Description
In the context of fighting games, 'cancel' refers to the technique where a player interrupts an ongoing action or move to transition into another move or action. This is often used strategically to extend combos, create openings, or avoid being punished by the opponent. The ability to cancel moves can vary from game to game, with some allowing only specific moves to be canceled, while others might provide more freedom. Mastering cancels is essential for high-level play, as it allows players to execute more complex and damaging sequences of attacks. Cancels can also be used defensively to escape situations where the player might be vulnerable. Understanding the mechanics and timing of cancels can significantly enhance a player's effectiveness and adaptability during a match.
Examples
- In 'Street Fighter V', Ryu can cancel his standing medium punch into a special move like Hadoken. This allows him to string together attacks that would otherwise be impossible.
- In 'Mortal Kombat 11', Scorpion can cancel his teleport move into a combo starter. This makes his approach more unpredictable and difficult for opponents to counter.
Additional Information
- Cancels often require precise timing and practice to execute consistently.
- Different fighting games have unique systems and rules governing which moves can be canceled and when.