"animation cancel"

Is this a bug/exploit? Why do some heroes haved this perk as part of their kit, but others do not? Is there an official developer philosophy on why some gimmicks are allowed?

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Yeah I honestly don’t like that many bugs were left in because the community glommed on to them and say “They’re part of that character’s techs now!”, like Mercy spinrezzing, animation cancelling, Genji instakill combos etc.

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I don’t think either of these are bugs or anything. Genji’s coded to do that much damage and Mercy is just exploiting high sensitivity.

I meant his “tech” where he dashes into a wall and shurikens and melees all pretty much the same time.

I know. It just seems intentional to me. Neither of us are devs though so ig we can’t know either way lol

What animation cancels are you even taking about? The only ones I can even think of are the reload animation cancels with an ability or melee or whatever. Almost every hero with a reload can do that

Almost all heroes have some kind of animation cancel (attack animation cancel into melee).

Melee is usually that one that can’t animation cancel, though there are exceptions like Rein/Brigitte/Torb hammer

It’s not a bug/exploit. It makes the character plays more fluidly. It’s mostly a QoL issue.

Lmao how is this a bug??

They are put in to make the characters feel smooth to play. They are deliberate.

I’m not doubting they are deliberate, although I don’t get why some characters get to be fluid while others have to be clunky. My question is: is there some kind of post or offical comment where someone explained the philosophy behind allowing certain characters to exploit this “one neat trick” while making other characters deal with what is essentially (animation) cooldowns?

It is basically on an ability by ability basis. It is really down to “how does this feel, and how balanced is it?”

So, there isn’t really guidelines. It is just them trying stuff, and seeing if it feels like they want it to.

They really is how it works :slight_smile: A lot of game design is just trying it out and making tweaks. I’m sorry I can’t give a better answer, but there isn’t really more to it than that.

Ok, thank you for trying. Wish there was some consistent logic to their balance, but I guess that’s hard since they prob switch out team members a lot. Might actually be easier to balance the game (or just get closer) if they apply the same logic to every character instead of just going by “what feels right.”

Yeah, this person is a known forum troll who quite often chooses to behave like they type far more than they think. You might improve your forum experience by muting them.

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Every character does use the same logic though.

  • You can cancel reloads and shots with weapon abilities, melee, movement abilities, and ults.
  • You can cancel anything with a transformation.
  • You can cancel anything with a wall climb.

Is there anything that doesn’t follow those rules?

This just has to do with how abilities interact with characer’s kits. If anything genji got an animation cancel removed because I’m pretty sure he’s the only flanker where you can’t melee and use your movement ability right after.

I wish Kirikos Kunai reload would be a bit more lenient

animation cancel is in almost every game since (i could be wrong here) StreetFighter3: 3rd strike.