Melee’s fun

I thought since I read ahead in class and already understand some of the content we’re going over, I’d just take some time to blog. Today, I’m going to go over the ideas relating to lag cancels.

Teeter cancels

A teeter cancel is similar to a ledge cancel in some ways. It involves using the animation for when you’re at the edge of a platform, or the stage. When you reach the end of the stage, your character enters an animation that makes it look like they’re about to fall off the stage. As silly as this animation is by itself, this puts you in a state that acts as if you were standing still. When you want to get to one space to another really quick, you have your initial dash frames, then you leave your dash animation and enter run. These two different movement states bound you to a different set of options. The main differences that I want to point out are: dashing allows you to laglessly change the direction you’re dashing in, and running allows you crouch. However, both dash and run can transition into teeter with little drawbacks.

In short, learning how to teeter cancel will give you more options in your movement game. As Sheik, for example, you can increase your dash dance range because you can rapidly change directions DURING YOUR RUN.

“But Alvin, why wouldn’t I just want to do a wavedash to quickly change directions?”

That is a good question, and it’s a great tool if you have time to commit to wavedashing. Wavedashing makes sure you’re stuck sliding along the ground instead of being free to act. Teeter cancels are instant, and essentially acts like a giant dash dance, which helps Sheik in the corner! This isn’t some metagame defining tactic, however. It’s merely one tool in your inventory to help you in the bigger picture. Hopefully you have an idea of the merits of having a bigger dash dance, maybe I’ll do a write up about dash dances some time.

monologue: You can also use aim your aerials to the very edge of the platform/stage in order to teeter cancel your aerials. The only reason I make the distinction is because when you don’t slide off the platform/stage, you’re cancelling the aerial with the teeter animation.

Fox’s Illusion

There’s a couple side-b tricks I’m not seeing Fox players use, and one trick occurred to me after seeing Westballz vs Leffen. If you were watching BEAST 6 and heard about the Westballz hype, you probably saw the side-b to grab that Wes did on Battlefield. Fox can cancel his side b in the same way Westballz did, and I have not seen anyone else do this cancel besides me. By standing on the inner side of the platform at the edge where Falco would be standing to do his ledge cancelled/teeter cancelled side-b, press down. As soon as Fox begins phasing through the platform, side-b immediately and you’ll ledge cancel in the same spot as Falco would, despite Fox having a longer side-b. Without this method, you’d zoom past where Falco would ledge cancel and fall to the stage.

On Dreamland 64, you can also

  1. run from one platform (to center stage)
  2. fall a little bit
  3. jump
  4. side-b when you’re even in height with the platforms again
  5. ???
  6. side-b cancel
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