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* Some fighting games take this one step further with a [[UpToEleven jump cancel cancel]]. You do a move, cancel it into a jump, then cancel the jump into another move before you leave the ground. It's easier than it sounds, you do the directional input for the attack, then input "up", then press the attack button before the game forgets the input. For example, to JCC an attack into a move with a quarter circle forward motion, [[hottip:*:down, diagonally down-forward, forward in one smooth motion]] you simply extend it so that you end with a diagonal up-forward input before you input the attack button for the second attack.
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* In {{Metroidvania}} ''{{Castlevania}}'' games there are a few methods of canceling, the most universal being the back dash and landing. Many of the ''[[{{ptitle1btexpw9}} Sorrow]]'' souls and ''PortraitOfRuin'' subweapons are AMAZING when canceled (Killer Clown, Dart), key for {{Boss Rush}}es. ''Dawn of Sorrow'' also the Succubus cancel, which, when combined with a special dagger that temporary moves you forward, [[SequenceBreaking lets you teleport though walls]].

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* In {{Metroidvania}} ''{{Castlevania}}'' games there are a few methods of canceling, the most universal being the back dash and landing. Many of the ''[[{{ptitle1btexpw9}} Sorrow]]'' ''VideoGame/CastlevaniaChroniclesOfSorrow'' souls and ''PortraitOfRuin'' subweapons are AMAZING when canceled (Killer Clown, Dart), key for {{Boss Rush}}es. ''Dawn of Sorrow'' also has the Succubus cancel, which, when combined with a special dagger that temporary temporarily moves you forward, [[SequenceBreaking lets you teleport though walls]].
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Of course, in real examples the time is much shorter. And this trope is almost exclusive to {{Fighting Game}}s, and is almost completely ubiquitous there. It's like combos or health meters; almost every fighting game has them since ''StreetFighterII''.

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Of course, in real examples the time is much shorter. And this trope is almost exclusive to {{Fighting Game}}s, and is almost completely ubiquitous there. It's like combos or health meters; almost every fighting game has them since ''StreetFighterII''.
''VideoGame/StreetFighterII''.
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* ''StreetFighterIII'' allowed you to cancel certain attacks with a super jump which allowed you to extend some combos. These carried over to characters with super jumps in ''StreetFighterIV''.

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* ''StreetFighterIII'' ''VideoGame/StreetFighterIII'' allowed you to cancel certain attacks with a super jump which allowed you to extend some combos. These carried over to characters with super jumps in ''StreetFighterIV''.''VideoGame/StreetFighterIV''.
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* ''GuiltyGear'''s version is called a "roman cancel". They're very costly (half of a full tension bar), but there's a variation by character called "Force roman cancel" that costs less. Jam's card abilities allow her to cancel certain attacks to combo into whatever attack she has a card for.

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* ''GuiltyGear'''s version is called a "roman cancel". They're very costly (half of a full tension bar), but there's a variation by each character has moves that can be cancelled at a very specific point with only 25% tension bar cost which is called "Force roman cancel" that costs less.cancel". Jam's card abilities allow her to cancel certain attacks to combo into whatever attack she has a card for.
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* ''StreetFighterIII'' allowed you to cancel certain attacks with a super jump which allowed you to extend some combos. These carried over to characters with super jumps in ''StreetFighterIV''.
** ''Street Fighter IV'' allowed you to cancel certain special moves with a Focus Attack and then cancel that attack with a forward or backward dash. "Focus Attack Dash Canceling" (or FADC for short) became a very important part of the game's early metagame sicne it allowed certain characters to combo reliably into their [[LimitBreak Ultra Combos]].


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In all {{Fighting Game}}s, each attack you do has a lag time; the amount of time after you make that attack that you cannot make another attack. After you throw a punch, there may be a second or two wherein you cannot throw another punch, to stop you from just hammering the punch button and throwing out fifteen punches per second.

In almost all {{Fighting Game}}s, there are actions that you can perform ''while lagged'' that ''reset the attack lag'', allowing you to attack again before you would normally be able to. Usually this allows you to still dodge, block, jump, duck, etc. even though you can't attack, so as not to leave you defenseless. The side effect that experts in fighting games seek is that they can attack again after performing this action, thereby shortening the lag time between their attacks.

These lag-shortening actions are known as '''canceling'''.

For example, let's say that you have a special attack called Punch Rush, and that after you do a Punch Rush you are lagged for three seconds (an eternity, but I want to use round numbers here). Ducking takes one second. It also resets your attack lag. Therefore, if you Punch Rush and then, immediately after hitting your opponent, duck, and then Punch Rush again, you were able to "cheat" the system and punch-rush after only one second instead of three. This would be referred to as a '''Punch Rush Cancel''' or '''Punch Rush Canceling'''.

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In all {{Fighting Game}}s, each attack you do has a lag time; time or recovery; the amount of time after you make that attack that you cannot make another attack. After you throw a punch, there may be a second or two wherein you cannot throw another punch, to stop you from just hammering the punch button and throwing out fifteen punches per second.

In almost all {{Fighting Game}}s, there are actions that you can perform ''while lagged'' in recovery'' that ''reset the attack lag'', recovery'', allowing you to attack again before you would normally be able to. Usually this allows you to still dodge, block, jump, duck, etc. even though you can't attack, so as not to leave you defenseless. The side effect that experts in fighting games seek is that they can attack again after performing this action, thereby shortening the lag recovery time between their attacks.

These lag-shortening recovery-shortening actions are known as '''canceling'''.

For example, let's say that you have a special attack called Punch Rush, and that after you do a Punch Rush you are lagged in recovery for three seconds (an eternity, but I want to use round numbers here). Ducking takes one second. It also resets your attack lag.recovery. Therefore, if you Punch Rush and then, immediately after hitting your opponent, duck, and then Punch Rush again, you were able to "cheat" the system and punch-rush after only one second instead of three. This would be referred to as a '''Punch Rush Cancel''' or '''Punch Rush Canceling'''.
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* Many cancels exist in ''SuperSmashBros''. The most famous non-character specific cancels is Z-Canceling/L-canceling in 64 and Melee respectively, where most air moves can be have the landed lag removed by shielding at the right time.

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* Many cancels exist in ''SuperSmashBros''. The most famous non-character specific cancels is Z-Canceling/L-canceling in 64 and Melee respectively, where most air moves can be have the landed lag removed by shielding at the right time. [[MetalGearSolid Snake]] is somewhat known for this in ''Brawl'', thus coining the term "[[FanNickname Snakedashing]]".
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* In some ''{{Tetris}}'' games (such as the [[TetrisTheGrandMaster TGM]] series), there is a short delay between when you lock a piece into place and when the next piece appears. One ''Tetris'' fangame, ''DTET'', features this, but allows you to cancel it and immediately spawn the next piece by performing an input.

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* In some ''{{Tetris}}'' ''VideoGame/{{Tetris}}'' games (such as the [[TetrisTheGrandMaster TGM]] series), there is a short delay between when you lock a piece into place and when the next piece appears. One ''Tetris'' fangame, ''DTET'', features this, but allows you to cancel it and immediately spawn the next piece by performing an input.
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* This is sometimes used to train faster in {{RuneScape}}; an example is eating while fishing.
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* From ''TalesOfSymphonia'', we have [[http://tales.namco.com/forums/viewtopic.php?t=27928 Spell Cancelling]], which allows five out of the nine available characters to more or less break the game.
** Later on someone discovered Auto Spell Cancelling, allowing [[TheMedic Ra]][[SternTeacher ine]], to join in the [[CrossesTheLineTwice sadism]]: [[http://www.youtube.com/watch?v=SgeMp2Zz-EE Like this.]]
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* An unusual genre for this, MetalGearSolid has the 'Quick Reload' technique. Normally when you exhaust a clip you have to reload normally which actually does take about 2 seconds; in a boss fight is often about 1.9 more seconds than you have to spare. By unequipping and reequipping a weapon, it automatically reloads for you. On top of that, the manuals actually tell you about this technique!

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* An unusual genre for this, MetalGearSolid has the 'Quick Reload' technique. Normally when you exhaust a clip you have to reload normally which actually does take about 2 seconds; in a boss fight this is often about 1.9 more seconds than you have to spare. By unequipping and reequipping a weapon, it automatically reloads for you. On top of that, the manuals actually tell you about this technique!
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* An unusual genre for this, MetalGearSolid has the 'Quick Reload' technique. Normally when you exhaust a clip you have to reload normally which actually does take about 2 seconds; in a boss fight is often about 1.9 more seconds than you have to spare. By unequipping and reequipping a weapon, it automatically reloads for you. On top of that, the manuals actually tell you about this technique!

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Of course, in real examples the time is much shorter. And this trope is almost exclusive to {{Fighting Game}}s, and is almost completely ubiquitous there. It's like combos or health meters; almost every fighting game has them since ''StreerFighterII''.

to:

Of course, in real examples the time is much shorter. And this trope is almost exclusive to {{Fighting Game}}s, and is almost completely ubiquitous there. It's like combos or health meters; almost every fighting game has them since ''StreerFighterII''.
''StreetFighterII''.


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Compare ReStabilization for {{Knockback}} cancelling.
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* Most of your attacks in ''ViewtifulJoe'' would cancel each other, noticeably so in slow-motion. It was very much DifficultButAwesome; it made an already [[NintendoHard steep]] learning curve even nastier by making you interrupt half of your own attacks, but once mastered it gave a great amount of control over shifting attacks very quickly.
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** There's also jump cancelling, where you can cancel a jump with a basic attack, and cancel a successful basic attack with another jump. Done right, you can just hover at an enemy's head batting away.
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** Before ''{{Halo}}'' came out, most shooters (including ''[=CoD=]'') didn't let players interrupt animations like reloading and attacking at all. Of course, even ''Halo'' forgot to let you cancel the ContextSensitiveButton's making you [[StopHelpingMe slowly into nearby vehicles]].

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** Before ''{{Halo}}'' came out, most shooters (including ''[=CoD=]'') didn't let players interrupt animations like reloading and attacking at all. Of course, even ''Halo'' forgot to let you cancel the ContextSensitiveButton's making you [[StopHelpingMe slowly clamber into nearby vehicles]].
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* Before ''{{Halo}}'' came out, most shooters (including ''[=CoD=]'') didn't let players interrupt animations like reloading and attacking at all. Of course, even ''Halo'' forgot to let you cancel the ContextSensitiveButton's making you [[StopHelpingMe slowly into nearby vehicles]].

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* ** Before ''{{Halo}}'' came out, most shooters (including ''[=CoD=]'') didn't let players interrupt animations like reloading and attacking at all. Of course, even ''Halo'' forgot to let you cancel the ContextSensitiveButton's making you [[StopHelpingMe slowly into nearby vehicles]].

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Of course, in real examples the time is much shorter. And this trope is almost exclusive to {{Fighting Game}}s, and is almost completely ubiquitous there. It's like combos or health meters; almost every fighting game has them since ''{{Street Fighter II}}''.

to:

Of course, in real examples the time is much shorter. And this trope is almost exclusive to {{Fighting Game}}s, and is almost completely ubiquitous there. It's like combos or health meters; almost every fighting game has them since ''{{Street Fighter II}}''.
''StreerFighterII''.






* ''Gorf'', like many other {{shmup}}s from the early 80's and late 70's, only lets you have one shot on the screen at one time, so if you fire a shot and miss, you have to wait a bit before firing the next shot. However, ''Gorf'' allows you to cancel your current shot and immediately fire your next one, simply by firing when you have a shot on the screen.

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* ''Gorf'', like many other {{shmup}}s from the early 80's and late 70's, only lets you have one shot on the screen at one time, fire OneBulletAtATime, so if you fire a shot and miss, you have to wait a bit before firing the next shot. However, ''Gorf'' allows you to cancel your current shot and immediately fire your next one, simply by firing when you have a shot on the screen.



* The entire gameplay premise of the four ''{{Virtual On}}'' games are built upon knowing when to cancel moves. The most well-known and important move accepted by the players community is "jump-cancelling", which can do anything from reducing time spent frozen after landing from a full jump (and thus being a very tantalizing target) to avoiding melee attacks, and in later games, set up for other forms of attacks.

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* The entire gameplay premise of the four ''{{Virtual On}}'' ''VirtualOn'' games are built upon knowing when to cancel moves. The most well-known and important move accepted by the players community is "jump-cancelling", which can do anything from reducing time spent frozen after landing from a full jump (and thus being a very tantalizing target) to avoiding melee attacks, and in later games, set up for other forms of attacks.



* In ''DungeonsAndDragonsOnline'', tumbling moves (unlike regular blocking) cancel a melee attack. Many enemies in the game have nasty special attacks with longer animations. The fact that it's possible to instantly roll away from one of these, whereas blocking has to wait until the character's attack and follow-through is over (and both are safer than fighting while running), is one reason why many character builds go cross-class to get 1 rank in the Tumble skill.
* The original TombRaider games have many different ways to cancel recovery times from different moves, and working out ways to fit them in using level geometry is one of the main parts of most [[{{Speedrun}} speedruns]] for them.

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* In ''DungeonsAndDragonsOnline'', ''{{Dungeons and Dragons Online}}'', tumbling moves (unlike regular blocking) cancel a melee attack. Many enemies in the game have nasty special attacks with longer animations. The fact that it's possible to instantly roll away from one of these, whereas blocking has to wait until the character's attack and follow-through is over (and both are safer than fighting while running), is one reason why many character builds go cross-class to get 1 rank in the Tumble skill.
* The original TombRaider ''TombRaider'' games have many different ways to cancel recovery times from different moves, and working out ways to fit them in using level geometry is one of the main parts of most [[{{Speedrun}} speedruns]] for them.



* A huge part of ''GodOfWar'''s combat system is the ability to cancel Kratos' standard blade combos with a press of the block button, so if the player is fighting a {{Mook}} and his buddy attacks, one can quickly press the block button without breaking the combo. This leads itself to creating much more fluid combat...[[YourMileageMayVary or excessive button mashing.]]
* Some classes in ''World of Warcraft'' can obtain a kind of passive cancel. One example is the Elemental-spec Shaman's Lava Surge talent. The damage ticks of Flame Shock, a damage-over-time spell, have a 10% or 20% chance (depending on the rank of the talent) to immediately end the cooldown on your Lava Burst spell. Since Lava Burst is guaranteed to land a nasty CriticalHit on a target suffering Flame Shock damage, this talent will provide huge boosts to your damage output when it's feeling generous.
* CallOfDuty games also have this. All firearms have their clip reloaded before the animation ends, so it's usually interrupted with melee attack or weapon switch (especially the fast-switching pistols). Especially valuable for slow-paced machineguns or notably longer empty clip reload animations.

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* A huge part of ''GodOfWar'''s ''{{God of War}}'''s combat system is the ability to cancel Kratos' standard blade combos with a press of the block button, so if the player is fighting a {{Mook}} and his buddy attacks, one can quickly press the block button without breaking the combo. This leads itself to creating much more fluid combat...[[YourMileageMayVary or excessive button mashing.]]
* Some classes in ''World ''{{World of Warcraft'' Warcraft}}'' can obtain a kind of passive cancel. One example is the Elemental-spec Shaman's Lava Surge talent. The damage ticks of Flame Shock, a damage-over-time spell, have a 10% or 20% chance (depending on the rank of the talent) to immediately end the cooldown on your Lava Burst spell. Since Lava Burst is guaranteed to land a nasty CriticalHit on a target suffering Flame Shock damage, this talent will provide huge boosts to your damage output when it's feeling generous.
* CallOfDuty ''{{Call of Duty}}'' games also have this. All firearms have their clip reloaded before the animation ends, so it's usually interrupted with melee attack or weapon switch (especially the fast-switching pistols). Especially valuable for slow-paced machineguns or notably longer empty clip reload animations. animations.
* Before ''{{Halo}}'' came out, most shooters (including ''[=CoD=]'') didn't let players interrupt animations like reloading and attacking at all. Of course, even ''Halo'' forgot to let you cancel the ContextSensitiveButton's making you [[StopHelpingMe slowly into nearby vehicles]].
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* CallOfDuty games also have this. All firearms have their clip reloaded before the animation ends, so it's usually interrupted with melee attack or weapon switch (especially the fast-switching pistols). Especially valuable for slow-paced machineguns or notably longer empty clip reload animations

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* CallOfDuty games also have this. All firearms have their clip reloaded before the animation ends, so it's usually interrupted with melee attack or weapon switch (especially the fast-switching pistols). Especially valuable for slow-paced machineguns or notably longer empty clip reload animationsanimations.
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* CallOfDuty games also have this. All firearms have their clip reloaded before the animation ends, so it's usually interrupted with melee attack or weapon switch (especially the fast-switching pistols). Especially valuable for slow-paced LMGs or notably longer empty clip reload animations

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* CallOfDuty games also have this. All firearms have their clip reloaded before the animation ends, so it's usually interrupted with melee attack or weapon switch (especially the fast-switching pistols). Especially valuable for slow-paced LMGs machineguns or notably longer empty clip reload animations
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* CallOfDuty games also have this. All firearms have their clip reloaded before the animation ends, so it's usually interrupted with melee attack or weapon switch (especially the fast-switching pistols). Especially valuable for slow-paced LMGs or notably longer empty clip reload animations
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None

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* Some classes in ''World of Warcraft'' can obtain a kind of passive cancel. One example is the Elemental-spec Shaman's Lava Surge talent. The damage ticks of Flame Shock, a damage-over-time spell, have a 10% or 20% chance (depending on the rank of the talent) to immediately end the cooldown on your Lava Burst spell. Since Lava Burst is guaranteed to land a nasty CriticalHit on a target suffering Flame Shock damage, this talent will provide huge boosts to your damage output when it's feeling generous.
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* In a very rare RPG example, WildArms3 features an AnimationCancel. As long as you have at least 25 Force Points, you can cancel the move you just queued at that character's turn to move, enter another move and you will start your action without waiting. While not often used (by this troper, at least), it is important if you suddenly want to stop attacking the enemy for whatever reason (the enemy is preparing an instakill move, or a reflect barrier, for example).

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* In a very rare RPG example, WildArms3 ''WildArms3'' features an AnimationCancel. As long as you have at least 25 Force Points, you can cancel the move you just queued at that character's turn to move, enter another move and you will start your action without waiting. While not often used (by this troper, at least), used, it is important if you suddenly want to stop attacking the enemy for whatever reason (the enemy is preparing an instakill move, or a reflect barrier, for example).
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* A huge part of ''GodOfWar'''s combat system is the ability to cancel Kratos' standard blade combos with a press of the block button, so if the player is fighting a {{Mook}} and his buddy attacks, one can quickly press the block button without breaking the combo. This leads itself to creating much more fluid combat...[[YourMileageMayVary or excessive button mashing.]]
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* In'' DevilMayCry'' there are a few ways to Grenade Cancel, which allows you to fire the normally slow grenade launcher gun at a really fast clip. Also in ''3'' and onwards, cancelling short hops and rolls into the guarding animation of the Royal Guard style is a very effective defensive tactic and makes the Difficult part of its DifficultButAwesome slightly less so. You can also cancel the after-shot lag of the Spiral rifle and Kalina Ann rocket launcher by either switching to Ebony&Ivory immediately afterwards or timing a use of Royal Guard properly.

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* In'' DevilMayCry'' there There are quite a few cancels in the ''DevilMayCry'' series. Moving just a fraction while using the shotgun to cancel the reload, and multiple ways to Grenade Cancel, which allows you to fire the normally slow grenade launcher gun at a really fast clip. Also in In ''3'' and onwards, cancelling short hops and rolls into the guarding animation of the Royal Guard style is a very effective defensive tactic and makes the Difficult part of its DifficultButAwesome slightly less so. You can also cancel the after-shot lag of the Spiral rifle and Kalina Ann rocket launcher by either switching to Ebony&Ivory immediately afterwards or timing a use of Royal Guard properly.
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* In a very rare RPG example, WildArms3 features an AnimationCancel. As long as you have at least 25 Force Points, you can cancel the move you just queued at that character's turn to move, enter another move and you will start your action without waiting. While not often used (by this troper, at least), it is important if you suddenly want to stop attacking the enemy for whatever reason (the enemy is preparing an instakill move, or a reflect barrier, for example).

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* In'' DevilMayCry'' there are a few ways to Grenade Cancel, which allows you to fire the normally slow grenade launcher gun at a really fast clip.

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* In'' DevilMayCry'' there are a few ways to Grenade Cancel, which allows you to fire the normally slow grenade launcher gun at a really fast clip. Also in ''3'' and onwards, cancelling short hops and rolls into the guarding animation of the Royal Guard style is a very effective defensive tactic and makes the Difficult part of its DifficultButAwesome slightly less so. You can also cancel the after-shot lag of the Spiral rifle and Kalina Ann rocket launcher by either switching to Ebony&Ivory immediately afterwards or timing a use of Royal Guard properly.



* Also in ''DevilMayCry 3'' and onwards, cancelling short hops and rolls into the guarding animation of the Royal Guard style is a very effective defensive tactic.
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* ''SteelBattalion'' has clip dumping. Main weapons will have a firing delay after firing a set number of rounds-one for smoothbore cannons, three for rapid-fire rifles, and five for assault rifles. By holding down the main weapon button such that the initial weapon switch selects the desired weapon (it won't cycle after that) and hitting the magazine change button, one can cancel the delay-but weapons only get three to four clips maximum, with 20 to 30 rounds each, thus burning a lot of spare ammo for an extra shot in quick succession! Furthermore, it's a very frowned-upon tactic in the Line of Contact community and will likely earn the ire of other players unless specifically permitted before the match. (Matches likely to have voluntary clip-dumping could be one 3rd-gen VT like an Earthshaker vs. several 1st-gen VTs.)

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Of course, in real examples the time is much shorter. And this trope is almost exclusive to {{Fighting Game}}s, and is almost completely ubiquitous there. It's like combos or health meters; almost every fighting game has them since Street Fighter II.

to:

Of course, in real examples the time is much shorter. And this trope is almost exclusive to {{Fighting Game}}s, and is almost completely ubiquitous there. It's like combos or health meters; almost every fighting game has them since Street ''{{Street Fighter II.
II}}''.



* In {{Metroidvania}} ''{{Castlevania}}'' games there are a few methods of canceling, the most universal being the back dash and landing. Many of the ''[[{{ptitle1btexpw9}} Sorrow]]'' souls and ''PortraitOfRuin'' subweapons are AMAZING when canceled (Killer Clown, Dart), key for {{Boss Rush}}es. ''Dawn of Sorrow'' also the Succubus cancel, which, when combined with a special dagger that temporary moves you forward, [[SequenceBreaking lets you teleport though walls]].

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* In {{Metroidvania}} {{Metroidvania}} ''{{Castlevania}}'' games there are a few methods of canceling, the most universal being the back dash and landing. Many of the ''[[{{ptitle1btexpw9}} Sorrow]]'' souls and ''PortraitOfRuin'' subweapons are AMAZING when canceled (Killer Clown, Dart), key for {{Boss Rush}}es. ''Dawn of Sorrow'' also the Succubus cancel, which, when combined with a special dagger that temporary moves you forward, [[SequenceBreaking lets you teleport though walls]].walls]].
** This started in SymphonyOfTheNight, where your backdash move had NO LAG. The designers wised up and added lag or animation time to it in subsequent games, but often a backdash still gives you a net gain, and landing still lag cancels in every game. One exception to this was ''CircleOfTheMoon''; the [[AwesomeYetImpractical gun card combo]] in particular didn't fire ''unless'' you were on the ground already.

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