ZELDA EDGE CANCEL / TELECANCEL PRACTICE PART 2: + sorta-ish guide but mostly rambles SMASH ULTIMATE
marmarmarmar
0:00 / 0:00
ZELDA EDGE CANCEL / TELECANCEL PRACTICE PART 2: + sorta-ish guide but mostly rambles SMASH ULTIMATE
12 423 просмотра · 4 г. назад
marmarmarmar
584 подписчика
12 423 просмотра · 4 г. назад
00:00 Introduction
00:25 Setting up a grounded teleport cancel (TPC)
00:59 Trading with opposing recovery hitboxes
01:10 Dashing-IN off platform, reversing OUT
01:55 Dashing-IN off platform, continuing OUT
02:16 Dropping-thru upper, central platform
02:22 Early & diagonally-straight vs. late & L-sliding
03:00 Aerial-inputs facing-IN on platform, reversing OUT
03:04 Full-hop off platform-IN, delayed reversing OUT
03:13 Full-hop (FH) + Jump + Farore’s Wind (FsW)
03:42 Short-hop (SH) + Jump + Buffered-FsW
03:48 SH + Buffered-Jump + FsW
03:55 Buffering input comparison
04:02 FH + Buffered-Jump + Buffered-FsW
04:12 FH + Jump + Buffered-FsW
04:20 FH + Jump + Sorta-Buffered-FsW?
04:31 FH + Jump-OUT + Delayed-FsW
04:55 Dashing-FH-OUT + Jump-IN + Buffered-FsW
05:08 Dashing-OUT off platform + Buffered-Jump-OUT + FsW
05:19 Comparing previous two Dashing-OUT setups
05:41 Starting from a lower platform: FH-IN + Jump-OUT + FsW
05:58 Starting from the stage’s edge: Ledge-Jump-IN + Jump-OUT + FsW
06:40 L-sliding & spacing adjustments further-approaching the stage’s edge
07:48 Dashing-IN + Jump-IN + Buffered-FsW-OUT
07:53 Diving over central platform to cancel OUTER edge of opposite lower platform
08:32 Training montage with inputs
Was struggling to get consistent edge cancels that started mid-air until a little chat with CoughaBean made me realise the obvious: that jumps as well as Farore's Wind all can/do buffer just like attacks, and intentionalling doing so can make or break a cancel's spacing by "robbing" the previous input by a few frames, or more than a few…LOL the 3 music degrees in me screaming as I almost forgot that “rubato” existed…Here I've shown a non-exhaustive list of just a few of the cancels, especially more of the ones starting from mid-air, and how buffering, air-velocity, running/dashing before jumping or falling, or starting from stationary/standing all affect Zelda's momentum and spacing. Obviously the measurements here as to whether an input is buffered or not was reported here under purely individual observation and was approximated, so take it with a grain of salt, have fun, and like moi, go and find more wacky cancels that are gonna be basically impossible to recreate in the heat of actual battle 😆
This sorta-guide but mostly-rambles was inspired-by & an homage to the OG @NayruSSB's more-in-depth guide that serves as the quintessential starting-point that anyone new or old to Zelda & teleport-cancelling should seek out either as the gold-standard primer or as a refresher (even after making this I myself have had to numerous times this past year to clarify or sharpen up something I missed).
Linked here: • Smash Ultimate Zelda Edge Cancel Guide