Y-Cancel: Difference between revisions

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==How to Perform (need better title)==
==Introduction==
 
[[File:ycancel.gif|right|frame|100px|Press {{YC}} to cancel the endlag of an attack that launches the opponent]]
==Damage Scaling==
"Y-Cancel" is an advanced tech in the Clash of Ninja series starting with ''GNT4'' and continuing in all future installments, with a few adjustments. Y-cancels are performed by pressing {{Y}} after connecting with an attack to skip all ending lag of the attack. Y-cancels are important in competitive play in order to lengthen combos and for staying safe from and punishing opposing KNJ's.<br />
Damage scaling exists in GNT, but not just when failing to stance break (walking a bit after a Y cancel before doing a neutral or down attack, for those that are new). Some players don't notice that damage scaling even exists, since it's much less dramatic and slower than most fighting games you may be used to.
=== Y-Cancel Requirements ===
 
* {{Y}} is input during start up or active frames of the attack
1st hit 100% dmg
* Y-cancels require and use 25% chakra
2nd hit 95% dmg
* The attack must have hit an opponent
3rd hit 90% dmg
* The victim is launched in the air with a normal or spinning launch- sweeps can't be Y-cancelled
...
* Projectiles can't be cancelled
10th hit 55%
** Starting in ''Clash of Ninja: Revolution'', projectiles can be Y-cancelled.
11th hit 50% dmg
Upon successfully Y-cancelling, a sound effect will play and the user will strike a pose (or Y-cancel stance). In ''GNT4'' a column of light appears around the user. In the Wii games a more subtle circle will flash around the attack.<br />
12th hit 50% dmg
=== Additional notes about Y-Cancel mechanics ===
 
* KNJ resets the defender's state, so the attacker may not be able to Y-cancel if the defender KNJ's quickly after being hit
It follows the very simple pattern of a 5% damage reduction per hit, capping out at 50%. If the result is not an integer, it will just round down. For reference, the average jab does 12 or so damage.
* Because Y-cancels require 25% chakra, links from a Y-cancel into {{B}}{{B}}{{X}} will often require a just frame {{X}} input if the user is not in crisis mode
* Each Y-cancel adds an additional 5% damage scaling penalty to ensuing attacks, however this decay can be avoided by stance breaking
<pre style="color: blue">
Y-cancels can be buffered! If you're having trouble getting Y-cancels out, try pressing or holding Y during the startup of the attack that you want to cancel.
</pre>


==Stance Break==
==Stance Break==
 
[[File:ycancel_stancebreak.gif|right|frame|100px|"Stance breaking" with movement after a {{YC}}-cancel will avoid a 5% damage decay]]
After a Y cancel without a stance break, damage scaling is doubled, meaning the 2nd hit would be 90%, 3rd hit would be 80%, until maxing out at 25% at 11th hit. So uhhhhh, in case it wasn't already obvious enough, don't forget those stance breaks during longer combos!
"Stance break" is a tech related to Y-cancels. By moving after entering the Y-cancel stance, the player can "break" their stance, returning to a neutral state and thus remove the extra Y-cancel damage decay. Normal combo decay will still apply. Left, right, and up directional attacks automatically stance break, so stance breaking is only relevant to neutral and down attacks. Jumps and sidesteps can also be used to also be used to stance break. Furthermore, in terms of controller input priority, down takes priority over forward or back. Thus, the player can hold down-back or down-forward to easily achieve a stance break while comboing with down attacks.
 
When it comes to cinematic attacks, the hit that initiates the cinematic is scaled, but the cinematic itself is unscaled. This mostly applies to cinematic supers, but also applies to attacks such as Sasuke's u.B, Kakashi's d.A, and OTK's u.A.


==Video Guides==
==Video Guides==
[https://www.youtube.com/watch?v=7XDEUGldxk4 Y-Cancel Guide]<br>
* [https://www.youtube.com/watch?v=fXt6kUBEKCc Stance Break Demonstration]
[https://www.youtube.com/watch?v=TVp9pMxG1WM Stance Break Guide]
* [https://www.youtube.com/watch?v=7XDEUGldxk4 Clash of Ninja: Revolution Y-Cancel Guide]

Latest revision as of 15:25, 12 October 2023

Introduction

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Press Y-Cancel to cancel the endlag of an attack that launches the opponent

"Y-Cancel" is an advanced tech in the Clash of Ninja series starting with GNT4 and continuing in all future installments, with a few adjustments. Y-cancels are performed by pressing after connecting with an attack to skip all ending lag of the attack. Y-cancels are important in competitive play in order to lengthen combos and for staying safe from and punishing opposing KNJ's.

Y-Cancel Requirements

  • is input during start up or active frames of the attack
  • Y-cancels require and use 25% chakra
  • The attack must have hit an opponent
  • The victim is launched in the air with a normal or spinning launch- sweeps can't be Y-cancelled
  • Projectiles can't be cancelled
    • Starting in Clash of Ninja: Revolution, projectiles can be Y-cancelled.

Upon successfully Y-cancelling, a sound effect will play and the user will strike a pose (or Y-cancel stance). In GNT4 a column of light appears around the user. In the Wii games a more subtle circle will flash around the attack.

Additional notes about Y-Cancel mechanics

  • KNJ resets the defender's state, so the attacker may not be able to Y-cancel if the defender KNJ's quickly after being hit
  • Because Y-cancels require 25% chakra, links from a Y-cancel into will often require a just frame input if the user is not in crisis mode
  • Each Y-cancel adds an additional 5% damage scaling penalty to ensuing attacks, however this decay can be avoided by stance breaking
Y-cancels can be buffered! If you're having trouble getting Y-cancels out, try pressing or holding Y during the startup of the attack that you want to cancel.

Stance Break

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"Stance breaking" with movement after a Y-Cancel-cancel will avoid a 5% damage decay

"Stance break" is a tech related to Y-cancels. By moving after entering the Y-cancel stance, the player can "break" their stance, returning to a neutral state and thus remove the extra Y-cancel damage decay. Normal combo decay will still apply. Left, right, and up directional attacks automatically stance break, so stance breaking is only relevant to neutral and down attacks. Jumps and sidesteps can also be used to also be used to stance break. Furthermore, in terms of controller input priority, down takes priority over forward or back. Thus, the player can hold down-back or down-forward to easily achieve a stance break while comboing with down attacks.

Video Guides