Animation cancelling

Care to elaborate? I only managed to chain animations like ability-melee-ability-dodge. Animation bugging out but it works.
 
Care to elaborate? I only managed to chain animations like ability-melee-ability-dodge. Animation bugging out but it works.
Animation canceling is a mechanic in a lot of fighting games and some shooters (like Overwatch). The basic idea is that some actions/animations can be canceled by other actions.

To put it in real basic terms, let's say they added an animation cancel for a charged melee. Where you can perform either a dash, airdash, or parry to cancel your charged melee attack. Now you have more counter-play to people when doing a melee build at the cost of something (stamina or parry cooldown).

However, most games only let you do an animation cancel after successfully pulling off an action. Also, you can technically "animation cancel" by performing an action before the windup is complete with Bebop. Here's two examples:

1. Trying to dash after Bebop's uppercut (this is without an animation cancel):

View attachment Deadlock-Punch-Dash.mp4

2. Animation canceling the uppercut with a jump, thus allowing me to airdash (and even dash before the opponent really lands):


View attachment Deadlock-Punch-AirDash.mp4

Notice how I was able to reposition myself better after getting the hit? Now imagine this was only possible if I managed to hit someone with the uppercut.
 
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