Editing Kara Canceling

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 10: Line 10:


==Origin==
==Origin==
The Kara Cancel can be traced back to the 1991 arcade fighting game ''Street Fighter II: The World Warrior''. After receiving complaints that the input window for all attacks, 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.
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.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: