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Quick Skill Cancel

Quick Skill Cancel

This is one of my favorite skills in the game, but there really isn't as much info around as i'd like there to be. Here's one question:

Does cancelling the skill before a second or (reforged) 3-5 rolls add or subtract i-frame time? If i cancel towards the end of rolling, i can quick load windmill or something. If i don't cancel too late, i have to wait the entire animation before loading another skill or continuing to roll. What's going on with this? and why?


Does MOVEMENT SPEED effect this skill in anyway? I am inclined to believe it does but currently lack easy tools to measure that correctly.

Zeplic (talk)01:16, 19 February 2016

For your second question, you can just test in demigod mode since that increases move speed. You can try by starting in the same location (easiest way being to enter or exit an area since that puts you in the exact same spot every time) and doing a series of a rolls and seeing if the same amount of rolls with demigod on leaves you in the same spot.

Blargel (talk)09:43, 19 February 2016

Confirmed. Movement speed does not increase the action speed or ability to early cancel. - THis doesn't change the fact that giants and players with bigger hit boxes (transform, older age) , etc, will roll further. But that's already noted i believe.

- Still would like info about the i-frame or the "calculation" rather of cancelling vs standing

Zeplic (talk)11:34, 22 February 2016

Movement speed most likely would not affect skill duration or positioning.

Movement speed only affects walking/running and charge. It scales how fast you move through intermediate points to get to your destination.

Skills that move you in a special way, such as shooting rush, do not actually move you through all the intermediate points. Instead, they teleport you directly to the ending point and instruct the client to play the skill animation. The client then "shows" you "moving" to that point, but as far as the game is concerned, you teleport when you execute the skill. (This is why shooting rush has that note about magic shields on its page.) Additionally, the skill locks your client until the animation has completed, giving you the illusion of the skill moving you. I strongly believe (based on anecdotal evidence) that this is how evasion works. Regardless, skill duration and positioning is based on animations.

Animations are based on positioning various game objects (like your arms) in certain ways. An animation is a set of "frames". Each frame tells the client how to position things visually. There are multiple frames per second, and the client plays them sequentially to the end. An animation always takes the same amount of time to complete unless it's interrupted in the middle of execution. This is why neither size nor movement speed affect evasion's duration/cancelability. It's also why you can't pick things up that you appear to move over.

There is a single animation file that's used for every size object. However, a 10 year old would look ridiculous using the smash animation for a 17 year old, as the positions would be totally off and your character would literally appear to "explode" to 17-year-old size when you smashed, only to "implode" once the skill was done. To avoid this, animations' positioning information is scaled by the size of whatever they're operating on, in this case, your character. This is why larger characters roll father.

I am not sure if the game takes your character size into account when teleporting you, and this would be non-trivial to find out.

In summary, here's how evade works:

  1. You trigger Evade
  2. The game teleports you some distance forward
  3. The client plays the animation of you rolling towards that point, scaled to fit your size. This includes everything from ducking down to rolling to standing up
  4. The client locks input until the skill expires.
  5. The client unlocks you when the animation finishes, ie, you've stood up

In cases where you're hit mid-roll, the skill immediately cancels, the rolling animation is aborted, and you "jerk" into the hit animation. No idea if the game readjust your position or not.

For bonus points: Walking and running animation durations are adjusted based on movement speed, which is why your legs move faster. This is a special case designed to avoid visual... unpleasantness.

Xcelled19423:35, 22 February 2016

I learned a lot from your reply. But.. please correct me if mistaken.. I have no doubt i'm able to manually slam my space bar (skill cancel button) as evasion is ending to gain freedom faster. I was asking about information for that as well. The skill bubble and slow rise part of the animation is completely negated if cancelled right after the tumble- and i was curious if the slow standup was vulnerable or not... or whether it was up to player choice to gain freedom or extend their evasion time.

Based on what you just said, im under the impression that self-cancelling the skill mid-roll shouldn't make a difference. But it definitely has been. I've tested this extensively with roll->windmill and roll->roll->roll->roll (i had some fun with the reforge) .. So that would mean it's all in my head or skill cancelling has a weird quirk to it? I definitely didnt mean interrupted by another skill when i mentioned it earlier. That was my mistake for not being more specific

Zeplic (talk)00:17, 23 February 2016

Unfortunately I have no specific information for you on your questions as I haven't looked into evade specifically. I can provide you with some generalities though:

  • Skills can often be cancelled midway through, but the skill has to be configured to allow this
  • Skills are usually bracketed on either end by "uncancellable" periods
  • The server needs to approve your request to cancel a skill. This can introduce significant delays depending on lag
  • It's possible that the server refuses your cancellation request, either because it takes too long to process and the skill finishes in the meantime, or because it's configured that way
  • This is testable, but not without certain tools that probably shouldn't be talked about here. Again, testing is non-trivial
  • Vulnerability is up to the server and is very hard to prove either way, especially with such a short time period
  • It is quite possible that your character is locked during the stand-up period whereas an early cancellation would not lock you. I believe Bash is another skill that follows this pattern. (If you interrupt bash with a normal attack just after dealing damage, you can avoid the end-of-hit delay and bash much faster)
Xcelled19400:58, 23 February 2016

Yeah.. I've noticed. Very unexplained mechanics of the game. Maybe we should build a page for such things?

Zeplic (talk)07:45, 23 February 2016