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{{ | {{image|Gif of a cancel in action}} | ||
'''Special move canceling''' (officially called '''attack canceling''') is a gameplay mechanic in ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. It is exclusive to [[Ryu]], [[Ken]], and [[Terry]]. Certain moves can be interrupted with a special move, prematurely canceling the animation of the move. | |||
'''Special canceling''' (officially called '''attack canceling | |||
While | ==Overview== | ||
While there are several ways to cancel an attack animation in the ''Smash'' series, including getting hit and touching the ground, as well as the universal [[interruptibility]] mechanic, it wasn't possible to cancel an attack during its active frames with another attack prior to ''Smash 4'', as the games were simply created without said mechanic in mind. This changed with {{SSB4|Ryu}} being introduced as [[downloadable content]], where he was given move canceling to make his playstyle similar to that of his [[Street Fighter (universe)|home series]]. This extended to {{SSBU|Ken}} and later {{SSBU|Terry}} in ''Ultimate'', who are also from games that use this mechanic. | |||
The mechanic itself is very simple to execute: the player can activate a move that can be canceled, making sure an opponent gets hit by it, then activate a special move as quickly as possible. If done correctly, the [[ending lag]] will be interrupted by the special move. A visual indicator of a successful cancel is the character suddenly changing to the new attack animation in a somewhat jarring way. This is useful for extending combos, as most cancelable moves have relatively little knockback, meaning the player can start with a series of these attacks, then cancel into the special move before the opponent exits [[hitstun]]. | |||
Along with standard special move canceling, Ryu, Ken and Terry have a separate window where they can cancel moves into their respective [[Final Smash]]es. While these are technically different mechanics, there is usually overlap between the two windows, with some starting and ending on the exact same frame. | |||
[[ | |||
==List of moves== | ==List of moves== | ||
{{incomplete|Needs windows}} | {{incomplete|Needs windows}} | ||
===''SSB4''=== | ===''SSB4''=== | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 22: | Line 17: | ||
! Fighter !! Move !! Window !! FS window | ! Fighter !! Move !! Window !! FS window | ||
|- | |- | ||
| rowspan=4|{{CharHead|Ryu|SSB4}} || | | rowspan=4|{{CharHead|Ryu|SSB4}} || Weak up tilt || | ||
|- | |- | ||
| | | Heavy up tilt|| | ||
|- | |- | ||
| | | Weak down tilt || | ||
|- | |- | ||
| | | Heavy down tilt || | ||
|} | |} | ||
Line 36: | Line 31: | ||
! Fighter !! Move !! Window !! FS window | ! Fighter !! Move !! Window !! FS window | ||
|- | |- | ||
| rowspan=14|{{CharHead|Ryu|SSBU}} || Neutral attack 1 (tapped) || | | rowspan=14|{{CharHead|Ryu|SSBU}} || Neutral attack 1 (tapped) || 2-11 | ||
|- | |- | ||
| | | Nuetral attack 2 (tapped) || 3-12 | ||
|- | |- | ||
| | | Nuetral attack (close, held) || 7-20 | ||
|- | |- | ||
| Forward tilt (close, tapped) || | | Forward tilt (close, tapped) || 3-24 | ||
|- | |- | ||
| Up tilt (tapped) || | | Up tilt (tapped) || 3-7 | ||
|- | |- | ||
| Up tilt (held) || | | Up tilt (held) || 7-20 | ||
|- | |- | ||
| Down tilt (tapped) || | | Down tilt (tapped) || 2-9 | ||
|- | |- | ||
| Down tilt (held) || | | Down tilt (held) || 6-19 | ||
|- | |- | ||
| Down smash || | | Down smash || 5-13 | ||
|- | |- | ||
| Neutral aerial || | | Neutral aerial || 4-13 | ||
|- | |- | ||
| Forward aerial || | | Forward aerial || 8-14 | ||
|- | |- | ||
| Up aerial || | | Up aerial || 6-15 | ||
|- | |- | ||
| Back aerial || | | Back aerial || 8-17 | ||
|- | |- | ||
| Down aerial || | | Down aerial || 8-17 | ||
|- | |- | ||
| rowspan=14|{{CharHead|Ken|SSBU}} || Neutral attack 1 (tapped) || | | rowspan=14|{{CharHead|Ken|SSBU}} || Neutral attack 1 (tapped) || 2-11 | ||
|- | |- | ||
| | | Nuetral attack 2 (tapped) || 3-12 | ||
|- | |- | ||
| | | Nuetral attack (close, held) || 7-20 | ||
|- | |- | ||
| Forward tilt (close, tapped) || | | Forward tilt (close, tapped) || 3-24 | ||
|- | |- | ||
| Up tilt (tapped) || | | Up tilt (tapped) || 3-7 | ||
|- | |- | ||
| Up tilt (held) || | | Up tilt (held) || 7-20 | ||
|- | |- | ||
| Down tilt (tapped) || | | Down tilt (tapped) || 2-9 | ||
|- | |- | ||
| Down tilt (held) || | | Down tilt (held) || 6-19 | ||
|- | |- | ||
| Down smash || | | Down smash || 5-13 | ||
|- | |- | ||
| Neutral aerial || | | Neutral aerial || 4-13 | ||
|- | |- | ||
| Forward aerial || | | Forward aerial || 8-14 | ||
|- | |- | ||
| Up aerial || 6- | | Up aerial || 6-15 | ||
|- | |- | ||
| Back aerial || | | Back aerial || 8-17 | ||
|- | |- | ||
| Down aerial || | | Down aerial || 8-17 | ||
|- | |- | ||
| rowspan=8|{{CharHead|Terry|SSBU}}|| Neutral attack 1 || | | rowspan=8|{{CharHead|Terry|SSBU}}|| Neutral attack 1 || 3-8 | ||
|- | |- | ||
| Neutral attack 2 || 6-19 | | Neutral attack 2 || 6-19 | ||
|- | |- | ||
| Forward tilt || | | Forward tilt || 8-19 | ||
|- | |- | ||
| Up tilt || | | Up tilt || 7-19 | ||
|- | |- | ||
| Down tilt || | | Down tilt || 6-15 | ||
|- | |- | ||
| Neutral aerial || | | Neutral aerial || 4-23 | ||
|- | |- | ||
| Up aerial || | | Up aerial || 7-17 | ||
|- | |- | ||
| Down aerial || | | Down aerial || 12-19 | ||
|} | |} | ||
==Origin== | ==Origin== | ||
Special canceling can be traced | Special move canceling can be traced 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 make the input window much more lenient at the expense of a roster-wide nerf to damage. This made inputs much easier to perform, but caused an unintended side effect where players could cancel moves into each other before the opponent could exit hitstun. This is due to the input window overlapping with the attack animation and the game prioritizing the next attack over cooldown. This oversight is often recognized as creating the first instance of modern [[combo]]s in fighting games, as previously stated, this was not an intentional decision. | ||
The glitch was well received by fans and became an integral part of competitive play. The fast-paced, technical, combo-centric gameplay is what set the ''Street Fighter II'' apart in arcades, which encouraged other companies to intentionally include the mechanic. Later ''Street Fighter'' games introduced a combo counter that will tally how long a combo lasts to add to a player's high score, which other games also adopted. Some games like ''Killer Instinct'' even made a gimmick out of combos, encouraging players to make as long a combo as possible, up into the hundreds. | The glitch was well received by fans and became an integral part of competitive play. The fast-paced, technical, combo-centric gameplay is what set the ''Street Fighter II'' apart in arcades, which encouraged other companies to intentionally include the mechanic. Later ''Street Fighter'' games introduced a combo counter that will tally how long a combo lasts to add to a player's high score, which other games also adopted. Some games like ''Killer Instinct'' even made a gimmick out of combos, encouraging players to make as long a combo as possible, up into the hundreds. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
[[Category:Super Smash Bros. 4]] | |||
[[Category:Super Smash Bros. Ultimate]] | |||
[[Category:Ryu (SSB4)]] | [[Category:Ryu (SSB4)]] | ||
[[Category:Ryu (SSBU)]] | [[Category:Ryu (SSBU)]] | ||
[[Category:Ken (SSBU)]] | [[Category:Ken (SSBU)]] | ||
[[Category:Terry (SSBU)]] | [[Category:Terry (SSBU)]] |