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Jump Cancel with Little Mac

ManofSteelII

Smash Rookie
Joined
Oct 6, 2014
Messages
3
This is something I believe all Little Macs should start to learn and incorporate this into their style of doing things.

For those who may not know;

During the initial frames of Little Mac's jump you can go into any of his B moves and stop his jump animation. Any B move done by this is treated as their Grounded Variants, except for the Side B. This is because the so called "cancel" is stopping the jump momentum and they fall back to the ground.

Why is this Useful;
Simply put, there are actions where you cannot go into a B move, but you can jump. These moments are; Shielding, Pivoting, and your initial dash.

Difference caused and how you can take advantage of it (This is all from early playing so I probably missed something);

Neutral B
- Out of a dash this will allow you to stop immediately. (This goes for all B Moves, except Side B)

--During Shielding
- Given the attacks heavy armor, against the appropriate attack, you can go into a very easy counter attack. This is best used if you predict a Hold A combo.

--During Pivot
- No noticeable/practical use

--During Initial Dash
- Since this can immediately stop your dash you can bait out certain attack and have enough time to counter attack.

KO Punch
- No longer has any forward movement
- Treated as grounded so still has all of its launching power
- Out of a dash this will allow you to stop immediately. (This goes for all B Moves, Except Side B)

Unconfirmed (Don't know what caused this and couldn't replicate/find anything about it)
- Can be hit during the animation where normally its simply hit or miss
- Some sorta pushback effect if you miss.

--During Shielding
- Although this may seem very useful at first keep in mind there is no forward movement from a canceled KO punch. With some attacks pushing you back its very easy to miss the KO punch.

--During Pivot
- Very useful given the situation. An Opponent who sees you have KO will probably try to knock you out of it or act more defensively and try to bait it out. Doing a Cancel-KO OoS gives you a option for the former, for the latter this is one of your options for it.

--During Initial Dash
- If Cancel-KO OoS is for when the opponent is on the offensive, and Cancel-KO during a Pivot is for when they are on the defensive, this would be the inbetween option.

Side B
- Around half the distance you would normally go with a grounded Side B
- If spaced properly it is possible to grab the ledge if you were to go off stage.


--During Shielding
- Most useful against an attack that would push you farther back, also be sure they're at a higher percentage so you have enough knockback to not allow them to hit back

--During Pivot
- The only real use is if you are positioned too close to the edge where a regular Side B would send you off.

--During Initial Dash
- My personal favorite. Like with doing it off a pivot this is a safer option than the regular side if you are closer to the edge. why is this important? No one expects Little Mac Side B that close to the edge. This creates a mind game to, what is normally, a very predictable attack.

Up B
- Out of a dash this will allow you to stop immediately. (This goes for all B Moves, Except Side B)

--During Shielding
- Have to stay relatively close if you want to swing back at them. Best used against a Jump In.

--During Pivot
- No noticeable/practical use

--During Initial Dash
- Best used if your opponent is also dashing or jumping in towards you.

Down B
- Out of a dash this will allow you to stop immediately. (This goes for all B Moves, Except Side B)

--During Shielding
- Probably the hardest one to do since its very easy to mess up and get the spot dodge instead. Also dependant on the space and timing of your opponent. Most likely better off just countering to begin with.

--During Pivot
- Bait out an attack and immediately go into counter. Unfortunately this won't be very useful if your opponent is very grab happy.

--During Initial Dash
- Bait out an attack and immediately go into counter. Much easier to do compared to the pivot. But again this won't be very useful if your opponent is very grab happy.

And thats it for now. If there's anything I missed or you would like to contribute than comment away.
 
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AxelVDP

Smash Apprentice
Joined
Mar 31, 2010
Messages
96
This is actually not fully right
you cannot cancel your jumpsquats with anything other than up B, what you're doing with these special is completing the jumpsquat animation (which is 5 frames) and using your specials to cancel the momentum (not all specials do this, in Mac's case though they do)
BUT as you can use EVERY special out of a dash already, this means that by "jump cancelling" them you are wasting at least 5 frames to make the move come out

the only few cases in which this is sorta useful are:
- when you're shielding and you want to do a special oos, canceling your 5 frames of jumpsquat is faster than shield dropping (7 frames)
- with side B to shorten the distance you travel
- with the KO punch to slide farther than usual

edit: oh I did not notice that this thread was this old lol...
 
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