Movement
K-Style, technique by technique
Six things to learn, in the order most people learn them. None of them was designed; all of them are preserved here exactly as they were found.
GunZ without animation cancelling is a slow game. GunZ with it is the reason a twenty-year-old shooter still has a competitive scene, and the entire difference is that the original code lets a new action take over an animation that is still playing.
Everything below is a specific use of that one rule. Start with dash cancel — it is the general case, and the rest are variations on it.
The six
Butterfly
Slash cancelled into a dash, over and over, so you never stop moving.
DifficultyNever really finished
Half-step
A dash cut short, for the distance a full dash would overshoot.
DifficultyA few weeks
Slash shot
Swing, switch, fire — both land, in less time than either should take.
DifficultyA few weeks
Reload shot
Get out of the reload without waiting for it.
DifficultyA few weeks
Wall cancel
Touch the wall, get your options back.
DifficultyNever really finished
Dash cancel
The general case. Every other technique here is a version of it.
DifficultyAn evening
Why none of this will be patched out
Every technique on this page depends on a timing or a state override that a modern engineer would read as a defect. On most servers, sooner or later, someone fixes one of them and the game quietly becomes something else.
The client files that own movement and animation cancelling are closed to cleanup work here. Server-side hit validation was built around them rather than through them, and movement stays client-predicted with nothing inserted between your input and the animation.