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Animation cancelling

Also said as Cancel, Interrupt

Cutting one action short by starting another, skipping its recovery. Some games forbid it, some allow it, some build everything around it.

It is a choice between weight and responsiveness. No cancelling makes each attack a commitment. Free cancelling makes combat fast and expressive.

“Let dodge cancel any attack's recovery but not its startup. Players can get out of a mistake, but not after they commit to a swing.”

Street Fighter II's combos came partly from cancelling moves into specials, which the designers found during testing and kept. Devil May Cry is built on it.

Frame data describes a move on its own. Cancelling is the rule about whether a later move can cut it off.

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