haloman800
Smash Apprentice
- Joined
- Jun 6, 2008
- Messages
- 100
Hello everyone, this is Haloman800 from AiB, Yesterday while playing around with Meta Knight in the Wifi waiting room, I discovered something interesting. I present to you, the Human Lag Cancel:
All credit goes to Haloman800 for finding this nifty little trick.
Credit goes to Swordgard for technical explanation.
HLC stands for Human Lag Canceling(you expected Haloman800-Lag Cancel didn't you?, still fine if you call it that way though ^.^ ), and while it does not cancel any actual lag like l-cancel did, in practice it still allows you to speed up your game. It is done by using an aerial that has no landing lag at the start in order to allow you to buffer your ground attack so that it comes out on frame 1 instead of timing it, which is actually near impossible to do in a game unless you are a robot.
Let us compare 2 situations.
First one, you have done an aerial that you would like to follow up with a ground attack as soon as you land. You jump, do your aerial, wait until you land or fast fall and then as soon as you see that you are on the ground,you press forward tilt, which comes out say 4 frames later than it could have if you did it on the first frame possible. This is because if you do your ftilt too fast before landing, it will come out as an aerial, so you have to actually time it, which leaves place to human error, and i doubt anybody here will get frame number 1 everytime, yet alone once in the match if you arent paying close attention to it.
Now, second scenario, you intend to do the same thing as the first, except that we shall now remove any possible human mistake, and the attack(in this case ftilt), will come out on the first frame possible. As in the first case, you jump, do an aerial, wait until you are close to the ground and fast fall as needed, but instead, use an aerial which has 0 frame of landing lag during its first few frames of animation. This is known to be the case of MK's B-Air, though we arent sure exactly if every aerial can be cancelled this way yet(though it seems to work with Ice climber's N-Air). Now you use this aerial say 4 frames(can be higher, as long as your still within the no lag threshold) before touching the ground. Now, your character has started an action which prevents him from doing any other one, thus allowing him to use his buffer during his landing. Now, you can press any move 10 frames before touching the ground or closer in order to put the move in buffer, which will allow it to come out as soon as possible. Since there is no added lag, it will be exactly as if your move came out on first frame possible. You are thus “Canceling Human Lag”, because while you aren't removing any game lag, you are removing lag created by human imprecision.
Now, some of you may be wondering: Is this worth learning? Is there any actual reason to use this?
Well my answer to this is: If you have a way to reduce your lag which isn't incredibly technical, then why NOT learn it?
Some more specific uses for this:
Fast falling without fear of crouch buffering, which causes alot of lag.
Grabbing someone after landing besides his shield instantly.
Turn around tilts are much easier to do perfectly.
Speeding up your air to ground game.
Using a B-Move that requires grounding(such as falcons down-B) without chance of messing up.
And much more!
As for people wondering if this can be done directly after another aerial, IASA frames usually start 1 frame after the autocancel frame, now if you want to be able to buffer, means that there needs at least 2 frames left between the time you could autocancel and the time you would touch the ground. This is perfect for attacks such as MK's SH N-air which can trip, to be followed up instantly say by ftilt.
We'd like to ask if you could find other aerials with which this could work. Discuss.
All credit goes to Haloman800 for finding this nifty little trick.
Credit goes to Swordgard for technical explanation.
HLC stands for Human Lag Canceling(you expected Haloman800-Lag Cancel didn't you?, still fine if you call it that way though ^.^ ), and while it does not cancel any actual lag like l-cancel did, in practice it still allows you to speed up your game. It is done by using an aerial that has no landing lag at the start in order to allow you to buffer your ground attack so that it comes out on frame 1 instead of timing it, which is actually near impossible to do in a game unless you are a robot.
Let us compare 2 situations.
First one, you have done an aerial that you would like to follow up with a ground attack as soon as you land. You jump, do your aerial, wait until you land or fast fall and then as soon as you see that you are on the ground,you press forward tilt, which comes out say 4 frames later than it could have if you did it on the first frame possible. This is because if you do your ftilt too fast before landing, it will come out as an aerial, so you have to actually time it, which leaves place to human error, and i doubt anybody here will get frame number 1 everytime, yet alone once in the match if you arent paying close attention to it.
Now, second scenario, you intend to do the same thing as the first, except that we shall now remove any possible human mistake, and the attack(in this case ftilt), will come out on the first frame possible. As in the first case, you jump, do an aerial, wait until you are close to the ground and fast fall as needed, but instead, use an aerial which has 0 frame of landing lag during its first few frames of animation. This is known to be the case of MK's B-Air, though we arent sure exactly if every aerial can be cancelled this way yet(though it seems to work with Ice climber's N-Air). Now you use this aerial say 4 frames(can be higher, as long as your still within the no lag threshold) before touching the ground. Now, your character has started an action which prevents him from doing any other one, thus allowing him to use his buffer during his landing. Now, you can press any move 10 frames before touching the ground or closer in order to put the move in buffer, which will allow it to come out as soon as possible. Since there is no added lag, it will be exactly as if your move came out on first frame possible. You are thus “Canceling Human Lag”, because while you aren't removing any game lag, you are removing lag created by human imprecision.
Now, some of you may be wondering: Is this worth learning? Is there any actual reason to use this?
Well my answer to this is: If you have a way to reduce your lag which isn't incredibly technical, then why NOT learn it?
Some more specific uses for this:
Fast falling without fear of crouch buffering, which causes alot of lag.
Grabbing someone after landing besides his shield instantly.
Turn around tilts are much easier to do perfectly.
Speeding up your air to ground game.
Using a B-Move that requires grounding(such as falcons down-B) without chance of messing up.
And much more!
As for people wondering if this can be done directly after another aerial, IASA frames usually start 1 frame after the autocancel frame, now if you want to be able to buffer, means that there needs at least 2 frames left between the time you could autocancel and the time you would touch the ground. This is perfect for attacks such as MK's SH N-air which can trip, to be followed up instantly say by ftilt.
We'd like to ask if you could find other aerials with which this could work. Discuss.