Originally Posted by
Katchii
This is inaccurate in literally every way, especially when it comes to combat. One of the core tenets of any kind of combat training is adjusting your actions to your situation CONSTANTLY. There's no such situation where if I choose to throw a punch that I can't just cancel that thought and throw a kick instead or rush in and grab them or just...not throw the punch.
Swinging weapons is similar, though not identical because of weight for those that have enough weight to affect that. You change trajectory, adjust the angle, stop the swing and turn an overhead attack into a thrust or a spinning attack.
Games that are literally built around combat have animation cancelling as part of them in MANY cases, specifically fighting games.
Again, completely inaccurate in every way. No..that's why they call it a "fake" the entire purpose is to make it LOOK like you're doig that attack and then change to something else, literally "animation cancelling" yourself so the opponent reacts to the fake.
I don't disagree here, in principal when it comes to games. But when there are situations where missing, misjudging, or slightly mistiming your attack ends with you being stuck in a ~3 second animation where the enemy can kill you. In watching videos of people actively fighting in PvP they look for people with the big 2H weapons and just wait for them to swing so they can dodge quickly and then dive in and take off 50% or more of their health, with most of them dying after a single miss due to how much damage can be done in the time frame their locked into their missed animation.
Again, see above. i don't disagree, but the level of punishment here due to just how long some of those animations are is ridiculous. Animation cancelling would solve that, as well as make all types of combat feel better.
I honestly have no idea how or why you think animation cancelling, something that allows you to cancel attacks, move more freely, and creates more fluid combat situations causes it to be clunky.
The two ideas are not mutually exclusive. It's works pretty well despite its clunkiness, but it IS clunky.
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Outright stop? No. Change direction, adjust your grip to deflect instead of attack, commit to a dodge rather than finishing the attack, letting the momentum carry you somewhere else instead of actually finishing the attack. You're never locked into precisely what you started out as, that's why people train in combat so they can adjust to the changing situation.