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Cancel (Mechanics) (Read 6487 times)

Started by Niitris, July 04, 2016, 07:28:28 pm
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Cancel (Mechanics)
#1  July 04, 2016, 07:28:28 pm
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A feature that has existed since Street Fighter 2, canceling is the act of interrupting your current action into a different one.

There are several kinds of cancels across many different games. The most basic kind of cancel is doing a normal attack into a special move (ex: Ryu's crouching MK xx Hadouken). Other common cancels are a normal attack into a super, or a normal into another normal. Some cancels can only be done with a specific amount of meter, whether it be the power gauge or a unrelated one exclusive to the character.

Cancels are a important nuance in the modern fighting game. They allow for combos that couldn't be done otherwise, can give you more movement options, or allow unsafe moves to to become safe, among many other things. And they're fun.
Re: Cancel (Mechanics)
#2  September 27, 2016, 04:20:34 pm
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Cancels can be implemented using the ChangeState controller, usually located in the player's -1 state. A simple example of a cancel;

Code:
[State -1, Standing Heavy Punch]
type = changestate
value = 220
triggerall = statetype != A
triggerall = command = "z"
trigger1 = ctrl ;Can only be performed when player has control, or (see following trigger lines)
trigger2 = stateno = 200 && movecontact ;Cancel from Standing Light Punch on hit/block
trigger3 = stateno = 210 && movecontact ;Cancel from Standing Medium Punch on hit/block

In the above example, the line for trigger2 dictates that a Standing Heavy Punch can be cancelled from a Standing Light Punch. Likewise, the line for trigger3 dictates that the move can also be cancelled from a Standing Medium Punch.