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Melee reduced the effect of L-canceling (now only halving the landing lag as opposed to giving the character their normal landing), making auto-canceling more useful, although jumps are shorter than they were in Smash 64 due to gravity being increased across the board, and auto-cancel windows are far less lenient across the board, making a lot less aerials capable of auto-canceling in a short hop. All aerials except for Link's up and down aerials are capable of auto-canceling in a short hop. These moves can be used for shield breaks, which requires many inputs, so the lack of needing to z-cancel makes the shield break significantly easier. A notable example is Ness's down/up aerial, which will always auto-cancel. In Super Smash Bros., auto-cancelling generally has no large impact on gameplay, since Z-Cancelling has the same effect, although some moves do have extremely lenient auto-cancel windows. Precise auto-canceling of aerials is also frequently needed for performing followups and combos, so as to leave less time for the opponent to react and escape. Late auto-cancel windows are also significantly more beneficial as almost all initial auto-cancel windows end before an aerial's hitbox comes out making them irrelevant in most situations.Īuto-canceling can be very beneficial to players using characters with laggy aerial attacks (granted they have an early enough late auto-cancel window), as this can reduce the amount of landing lag produced, and create more time for the character to act, potentially avoiding being punished during the move's landing lag.
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Each individual aerial attack for every character has a specific auto-cancelling window (or lack thereof) that can be memorized and practiced. Most aerial attacks can be auto-cancelled during both the first few frames and the last few frames of the attack's animation however, some attacks do not have an initial auto-cancel window, a late auto-cancel window, or even both. If the command for the aerial to enter landing lag is never called for, the aerial will always auto-cancel although this is extremely uncommon. If an aerial does not have a late auto-cancel window or if the late auto-cancel window occurs after the animation has ended, the character will enter their normal landing animation once the aerial's animation has finished ( interruptibility does not affect this). If an aerial does not have an initial auto-cancel window, the character will enter their aerial landing animation as soon as the aerial begins (if they land). This is known as the late auto-cancel window. When this command is disabled, the character will then enter their normal landing animation for the rest of the aerial's duration. The period of time before this command is called for is known as the initial auto-cancel window. Instead, they will enter their normal landing animation and the game has to call for a command in order to enable the aerial to enter its landing animation. When an aerial is performed, it will not immediately make the player go into their aerial landing animation if they land. 5 List of characters who can auto-cancel all aerials in a short hop.