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Combat & Conflict

Cancels and Super Meter

Cancels and a super meter let a player interrupt one move's animation with another and bank a resource earned through fighting, spending it on a decisive attack at a chosen moment.

Introduced 1993 Origin Super Street Fighter II Turbo Developer Capcom Later adopters 2

Two rules work together. Cancelling permits a move still in its animation to be overridden by another input, which is what makes long strings possible; the meter fills as you attack, block and take damage, and empties when spent on a special that is faster, safer or far more damaging. Because the bar is visible to both players, everyone watching the cabinet can see when a round has turned dangerous.

Capcom formalised the pairing in Super Street Fighter II Turbo, after players had spent years exploiting cancels the studio never intended. Attribution is shared rather than clean: SNK fighters of the early 1990s had already experimented with drainable spirit gauges, and competing arcade boards were converging on similar ideas. What Capcom fixed in place was the loop in which playing well earns the resource that ends the round.

Meters gave the genre its comeback drama and much of its spectator legibility, which matters for a form watched over a shoulder or on a stream. They also shifted matches toward resource management, so a player behind on health may be ahead on options, and they made balance considerably harder, since a single meter-spending move has to be worth its cost without erasing the preceding two minutes of play.

Lineage — traced back to a root

Every mechanic in this dataset resolves to an ancestral chain. This one is 3 steps deep, beginning with Object Collision As Verb in 1962.

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Also called: super meter, ex meter, cancel

Cite this entry

“Cancels and Super Meter.” The Genome of Games, an ontology of game mechanics. Origin: Super Street Fighter II Turbo (1993). https://genome-of-games.vercel.app/feature/cancels-and-super-meter/