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More than Mashing – Addendum: On Cancels

This is More than Mashing, a column on amazing demonstrations of skill in video games where I try to collect and showcase the best the net has to offer in skilled game playing and break it down so anyone can understand. I realized in my previous entry that there is some basic terminology that not necessarily everyone is up on, so I’m gonna go over cancels.

Cancel is a basic term that spans across nearly all games and it can mean different things depending on context. The foundation of game programming is based on something called the finite state machine. A finite state machine is essentially an entity that can exist in one of several states and shuffle between these states based on input. The example wikipedia gives is a turnstile, like used at an amusement park or a subway. A turnstile has 2 states, locked and unlocked, and there are 2 actions you can perform on a turnstile, insert a coin or push on it. If you push on it while it is locked, it will remain locked. If you insert a coin into it while it is locked it will become unlocked. If you insert a coin while it is unlocked, it will remain unlocked. If you push on it while it is unlocked, it will become locked again.

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In video games, finite state machines are used to represent the state a game character is currently in and update their animation to match. Examples of states a game character might be in include standing, walking, running, jumping, landing, attacking, blocking, shooting, taking damage, picking up an item, using an item, or more depending on the game. There are naturally rules for transitioning between these states, such as it only being possible to enter a running state if you are on the ground and not in the air, or landing from a jump transitions you to the standing state. Some gameplay states however play a set animation and at the end of that animation transition to a neutral state. They have a commitment to that animation and will not transition to other states while that animation is playing. Trying to walk around while attacking will not interrupt the attacking animation. Trying to use an item while in midair will not interrupt the jumping animation. These states can only be selectively transitioned out of. A cancel refers specifically to when a normally uninterruptible state has a means of avoiding commitment to playing the rest of the animation. A very basic example is when you are attacking and an enemy hits you in the middle of the attack and you reel back. In most games, every state transitions into the taking damage state, enabling this to cancel a lot of actions that normally you are committed to. They are called cancels because instead of having to play out the entire animation, the parts after the transition are canceled. These various states and their transitions can be represented through flow charts. Here is an example of one.

Cancels have been in games since the NES at least and some classic examples include Castlevania, where you could use the taking damage animation so you can reach higher platforms by jumping up when an enemy passes by, getting hit, and being pushed up a bit higher, in Cheetahmen 2 you can cancel attacks into jumps which you can then cancel into attacks, and so on, in Castlevania 3 it is possible to cancel attacking animations in order to use a lot of thrown weapons without stopping using a lot of different methods, in Super Mario Bros, you can cancel the flagpole sliding animation by glitching into the base block of the flagpole either with a koopa shell or moving carefully, this skips the walking to the castle sequence at the end of the level so the level can be completed more quickly.

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Mario uses a shell to get inside the bottom block of the flagpole to cancel the walk to castle animation early. Credit to TASvideos and HappyLee

Cancels are sometimes a useful means of transferring variables from one state to another. A great example of this is in Super Smash Brothers Brawl with the DACUS. DACUS is short for Dash Attack Cancel Up Smash. Brawl added the ability to, during the startup of a dash attack, jump, completely canceling the dash attack’s animation. Before a jump in Smash Bros, there is a pre-jump animation, which can be canceled into up smash or up B. This was put in place so that if you hit up and A on the ground you won’t jump like you normally would when tapping up. The pre-jump frames cannot be canceled into anything else in brawl, so no jumping into downsmash. Incidentally, in Brawl, a lot of character’s dash attacks actually accelerate their speed across the screen temporarily, so you could jump to cancel that dashing animation when it is at its fastest, cancel the prejump animation into an upsmash, and then slide across the stage with the momentum from the dash attack depending on how fast the character went and how much friction they had. Some characters like Snake especially benefited massively from this. He could slide across the entire stage, and the charge animation for his up smash actually had him attack when he pulls out a mortar launcher, making it a good 1-2-punch type of setup by hitting opponents with the sliding up smash and then launching a mortar at them.

Another type of cancel that I’ve seen in Dark Souls and Smash Bros is what the Smash community calls IASA frames, or interruptible As Soon As frames. These are frames that typically happen at the end of an attack when it has recovered, during these frames you can perform any move, except for transitioning to a neutral non-committed state such as standing idle or walking around. These frames generally exist to help make transitions between one action and another more smooth, while looking nice if you decide not to do that.

Frequently cancels reset other variables. One such example is Devil May Cry 3 & 4 with jump canceling. In DMC3, Dante has the ability to jump off the heads of his enemies while he is in midair. This state can be transitioned to from nearly any other state, so he can jump into the air, attack an enemy, jump off their head while he is in the middle of hitting them and attack them again. The jump cancel is a bit tricky, but has the benefits of resetting your jump, double jump, air dash, and teleport, assuming you’re using trickster style, each of which can normally only be used once before touching the ground again. Experienced DMC3 players can use this cancel to literally fly through the air as long as the enemy survives. In DMC4, Nero can do a similar trick where he jumps in the air, uses the devil bringer to grab an enemy, slashes them, jumps off their head, and repeat to ascend into the skybox. In Mario 1, grabbing a mushroom or fire flower in midair makes the game treat you as if you are ready to jump, and lets you jump again in mid-air. In Gunz: The Duel, slashing after walljumping resets your ability to walljump. It can also reset your reload time in order to reload instantaneously. Metal Gear Solid 1 also has this and it is called the quick reload. By unequipping and reequipping a weapon you can instantly reload it rather than enduring the slow reload animation. Bizarrely, this is mentioned in the manual, which is typically unusual for these things.

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His1Nightmare uses the jump cancel to seamlessly fly and teleport around Credo as well as the royal guard cancel to keep his momentum going between airdashes

One of the classic cancels in fighting games is the 2in1 cancel, or the special cancel. In fighting games when you hit an opponent with an attack, both you and your opponent are briefly frozen in what is called hitfreeze. A lot of games use hit freeze from Wind Waker to No More Heroes to Dark Souls. It helps convey a sense of power behind an attack that although a viewer may not actively perceive it, they will definitely feel it. In fighting games, if you hit with a normal attack during this hitfreeze you can input a special attack to have it immediately come out instead of waiting for the normal attack to finish. This enables normal moves to be chained into special moves, essentially 2 moves for the price of 1. The drawback of course is that special moves frequently have long recovery times, so if done carelessly you can be punished harder than if you just stick with the normal attack should your opponent block the first attack. Later fighting games took this further with normals that chained together in sequence, called a magic series. These could be pressed in order to chain together a bunch of attacks on the opponent for more damage than if they blocked it.

Sometimes games are defined by having their characters not transition states in some instances when they normally would. A common example of this is super armor in fighting games. Generally the hitstun animation has a higher priority than all other animations, and if you take damage you transition into this state no matter what, however some characters have the ability to resist hitstun with super armor during their attacks. In Marvel Versus Capcom The Hulk is well-known for this, being able to shrug off hits if he is in the middle of an attack. In Dark Souls, Poise works like this, preventing you from entering stun until your hidden poise meter is expended. Another move that has super armor in dark souls is the back step, which has invincibility frames at the start, and super armor while it is recovering. A key functionality of super armor in most games is that although you can be hit without interrupting your animation, you will still take damage. In most fighting games, there is also a counter that will knock you out of super armor if you take 2 hits (like focus attacks in Street Fighter IV) or damage over a certain threshold (like super armor in Smash Bros on Yoshi’s second jump and other moves.)

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Here Balrog uses super armor on his EX dashing punch and dashing uppercut to power through Ken’s fireball

In a lot of first person shooters, you sometimes have a commitment to an animation on your gun, such as reloading or firing. In Counter Strike, when you fire a sniper bullet on a bolt action gun, you need to pull the bolt back afterwards. This is canceled by switching to another weapon then back again so they can ignore this time penalty. In Halo 2 you could BXR, a button combination that involved pressing B to melee attack your opponent, X to reload your weapon, and R to fire off a single shot. Melee attacks canceled into reloading, which could be freely canceled by firing your weapon. This was much faster than waiting for the melee attack to recover. This allowed you to attack quickly and without much vulnerable down time. In Metroid Prime, firing a normal beam blast after a missile cancels the cool off period after the missile, enabling you to fire missiles much faster than normal.

Many games intentionally let you cancel most melee attacks into defensive options like blocking or dodging. Among these are God of War’s block, Metal Gear Rising: Revengeance’s parries, God Hand’s dodges, and Devil May Cry’s royal guard. These can be useful for escaping danger if you’re in the middle of an animation where you are otherwise committed and cannot move away from the threat, but also sometimes they can be used to chain together moves that do not normally connect. In DMC4, million stabs generally ends with one hard stab that sends the opponent flying, however by using royal guard immediately before the final attack, you can actually chain million stabs into itself multiple times before landing the final blow. Royal Guard’s animation is really short, preventing the enemy from escaping hitstun during that time. In Metal Gear Rising they gave you the option of parrying at any time, but parries themselves cannot be canceled into most other animations. However by parrying, then using the forward offensive defense (Raiden’s slashing dodge), and entering blade mode quickly, you can escape from the long cooldown on parries and immediately go back into attacking. A lot of other attack’s recoveries can also be canceled by entering blade mode, which is highly useful on Revengeance difficulty.

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Here you can see His1Nightmare using the million stabs and using the royal guard to cancel each one and start up another one, where normally he is forced to end the move.

Sometimes cancels create odd mechanics, such as silent running in Metal Gear Solid. In Metal Gear Solid, tapping the R1 button would equip a weapon on you. This was accompanied by a short weapon change animation. By tapping R1 repeatedly, you could trigger this animation over and over again, even while running at full speed. This happened to prevent the parts of the running animation that triggered footstep sounds from playing, leading to Snake running completely silently.

Overall, Cancels are a fundamental part of the way games are designed as a whole. Understanding what states transition into what other states helps a player better understand what their options are and sometimes enables them to do completely new things.

Sorry for not including videos with this update. I think I’ll go over the concepts here again when I get to a video that features them.

If you would like to contribute any videos showing off creative uses for canceling, be sure to link them below!

 14 thoughts on “More than Mashing – Addendum: On Cancels
  1. Wordswordswordswordswordswords

    But in all seriousness, this was insanely informative, mainly because you provided a real-world logical example of cancels, as well as non-fighting game examples. Oddly enough, it was the BXR example that really made it click for me. It also made me think of Just Cause 2, which had really a annoying ragdoll mode when falling out of the sky or getting run over sometimes that could be cancelled by a ragdoll-inducing explosion, which cancelled your previous ragdolling within a second of landing, or lowered your overall ragdoll time if you knew that you were going to ragdoll anyways. Time-wise, it was better to blow up a car right before it hit you rather than just letting it hit you.

    • Chris Wagar on said:

      Thanks, this is like, basic info for nearly all games, but many people overlook it or think it’s too technical for them or accuse you of autism for mentioning it.

      It was really awesome playing MGR when I discovered that the Sai’s long grapple animation could be canceled into nearly anything, useful as a ranged weapon or for canceling out to avoid being reeled into dangerous situations.

  2. Mentlegen on said:

    That reminds me of Battlefield: Bad Company 2 were canceling your reload early was possible by switching back and forth between weapons in the middle of the reload animation, and it could be used to fire pump-action shotguns twice as fast as they usually could otherwise. Thankfully, they patched it for Battlefield 3 where it would take more time to switch between weapons to cancel the reload animation than simply letting the reload animation finish.

    • Chris Wagar on said:

      I remember when a lot of games had that particular cancel. Nowadays they let you cancel reloads in a lot of games, but it doesn’t count the gun as reloaded. Like Left 4 Dead does this and generally all source engine games.

  3. DirigibleQuixote on said:

    Christ, an actually informative article. I’m pleasantly surprised.

    Needs better line breaks (especially when going from a list of games that use cancels to an explanation of a different type of cancel), and there were some grammatical mistakes, but overall this was actually really interesting. I kind of had an idea of what cancels were, but I never knew how they worked, or that they existed outside of fighting games.

    • Chris Wagar on said:

      Thanks, glad to be of service. Cancels are one of many basic aspects of gameplay that many people just completely glaze over. Many games have cancels all over the place that they just don’t notice. This is in addition to other technical aspects like interesting choices, buffers, As someone else I know said, to modern players, reviewers, and critics, gameplay is invisible.

      In a future series I want to deconstruct and create a theory of games, but I haven’t refined what I’ve written on it yet, or written enough, or created an introduction.

      In a different future series that is closer to now, I will be taking a look at glitches and things similar to glitches and how they’ve affected games for the better.

    • This is a great explanation of a technique that seems so obvious to those with experience (I was raised on Street Fighter II) but may be baffling to those not already familiar with the concept. Bravo.

  4. Fenrir on said:

    Quite an interesting read, thanks for putting it up.

  5. Aeiou on said:

    Wow you can’t even 360 noscope, who would even play this fighting game crap with killstreaks?

    This stuff is legit great to read about.

  6. Would you say developers actively avoid from having any abuseable cancels in their games? I would imagine fighting games are deliberately developed with them in mind.

    • Chris Wagar on said:

      Yes, I would say that. Cancel design is a big deal in whatever game it is a part of, but having moves get interrupted by others is generally considered bad form by most developers, especially modern ones, because in modern day games are focused much more on escapism (especially in the west). Halo patched out the BXR thing the first chance it got with Halo 3. Gunz: The Duel, known for K-style and the butterfly step, patched it out after it was discovered and eventually brought it back after massive fan demand. This is the reason Sakurai changed the entire airdodge system for Smash Bros Brawl.

      More than that, it’s about the developers having an intended way of playing the game in their heads and not really being accepting of players stepping outside of that, even if it creates something incredible. But on the other end of the spectrum, you get some developers like the fighting game devs who let the players go wild with their games and almost never patch out anything unless it’s gamebreaking. A weird example is the guys who made DMC4, which is absolutely filled with crazy tricks, all of which are intended, which is completely bizarre by normal standards. DMC1 was even inspired to have air juggles by a glitch in Dynasty Warriors that got patched out for being too silly.

      • Steve Johnathan on said:

        “Overall, Cancels are a fundamental part of the way games are designed as a whole. Understanding what states transition into what other states helps a player better understand what their options are and sometimes enables them to do completely new things.”
        Fundamental? Sure, I guess. But not always good. The air dodge system was changed in smash bros. because it was detrimental to the game. It’s actually a sound reason for devs to consider this bad form because then players don’t commit to actions thus reducing any risks or drawbacks from making poor choices; something that is essential to game design.

        • Chris Wagar on said:

          You’ve got to be kidding me. In no way shape or form was the old directional airdodge detrimental to the game. If you want to mention a cancel detrimental to the game you could have mentioned roll canceling from Capcom Versus SNK 2, or the Infinite Dimensional Cape or probably a bunch of other game ruining cancels, but saying the directional airdodge is a problem is ludicrous.

          I’m assuming here that you’re referring to the wavedash with “cancel being detrimental to the game” and you are completely wrong. Flat out wrong. You couldn’t be more wrong if you tried. The Wavedash is better than perfectly balanced, it is so situational in its use that it is not even close to being a game breaker. The characters with the best wavedashes are all low tier character, and many top tier characters only have average ones. Wavedashing has a 10 frame period in which the character cannot act, due to the special landfall animation playing. It slides characters along based on the acceleration from their airdodge animation and their friction constant. For the vast majority of characters no matter how fast you do this you will never break your run speed. The exceptions are Ice Climbers, Luigi, and Mewtwo, the latter two are low tier and bottom tier. The Ice Climbers sit higher up, but are almost never seen in competitions, and are still 8th from the top. The primary advantage of the wavedash is the ability to get a short burst of speed forward or back at any time you are allowed to jump, and slide in a completely neutral position (as opposed to running which forces you into the run state in which you are not capable of doing any ground attacks except your dash attack and up smash.) The other big advantage is that you can airdodge diagonally downwards while hopping up through platforms, which is handy in some rare situations.

          Wavedashing does not break the game. Wavedashing is not overpowered. Wavedashing does not supplant any other game mechanics, as rolldodges and spot dodges are still very useful in situations where the wavedash is not. And the new airdodge in Brawl was completely detrimental to the game because it provided so many invincibility frames, while moving around, could be reused infinite times while in the air, and allowed the character to access all of their options once recovered. The old airdodge was highly useful for escaping risky situations, creating a greater range of possible positioning options while recovering, and was generally a deeper mechanic overall, while also having the drawback of leaving you helpless and open to attack if used carelessly.

          Cancels are not always good, the same way any game mechanic is not always good, but you picked the ABSOLUTE worst possible way to try to prove that completely unnecessary point.

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