based on timing, but I guess you could still include it though.
 

Lorde

Let 'em talk
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Bayonetta's bair and fair1 definitely short hop autocancel, so idk what's going on with your list
 

Tene_Sicarius

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Bayonetta's bair and fair1 definitely short hop autocancel, so idk what's going on with your list
I did the list based on if you could get the hitbox for another aerial out before landing. For Fair and Bair Bayonetta can get out nair's hitbox before landing. I think I made the mistake of putting Uair since it has the same frames as bair though; still need to rework a decent amount of the list.
 
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