We all know both concepts exist, but didn't know if they were related for sure. That was mostly due to forgetting to or just getting around to testing it since it's a somewhat complicated frame by frame process. I was trying some programming in MUGEN the other night, and after some more testing, it is apparent that the old theory is true, so now we can finally put it into words.
In every match, one character has the frame advantage, meaning, they always win double hit scenarios so long as the attacks are started on the same tick. This remains constant for the whole match. It has something to do with frame update/player priority, which Dreemer can try to elaborate on what he mentioned to me in an IM last night after I brought it up. If the player with the disadvantage starts an attack even 1 tick before the priority player, they will win the double contact (math suggests they should double hit but they don't, it just reacts normally), so the only time priority applies is on simultaneous contact. However, since one player has the frame advantage, the other player seems to also get an extra, relatively unnoticable advantage. This happens to be glitch canceling. I will add a big, in depth explanation to the guides when I get a chance, but for now, expand upon this topic, perhaps if you've noticed or agree with this, or what glitch cancel moves you use most often, if you even try at all etc.
The current explanation was just based on the concept that it can be done, but sometimes you can't. With how few people actually use it, there weren't many situations where two players who do use it at once would have footage to make it obvious one player can, and one player can't, simply based on game rules. We can only assume the random choice of character is so that P1 doesn't always win every simulatenous collision every match. Since the glitch is not longer truly applicable to the concept, since it's an inherent, albeit somewhat consequent part of the system, I almost want to change the name to priority canceling to give it a more fighting game terminological feel, but I think we can stick with glitch cancel for now. It's one of the many fighting game related phrases I either borrow or self-coin that you hear me say from time to time such as "blue blocking" "just frames" "chip damage" "kara" "wake up" "run burst" "relaunch" etc.
In every match, one character has the frame advantage, meaning, they always win double hit scenarios so long as the attacks are started on the same tick. This remains constant for the whole match. It has something to do with frame update/player priority, which Dreemer can try to elaborate on what he mentioned to me in an IM last night after I brought it up. If the player with the disadvantage starts an attack even 1 tick before the priority player, they will win the double contact (math suggests they should double hit but they don't, it just reacts normally), so the only time priority applies is on simultaneous contact. However, since one player has the frame advantage, the other player seems to also get an extra, relatively unnoticable advantage. This happens to be glitch canceling. I will add a big, in depth explanation to the guides when I get a chance, but for now, expand upon this topic, perhaps if you've noticed or agree with this, or what glitch cancel moves you use most often, if you even try at all etc.
The current explanation was just based on the concept that it can be done, but sometimes you can't. With how few people actually use it, there weren't many situations where two players who do use it at once would have footage to make it obvious one player can, and one player can't, simply based on game rules. We can only assume the random choice of character is so that P1 doesn't always win every simulatenous collision every match. Since the glitch is not longer truly applicable to the concept, since it's an inherent, albeit somewhat consequent part of the system, I almost want to change the name to priority canceling to give it a more fighting game terminological feel, but I think we can stick with glitch cancel for now. It's one of the many fighting game related phrases I either borrow or self-coin that you hear me say from time to time such as "blue blocking" "just frames" "chip damage" "kara" "wake up" "run burst" "relaunch" etc.