Double jump cancel

Double jump canceling, sometimes abbreviated as DJC, is a tactic or technique in Super Smash Flash 2 used by certain characters with midair jumps that have a short pause at the start, including, and. It is done by attacking during this pause while the jump input is not held, which in turn cancels the player's upward momentum. Double jump canceling is used to land on the ground much more quickly and perform aerial attacks in quick succession, allowing for aerial combos and KO's to be performed more quickly, as well as overall enhancing general movement. If the jump input is held as the player is performing the attack, the player will instead gain height, resulting in a regular midair jump. It should be noted that performing an air dodge or using a special move will always result in a double jump cancel, regardless of the actual input.

Ness
Ness's aerial game includes a high usage of double jump canceling because his aerial attacks have high priority and good combo potential. He can approach with a DJC'd forward aerial and KO with a DJC'd back aerial. He can also DJC into his down aerial, which can help him take out opponents faster, and use DJC'd up aerials as a combo starter or kill move.

Peach
Peach does not typically use double jump canceling in her aerial game because of her float canceling mechanic. However, she can use DJC as a movement mix-up instead of floating.

Yoshi
Yoshi's aerial game is centered around double jump canceling. His back aerial and down aerial have good damage racking ability, and his neutral aerial has a long-lasting hitbox. Due to his midair jump's unique knockback resistance property, he can counter some attacks by DJCing. The biggest downside to this is how if he uses this off-stage or is knocked out of his knockback resistance, he loses his midair jump, his main means of recovery, and might end up self-destructing even with Egg Throw being able to be used as a recovery.