![]() While having attacks with low ending lag is considered important in competitive play and characters higher up on the tier list typically have lower ending lag attacks, it isn't held in equal regard to start-up lag is. ![]() Since the attacks end sooner, low ending lag attacks are also more effective at comboing, as they allow a greater window to followup landed attacks before the opponent can respond properly or respond at all. The primary advantage of lower ending lag is that the less ending lag there is, the less punishable the move is, thus the more safe it is to use. Also, if a character using a standard land attack is no longer on land before the attack finishes (such as from being pushed off by wind or the platform underneath them ceasing to exist), the attack will abruptly end with the user free to move, thus avoiding the attack's ending lag (special moves though will continue if this occurs while using them). Additionally, aerials can avoid their ending lag by the character landing before completion despite this inducing landing lag, it can be overall faster if the character lands soon enough and the attack's landing lag is low enough (a prominent example of this is Ike's neutral aerial in Brawl, which has a huge amount of ending lag, but rather low landing lag, thus landing earlier can be utilised to circumvent the attack's high ending lag). Typically an attack's ending lag can't be avoided, but some attacks can avoid ending lag without the character being flinched or out-prioritised, such as grabbing a ledge with a recovery move before it ends, and jump cancelling Fox's and Falco's Reflector in Melee. Moves known for having especially low ending lag include Meta Knight's up aerial and Lucario's forward smash. Attacks such as Rest and Ike's forward smash are notorious for having an extreme amount of ending lag. Almost all attacks have more ending lag than startup lag, though generally, attacks with lower start-up lag tend to have proportionally more ending lag and vice versa. Conversely, a major part of why Bowser in Melee and Ganondorf in Brawl have always been considered bottom tier characters is that the general start-up lag of their attacks are the worst in their respective games.Īn example of landing lag, in which an improperly timed aerial attack with noticeable amount of landing lag (such as Snake's forward aerial) can lead to a punishment.Įnding lag, is the delay between the move's effect finishing and another action being available to begin, such as the length of time after an attack's hitboxes ceases that the character can move again. Characters having access to low start-up lag attacks is important for success in competitive play part of the reason Pikachu in Smash 64, Fox and Falco in Melee, and Meta Knight in Brawl are considered the best characters in their respective games is that the general start-up lag of their attacks is among the fastest. The primary advantage of lower start-up lag is that the attack gives the opponent less reaction time, as well as the ability to hit before other attacks, and the user greater flexibility in being able to land the attack (making such attacks all around easier to land). Flinching during start-up will prevent the move from being executed. Examples of moves with no start-up lag include Fox's and Falco's Reflector in Melee and Jigglypuff's Rest. Examples of moves with extreme start-up lag include Ganondorf's Warlock Punch and King Dedede's forward smash. Start-up lag, also known as just start-up and windup, is the delay between a move being initiated and the move having an effect, such as the length of time before a hitbox is first produced. Ganondorf's UTilt has a significant amount of start-up lag
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