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Super Smash Bros. Ultimate

Kara Canceling

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Revision as of 13:15, September 3, 2021 by Flamingpaper (talk | contribs) (Added more information)
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Ryu using Late Kara canceling down smash into Shoryuken

Kara Canceling is an advanced technique introduced in Super Smash Bros. Ultimate. It is exclusive to Ryu, Ken, and Terry. In the case of Ryu and Ken, it allows the user to cancel the start-up frames of one of several normal attacks into a command input attack. Ryu and Ken specifically can Kara Cancel Down Smash up until frame 6, which can be done after charging the move. This specific version of this technique is called Late Kara Canceling.

In Terry's case, he has Kara Cancelling in a more limited form, only capable of cancelling his neutral, up, and down aerials.

How To Perform

To perform a Kara Cancel, first activate any aerial move - or in Ryu and Ken's case, down smash - making sure the opponent gets hit. Then, immediately activate a special move. If done correctly, the rest of the first move's animation is "canceled" and the fighter will do the special move instead. This technique is useful for chaining attacks together for extra damage that the opponent cannot challenge, allowing for long combo strings, shield break combos, and kill confirms.

A variant of this technique with its own activation method was introduced in version 7.0.0, exclusively for Ryu and Ken. Known as the Late Kara Cancel, it can be performed by first activating down smash, then, in the first 5 frames of the animation, performing an input special move. If done correctly, the down smash animation will be canceled into the special move even if the move does not hit anything. This can be used as a mixup option for adding range to attacks to surprise the opponent. It occurs due to the charge hold frames of down smash interacting oddly with the kara cancel frames.

Origin

The Kara Cancel can be traced to the 1991 arcade fighting game Street Fighter II: The World Warrior, which contained a mechanic where players can cancel the startup of specific moves into special moves, as a way to create more leeway for special inputs.

Kara Cancelling 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.

The glitch was well received by fans and became an integral part of competitive play. Capcom decided to keep the glitch for future Street Fighter installments by making it an official game mechanic, and even made balance changes with Kara Cancelling in mind.

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