Editing Special move canceling

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Special move canceling can be traced back to the 1991 arcade fighting game ''Street Fighter II: The World Warrior''. After receiving complaints that the input window for all attacks, but especially special moves in the first ''Street Fighter'' game was too strict, Capcom decided to make the input window much more lenient at the expense of a roster-wide nerf to damage. This made inputs much easier to perform, but caused an unintended side effect where players could cancel moves into each other before the opponent could exit hitstun. This is due to the input window overlapping with the attack animation and the game prioritizing the next attack over cooldown. This oversight is often recognized as creating the first instance of modern [[combo]]s in fighting games, as previously stated, this was not an intentional decision.
Special move canceling can be traced back to the 1991 arcade fighting game ''Street Fighter II: The World Warrior''. After receiving complaints that the input window for all attacks, but especially special moves in the first ''Street Fighter'' game was too strict, Capcom decided to make the input window much more lenient at the expense of a roster-wide nerf to damage. This made inputs much easier to perform, but caused an unintended side effect where players could cancel moves into each other before the opponent could exit hitstun. This is due to the input window overlapping with the attack animation and the game prioritizing the next attack over cooldown. This oversight is often recognized as creating the first instance of modern [[combo]]s in fighting games, as previously stated, this was not an intentional decision.


The glitch was well received by fans and became an integral part of competitive play. The fast-paced, technical, combo-centric gameplay is what set the ''Street Fighter II'' apart in arcades, which encouraged other companies to intentionally include the mechanic. Later ''Street Fighter'' games introduced a combo counter that will tally how long a combo lasts to add to a player's high score, which other games also adopted. Some games like ''Killer Instinct'' even made a gimmick out of combos, encouraging players to make as long a combo as possible, up into the hundreds.  
The glitch was well received by fans and became an integral part of competitive play. The fast-paced, technical, combo-centric gameplay is what set the game apart in arcades, which encouraged other companies to intentionally include the mechanic. Later ''Street Fighter'' games introduced a combo counter that will tally how long a combo lasts to add to a player's high score, which other games also adopted. Some games like ''Killer Instinct'' even made a gimmick out of combos, encouraging players to make as long a combo as possible, up into the hundreds.  


[[Category:Game mechanics]]
[[Category:Game mechanics]]

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