One of the more unusual aspects of Virtual on's control system. At any time during a jump (executed by pulling the control sticks apart) the sticks can be brought together again to bring the jump to a premature end - a Jump cancel.

Why would you want to do this? 2 reasons. First of all, there is the 'gotcha' factor; the opponent may jump or move to intercept you; ending your jump early may confuse your opponent or disrupt his plans. The second benefit is targeting. After a jump cancel, no matter where your opponent was or is in relation to you, you will automatically face your opponent. This is much more efficient than rotating to face your opponent; A jump cancel takes less than a second, while rotating to find your opponent can take as much as 5 seconds, time a virtualoid pilot doesn't have.

It is actually possible to perform a jump cancel with a standard controller; however, you have to use a weird controller configuration, such that the buttons are substituted for the second stick. The method to set up this configuration varies from version to version of virtual on.

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