Describes the air cancel mechanic and its uses. Goes into air cancelling specific moves for the different characters and their uses.
Welcome to this guide on air cancelling. This is usually one of the very first more difficult mechanics taught to new players under the instruction: “attack and press space”. Highly skilled players use it all the time and one should aim to be able to perform it almost without fail. This mechanic is described in more detail below.
Non-charged Attack – Press jump right after attacking. The timing between the button presses are very small – you essentially press them together BUT attack is pressed before pressing jump.
Charged Attack – While charging your attack as normal, press space right before releasing the attack. Again, the timing between pressing space and releasing is very small, but the jump comes first.
Note: To air cancel a tier 3 attack, one just needs to press jump at the correct time right before the charge pops, the timing is again very small (too soon and one will perform an air attack instead, wait a little after the charge sound becomes quiet). The attack button is not released when performing a tier 3 air cancel.
In addition, the above charged technique can be used to perform a normal air cancel: the charge time before air cancelling is brought close to 0. If one has difficulty with the first technique for performing a normal air cancel, this could be used instead and easily transitions as more experience is gained.
Spacing and angling – Allows for the tracer to be positioned in different places not normally achievable. This helps with spacing i.e. Judgement using F2T2 attacking over a Phalanx heavy right (assuming the phalanx player does not look up, which would aim the tracer up). Another good example is using F3T2 on phalanx and looking up which allows one to jump over the enemy player.
More multihits – Manipulating the tracer so that more of it goes through the opponent’s body [hitbox] allows for more multihits with certain moves.
1. Air cancelling with rapier will sometimes do less damage compared to normally attacking. This is because the tracer, while air cancelling, might need to be manipulated into a different position to land the attack i.e. looking slightly downward rather than being straight.
2. Air cancelling and shuffle jumping can be combined using the charged attack method described above. After landing while performing a shuffle jump, and the attack is being charged, one simply presses space before releasing the attack. The same is for a shuffle air cancel without a jump. Can also be used at the end of a roll without delay.
3. Air cancelling a side attack which has a short animation allows for one to side cancel an air attack while still in the air. For example, phalanx can air cancel FR and immediately used air left, and this is also used with Ryoku to attack past block with FL and ar. A consequence of this is that one needs to time their side cancel properly if an air attack is not desired.
4. When out parried while air cancelling, one is in the air and this may affect the hit stun one receives.
5. This also affects the amount of the tracer that will pass through the hitbox and can increase the damage one receives.
6. If the enemy player is air cancelling attacks, one may need to reciprocate to parry their attack without turning the camera angle up. Also, this often helps to parry incoming air attacks as the tracer is higher up.
More specific uses will be discussed on a per character basis for each of their moves in the links below. Unless stated otherwise, all the attacks are by default air cancelled. The application is left forthe player to discover.
- F2T2 & F3 – Attack over a low tracer and can be used to jump over the opposing player.
- B1T3 – Can jump over low sweeping tracers.
- B2T1 – Can go over some low tracers. Can go over block. Also, to prevent other Judgement players from using an air cancelled B2 to attack over one’s own B2 if not looking up as one was busy judging distance by looking down charging B1.
- B2T2 – Can go around block easier.
- BRT1 – Go around block easier.
- H1 – Looking up and turned the other way, the tracer can be used to parry some incoming attacks before turning and hitting.
- H3 – Looking down and turned the other way, the tracer can be used to parry some incoming attacks before turning and hitting.
- F1 – An air attack can be used right after if one looks up while performing the attack.
- F3 – Can be used to jump over the enemy player if close enough and looking up.
- Fast sides – Can be side cancelled into a side air of the opposite direction.
- B1 – Moves back slightly more distance if the backwards movement key is held down.
- B3 – Be careful of missing as the tracer is naturally quite high.
- Heavy sides – Prevent enemy players from attacking over the tracer.
- F1 – Looking to the side, the tracer can go over block.
- F4 – Can be used to go around the opposing player when looking to the right or left. Can go over the opposing player when looking up.
- BRT1 – Go over/around block easier.
- BLT2/B2T2 – Better chance to hit and harder dodge.
H2T2 – Be careful of missing as the tracer is naturally aimed high.
- F2T1 – Lets one attack the top right of the opposing player quicker than most other moves in game to begin a combo and avoid a punish from the other player.
- B2T1 – Can go over the opposing player/blocks and over attacks. When feinted, using katana, it can be used to go over block.
- B3T1 – For max damage and to avoid getting punished by the opposing player.
- H2T2 – Can be used to parry incoming air attacks by attacking over them.