Editing Kara Canceling
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==Origin== | ==Origin== | ||
The Kara Cancel can be traced | The Kara Cancel can be traced to the 1991 arcade fighting game ''Street Fighter II: The World Warrior''. After receiving complaints that the input window for all attack, but especially special moves in the first ''Street Fighter'' game was too strict, Capcom decided to give players the ability to cancel a move within the first 5 frames of activation, likely as a buffer for players that press the button to perform a special move too early. This made inputs much easier to perform, but caused an unintended side effect where players could cancel the startup of specific moves into special moves. This is due to the input window overlapping with the attack animation and special moves being prioritized over all other animations. This oversight is often recognized as creating the first instance of modern [[combo]]s in fighting games, as the ability to cancel animations and hit opponents before they exit hitstun was not an intentional mechanic during development. | ||
Kara Canceling was especially notable in the 1997 game ''Street Fighter III: The New Generation'', as well as the rest of the Street Fighter III series, with the ability to cancel many normals into a grab, called a Kara Throw, allowing throws to have much more range than intended. | Kara Canceling was especially notable in the 1997 game ''Street Fighter III: The New Generation'', as well as the rest of the Street Fighter III series, with the ability to cancel many normals into a grab, called a Kara Throw, allowing throws to have much more range than intended. |