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* An [[GoodBadBugs old bug]] in ''VideoGame/Left4Dead'' allowed you to use your regular melee attacks at [[RapidFireFisticuffs insane speeds]] by way of this. [[PistolWhipping Shoving]] has a cooldown before you can shove again, but you're not prevented from switching to another weapon during that cooldown. The bug came in where switching to another weapon or piece of equipment also reset that cooldown, so the actual speed you could repeatedly shove at was only determined by how quickly you could alternate switching weapons and shoving. A patch later eliminated this, where you're still able to switch weapons at any point during a shove, but the cooldown between shoves is universal so you can only do so as fast as you're supposed to be able to.


* ''VideoGame/{{BioShock|1}}'' allows you to cancel the cycle time of your slow-but-powerful crossbow by switching to your plasmid and then back to the crossbow, allowing you to effectively machinegun your bolts until a reload is necessary, oftentimes killing a Big Daddy before it can even properly react and attack you.
** Defied in an annoying manner with all other weapons, however - cancel e.g. a machine gun's or chemical thrower's lengthy reload animation a fraction of a second before it completes, and you have to start the whole process over.

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* ''VideoGame/{{BioShock|1}}'' allows you to cancel the cycle time of your slow-but-powerful crossbow by switching to your plasmid and then back to the crossbow, allowing you to effectively machinegun your bolts until a reload is necessary, oftentimes killing a Big Daddy before it can even properly react and attack you.
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you. Defied in an annoying manner with all other weapons, however - cancel e.g. a machine gun's or chemical thrower's lengthy reload animation a fraction of a second before it completes, and you have to start the whole process over.



** ''VideoGame/KillingFloor2'' has an "active reload" exploit for dual wielding and long-reload guns; melee or switch to a different weapon / gear just after the ammo counter changes. It might not always save that much time, but you can throw a punch in the middle of your reload, which is great when reload fleeing and you get grabbed by a clot. A patch made this significantly less effective with dual pistols, as your ammo counter only goes up when ''[[AllOrNothingReloads both]]'' magazines are loaded, not just one.

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** ''VideoGame/KillingFloor2'' embraces this as part of an effort to ease several issues that plagued the first game - whereas ''[=KF1=]'' reloads had specific frames in their animation they had to reach before the game would acknowledge your attempts to switch weapons, ''[=KF2=]'' has an "active reload" exploit for dual wielding and long-reload guns; guns, where you can melee or switch to a different weapon / gear just after at any point during a reloading animation, making it good for both cancelling a reload once the ammo counter changes. It updates and good for cancelling out of an inconveniently-timed reload if you still have ammo left. Reload cancels might not always save that much time, but you can throw a punch in the middle of your reload, which is great when reload fleeing and you get grabbed by a clot. And then, for good measure, once you've cancelled the reloading animation by a punch, that punch can itself be cancelled by shooting. A patch made this significantly less effective with dual pistols, as your ammo counter only goes up when ''[[AllOrNothingReloads both]]'' magazines are loaded, not just one.one, but most of the rest of the guns still benefit from the technique.



* ''VideoGame/WarcraftIII'': Some units (notably the Archmage) have spellcasting animations that last longer than the spell's effect. Here, it's a simple matter of telling the unit to cast, making sure the spell ''gets'' cast, then issuing a stop/hold position/attack order so it gets back to fighting instead of waving a magic stick.

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* ''VideoGame/WarcraftIII'': ''VideoGame/WarCraft III'': Some units (notably the Archmage) have spellcasting animations that last longer than the spell's effect. Here, it's a simple matter of telling the unit to cast, making sure the spell ''gets'' cast, then issuing a stop/hold position/attack order so it gets back to fighting instead of waving a magic stick.

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* In ''VideoGame/CrashBandicoot2CortexStrikesBack'' and ''VideoGame/CrashBandicoot3Warped'' (as well as those same games in the ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane Trilogy]]''), sliding normally has about a second of endlag where Crash/Coco comes to a standstill, but this can be eschewed by doing a spin or jump out of the slide, which allows you to keep moving and skips the ending. Naturally, this is invaluable for getting great times on Time Trials.


* There are quite a few cancels in the ''Franchise/DevilMayCry'' series. Moving just a fraction while using the shotgun cancels its reloading time, and jumping or rolling cancels the (longer) reload time on the Grenade Launcher. 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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* There are quite a few cancels in the ''Franchise/DevilMayCry'' ''VideoGame/DevilMayCry'' series. Moving just a fraction while using the shotgun cancels its reloading time, and jumping or rolling cancels the (longer) reload time on the Grenade Launcher. 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.


** [[Franchise/DevilMayCry Dante]]'s Bold Move is the only move that can be cancelled out of his Stinger move; Bold Move can also be cancelled into any special move if you're quick enough. Thus, many advanced Dante combos involve Bold Move cancelling out of Stinger and into other special moves. This can prove to be quite DifficultButAwesome.

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** [[Franchise/DevilMayCry [[VideoGame/DevilMayCry Dante]]'s Bold Move is the only move that can be cancelled out of his Stinger move; Bold Move can also be cancelled into any special move if you're quick enough. Thus, many advanced Dante combos involve Bold Move cancelling out of Stinger and into other special moves. This can prove to be quite DifficultButAwesome.


** As far as non-character specific cancels go, ''64'' and ''Melee'' have '''smooth landing''' (nicknamed Z-Canceling and L-canceling respectively), where most air moves can be have the landed lag removed by shielding at the right time. Some characters in ''Brawl'' can cancel their fast-moving dash attacks with up-smashes, letting them keep their momentum far longer. [[Franchise/MetalGear Snake]] is known for this in particular, since he has a particularly fast dash attack and low friction. [[LightningBruiser He can cross stages almost immediately.]]

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** As far as non-character specific cancels go, ''64'' and ''Melee'' have '''smooth landing''' (nicknamed Z-Canceling and L-canceling respectively), where most air moves can be have the landed lag removed by shielding at the right time. Some characters in ''Brawl'' can cancel their fast-moving dash attacks with up-smashes, letting them keep their momentum far longer. [[Franchise/MetalGear [[VideoGame/MetalGear Snake]] is known for this in particular, since he has a particularly fast dash attack and low friction. [[LightningBruiser He can cross stages almost immediately.]]

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* Back dash cancelling (also called "Korean Back Dashing") is an important skill in high level ''VideoGame/{{Tekken}}''. It involves cancelling a back dash with a crouch, both allowing the player to block, while also keeping them close enough to punish any whiffed attacks from their opponent.


** ''VideoGame/KillingFloor2'' has an "active reload" exploit for dual wielding and long-reload guns; melee or switch to a different weapon / gear just after the ammo counter changes. It might not always save that much time, but you can throw a punch in the middle of your reload, which is great when reload fleeing and you get grabbed by a clot.

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** ''VideoGame/KillingFloor2'' has an "active reload" exploit for dual wielding and long-reload guns; melee or switch to a different weapon / gear just after the ammo counter changes. It might not always save that much time, but you can throw a punch in the middle of your reload, which is great when reload fleeing and you get grabbed by a clot. A patch made this significantly less effective with dual pistols, as your ammo counter only goes up when ''[[AllOrNothingReloads both]]'' magazines are loaded, not just one.


* The bootleg BeatEmAll ''VideoGame/{{Titenic}}'' allows canceling any of the player character's animations... [[GoodBadBugs including death.]]

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* The bootleg BeatEmAll BeatEmUp ''VideoGame/{{Titenic}}'' allows canceling any of the player character's animations... [[GoodBadBugs including death.]]

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* The bootleg BeatEmAll ''VideoGame/{{Titenic}}'' allows canceling any of the player character's animations... [[GoodBadBugs including death.]]


* ''VideoGame/CallOfDuty'' games also have this. All firearms have their ammo count updated before the animation ends, so it's usually interrupted with a melee attack, weapon switch (especially the fast-switching pistols), or even just sprinting for a split second in ''[=CoD4=]'' onwards. Especially valuable for notably longer empty-reload animations, like those of the light machine guns, which usually have their ammo counts updated right around when your character actually puts in the new belt and lets you skip the next three seconds of slowly bringing it back to bear; there are some weapons in some games where taking advantage of this even obsoletes (or [[GameBreaker completely breaks]]) the game's method of speeding up reloads, like the SCAR-H in ''[[VideoGame/CallOfDutyBlackOps2 Black Ops II]]'' which already has a pretty quick animation, but updates its ammo count almost as soon as you drop the old mag, or the [[GunsAkimbo dual]] [[SawedOffShotgun Rangers]] in ''VideoGame/ModernWarfare 2'' which have a very ''slow'' animation, but update their ammo count in about a second.

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* ''VideoGame/CallOfDuty'' games also have this. All firearms have their ammo count updated before the animation ends, so it's usually interrupted with a melee attack, weapon switch (especially the fast-switching pistols), or even just sprinting for a split second in ''[=CoD4=]'' onwards. Especially valuable for notably longer empty-reload animations, like those of the light machine guns, which usually have their ammo counts updated right around when your character actually puts in the new belt and lets you skip the next three seconds of slowly bringing it back to bear; there are some weapons in some games where taking advantage of this even obsoletes (or [[GameBreaker completely breaks]]) the game's method of speeding up reloads, like the SCAR-H in ''[[VideoGame/CallOfDutyBlackOps2 ''[[VideoGame/CallOfDutyBlackOpsII Black Ops II]]'' which already has a pretty quick animation, but updates its ammo count almost as soon as you drop the old mag, or the [[GunsAkimbo dual]] [[SawedOffShotgun Rangers]] in ''VideoGame/ModernWarfare 2'' which have a very ''slow'' animation, but update their ammo count in about a second.

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** ''VideoGame/KillingFloor2'' has an "active reload" exploit for dual wielding and long-reload guns; melee or switch to a different weapon / gear just after the ammo counter changes. It might not always save that much time, but you can throw a punch in the middle of your reload, which is great when reload fleeing and you get grabbed by a clot.


* In some ''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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* In some ''VideoGame/{{Tetris}}'' games (such as the [[TetrisTheGrandMaster TGM]] ''[[VideoGame/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.


* Most of your attacks in ''VideoGame/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. Infinite Slow Motion Uppercuts, anyone?

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* Most of your attacks in ''VideoGame/ViewtifulJoe'' would cancel each other, noticeably so in slow-motion. It was very much DifficultButAwesome; it made an already [[NintendoHard steep]] hard]] learning curve of a game 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. Infinite Slow Motion Uppercuts, anyone?


* ''NarutoShippudenUltimateNinjaStormGenerations'' has added in a new cancel called the Chakra Dash cancel, which is done by pressing the triangle button which activates a character's chakra and pressing "X", which is normally the jump button. This will allow any character to cancel a combo into another combo seamlessly, and is a good way to do a massive amount of damage in a short period of time, but takes out a bit of chakra to do, and can't be done anymore until you charge your chakra back up.

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* ''NarutoShippudenUltimateNinjaStormGenerations'' ''VideoGame/NarutoShippudenUltimateNinjaStormGenerations'' has added in a new cancel called the Chakra Dash cancel, which is done by pressing the triangle button which activates a character's chakra and pressing "X", which is normally the jump button. This will allow any character to cancel a combo into another combo seamlessly, and is a good way to do a massive amount of damage in a short period of time, but takes out a bit of chakra to do, and can't be done anymore until you charge your chakra back up.

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