ZELDA EDGE CANCEL / TELECANCEL PRACTICE PART 2: + sorta-ish guide but mostly rambles SMASH ULTIMATE
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

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