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How do you Animation Cancel a dodgeroll?

Thogard
Thogard
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I've been messing around with it and i can't seem to figure out how to pull it off. I've seen a few players use it defensively to travel extremely quickly (a la dodgeroll) but with the ani cancel they can block during the movement instead of being vulnerable to certain attacks that would normally counter the dodgeroll (leap, birds, jabs, etc)

Anyone know the right keys to press to pull this off?

here's an example of it being done correctly:

fast forward to 6:20 in the vid, it's at 6:25

https://youtu.be/3g6NNvP0AmA?t=6m20s

Ive seen the same guy do it a few times, as well as a few other really mechanical players.

EDIT: Plz dont say "oh that's hacking" .. it's clearly not.. its a dodgeroll's speed and it's a dodgeroll's length every time i see it. I'm just trying to figure out how it gets ani cancelled.
Edited by Thogard on January 8, 2018 10:37AM
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  • Aisle9
    Aisle9
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    wow, blink and you'll miss it, you mean the sorc rolling out of the shalks ?
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  • Thogard
    Thogard
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    Aisle9 wrote: »
    wow, blink and you'll miss it, you mean the sorc rolling out of the shalks ?

    no. It's the character filming moving towards that sorc in what looks like a bunny hop, while blocking, at exactly 6:25.

    goto 6:24. it looks a lot like a shielded assault, but it isn't. It's an ani-cancelled dodgeroll that follows the second execute.
    Edited by Thogard on January 8, 2018 10:31AM
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  • Aisle9
    Aisle9
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    Are you sure it's a rolldodge ? There's no visual for the cost debuff, nor the dodge buff...

    If you go to 7:10 you can see the sparkles under his feet after he rolldodges through the guy ressing.

    Not saying it's not possible, or that is the correct answer, but it looks like he drank a potion, I'd go with immovable pot with expedition. Scratch that, the pot was on CD, gonna watch it a couple more times and get back to you on that.

    AFAIK you can't AC rolldodge, but, hey, you never know. Kodi is a very skilled player, it's entirely possible he knows more than I do.

    Edited by Aisle9 on January 8, 2018 10:42AM
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  • playsforfun
    playsforfun
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    isn't that the warden skill the teleport's you
  • Thogard
    Thogard
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    Aisle9 wrote: »
    Are you sure it's a rolldodge ? There's no visual for the cost debuff, nor the dodge buff...

    If you go to 7:10 you can see the sparkles under his feet after he rolldodges through the guy ressing.

    Not saying it's not possible, or that is the correct answer, but it looks like he drank a potion, I'd go with immovable pot with expedition. Scratch that, the pot was on CD, gonna watch it a couple more times and get back to you on that.

    AFAIK you can't AC rolldodge, but, hey, you never know. Kodi is a very skilled player, it's entirely possible he knows more than I do.

    His skills are greyed out whil e he does it, but he's blocking. Can't block and sprint at the same time.

    theoretically you can sprint before jumping, keep your momentum, and then block while you're in mid air.. but he doesn't really go "up" with the jump. Also the barswap happens RIGHT at the beginning of the hop so i imagine its some kind of swap cancel.

    unless its some weird type of jump ive never seen before.
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  • Thogard
    Thogard
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    isn't that the warden skill the teleport's you

    not slotted
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  • notmeta
    notmeta
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    Thogard wrote: »
    isn't that the warden skill the teleport's you

    not slotted

    it was on his back bar, if you look he weapon swaps at like 6:24 and it pulls him towards the player but the player moves as he does it.
    Edited by notmeta on January 8, 2018 10:50AM
  • playsforfun
    playsforfun
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    psykult wrote: »
    Thogard wrote: »
    isn't that the warden skill the teleport's you

    not slotted

    it was on his back bar, if you look he weapon swaps at like 6:24 and it pulls him towards the player but the player moves as he does it.

    yes this.
  • Thogard
    Thogard
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    psykult wrote: »
    Thogard wrote: »
    isn't that the warden skill the teleport's you

    not slotted

    it was on his back bar, if you look he weapon swaps at like 6:24 and it pulls him towards the player but the player moves as he does it.

    no. his back bar is, in order:
    1. winter's embrace
    2. bull netch
    3. green lotus
    4. shimmering shield
    5. soothing spores

    Frontbar is, in order:
    1. dizzy swing
    2. reverse slice
    3. forward momentum
    4. subterranean assault
    5. vigor
    Edited by Thogard on January 8, 2018 10:54AM
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  • Fang_of_Lorkhaj
    Fang_of_Lorkhaj
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    Insert face on keyboard and throw your mouse at the screen. *boom* animation cancel of a dodgeroll. Thank me later when you get a new screen
  • playsforfun
    playsforfun
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    Thogard wrote: »
    psykult wrote: »
    Thogard wrote: »
    isn't that the warden skill the teleport's you

    not slotted

    it was on his back bar, if you look he weapon swaps at like 6:24 and it pulls him towards the player but the player moves as he does it.

    no. his back bar is, in order:
    1. winter's embrace
    2. bull netch
    3. green lotus
    4. shimmering shield
    5. soothing spores

    Frontbar is, in order:
    1. dizzy swing
    2. reverse slice
    3. forward momentum
    4. subterranean assault
    5. vigor

    yeah sorry your right i got shimming mixed up with the portal skill and psykult is wrong.
    Edited by playsforfun on January 8, 2018 11:03AM
  • Thogard
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    i was practicing against mobs and i managed to pull it off ONCE. it was using dodgeroll to cancel an execute, like in vid, but the dodgeroll got ani cancelled itself somehow. Can't reproduce it.

    id have to rebind my keyboard to do an execute -> bar swap -> roll dodge -> jump -> block.

    If i were a betting man, I'd think that the lag is making his roll dodge animation, which is client side, hit before his bar swap, which is server side, can finish.. so the roll dodge animation gets cancelled by bar swap, which technically happened "first"

    EDIT:

    In other words, the "animation" from a roll dodge is client side, not server side. Bar swap is 100% server side.
    So he could press his bar swap button, then start a roll dodge animation (client side), then the actual barswap happens (delayed due to server side lag) before the actual roll dodge effect hits (server side lag), which cancels the actual roll dodge. But the MOVEMENT from roll dodge is from the animation, so it still happens (or rather, already happened, and does not get undone). only the status effects of roll dodge would cancel.
    Edited by Thogard on January 8, 2018 11:11AM
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  • Aisle9
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    Thogard wrote: »
    i was practicing against mobs and i managed to pull it off ONCE. it was using dodgeroll to cancel an execute, like in vid, but the dodgeroll got ani cancelled itself somehow. Can't reproduce it.

    id have to rebind my keyboard to do an execute -> bar swap -> roll dodge -> jump -> block.

    If i were a betting man, I'd think that the lag is making his roll dodge animation, which is client side, hit before his bar swap, which is server side, can finish.. so the roll dodge animation gets cancelled by bar swap, which technically happened "first"

    EDIT:

    In other words, the "animation" from a roll dodge is client side, not server side. Bar swap is 100% server side.
    So he could press his bar swap button, then start a roll dodge animation (client side), then the actual barswap happens (delayed due to server side lag) before the actual roll dodge effect hits (server side lag), which cancels the actual roll dodge. But the MOVEMENT from roll dodge is from the animation, so it still happens (or rather, already happened, and does not get undone). only the status effects of roll dodge would cancel.

    Seems likely, if there was a way to AC rolldodge reliably, it would probably be a thing, right ?
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  • Thogard
    Thogard
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    Aisle9 wrote: »
    Thogard wrote: »
    i was practicing against mobs and i managed to pull it off ONCE. it was using dodgeroll to cancel an execute, like in vid, but the dodgeroll got ani cancelled itself somehow. Can't reproduce it.

    id have to rebind my keyboard to do an execute -> bar swap -> roll dodge -> jump -> block.

    If i were a betting man, I'd think that the lag is making his roll dodge animation, which is client side, hit before his bar swap, which is server side, can finish.. so the roll dodge animation gets cancelled by bar swap, which technically happened "first"

    EDIT:

    In other words, the "animation" from a roll dodge is client side, not server side. Bar swap is 100% server side.
    So he could press his bar swap button, then start a roll dodge animation (client side), then the actual barswap happens (delayed due to server side lag) before the actual roll dodge effect hits (server side lag), which cancels the actual roll dodge. But the MOVEMENT from roll dodge is from the animation, so it still happens (or rather, already happened, and does not get undone). only the status effects of roll dodge would cancel.

    Seems likely, if there was a way to AC rolldodge reliably, it would probably be a thing, right ?

    well i'm hoping someone who knows can show how it's done reliably.

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  • zyk
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    Observing it in slow motion, I did not not see any characteristics of a roll dodge. It seems he cancels Executioner with a bar swap while turning, jumps, blocks briefly during the ascent and then blocks a 2nd time while in the air.

    It looks like he clipped the wall geometry in a way that caused his character to skip off the surface as can happen when moving quickly, but I don't think I've seen that happen to a player since the movement physics were changed around 2.3 (?). I see that bug occur with horses occasionally, but I didn't think players could move fast enough to be propelled so far -- even with the Major Expedition buff he has.
    Edited by zyk on January 8, 2018 12:19PM
  • lao
    lao
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    Thogard wrote: »
    I've been messing around with it and i can't seem to figure out how to pull it off. I've seen a few players use it defensively to travel extremely quickly (a la dodgeroll) but with the ani cancel they can block during the movement instead of being vulnerable to certain attacks that would normally counter the dodgeroll (leap, birds, jabs, etc)

    Anyone know the right keys to press to pull this off?

    here's an example of it being done correctly:

    fast forward to 6:20 in the vid, it's at 6:25

    https://youtu.be/3g6NNvP0AmA?t=6m20s

    Ive seen the same guy do it a few times, as well as a few other really mechanical players.

    EDIT: Plz dont say "oh that's hacking" .. it's clearly not.. its a dodgeroll's speed and it's a dodgeroll's length every time i see it. I'm just trying to figure out how it gets ani cancelled.

    im 99.9% sure its just the crappy physics engine throwing up as usual. same thing has happened to me several times randomly. dont think you can do it intentional.
  • lao
    lao
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    zyk wrote: »
    Observing it in slow motion, I did not not see any characteristics of a roll dodge. It seems he cancels Executioner with a bar swap while turning, jumps, blocks briefly during the ascent and then blocks a 2nd time while in the air.

    It looks like he clipped the wall geometry in a way that caused his character to skip off the surface as can happen when moving quickly, but I don't think I've seen that happen to a player since the movement physics were changed around 2.3 (?). I see that bug occur with horses occasionally, but I didn't think players could move fast enough to be propelled so far -- even with the Major Expedition buff he has.

    yes this. just the usual bad coding
  • SodanTok
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    This was not dodge roll. He got propelled by the terrain there with jump.
    If you dodge in that place most of the time you cant cross that little step. He literally held block which is obviously impossible. And most of all, he received no dodge roll buffs and debuffs he is receiving in any dodge roll situations

    His abilities are also greyed out because he used sprint (that would at least be my bet given the speed he leapt across)
    Edited by SodanTok on January 8, 2018 12:36PM
  • Voxicity
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    You don't and you can't. Dodge roll is right up there at the top of the animation hierarchy
  • Thogard
    Thogard
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    Maybe it is a jump, but it doesn’t seem like a normal jump. It’s like a turbo jump or something. Here’s a vid of him doing it from a buddy’s perspective:

    Bunny hop at 2:48. It doesn’t look super far due to perspective, but if you know that map and know how far the start and end point are from each other, you’d know it is t possible with a normal jump (with sprint and speed pots and even orc or Stam sorc minor expedition)

    I think there’s a roll dodge getting cancelled in there but that it’s boosting the speed of the jump somehow.

    https://youtu.be/duj0xwavU0o

    Edit: maybe this one is just lag though. Here is the same jump from his perspective:

    Edit blah I can’t link to clips on twitch

    It’s a crazy far / long jump that saves him, but it follows the usual jump arc. In the first jump in original post, there’s no height to it.
    Edited by Thogard on January 8, 2018 1:12PM
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  • Thogard
    Thogard
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    Voxicity wrote: »
    You don't and you can't. Dodge roll is right up there at the top of the animation hierarchy

    That’s true but you also can’t dodge roll if you’re in mid air, you have to be on ground to dodge roll.

    Due to the animation / movement being client side but the 100% “dodge” status being server side, it’s theoretically possible to cancel the roll dodge by “blocking” it with a jump in between when you start the animation and when the server starts your “dodge roll”. But in order to jump you’d have to have another animation bring you out of that dodge roll animation... in this case bar swap.

    Just guessing though. All i know is that that is NOT just a jump + sprint. The game’s physics do not allow that.
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  • getemshauna
    getemshauna
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    Dodge roll can not be animation canceled, because it has highest priority of character's possible actions.
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  • Drummerx04
    Drummerx04
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    I think it's just an ESO physics thing, the game is horribly inconsistent with forward momentum while in the air. I think he just sprinted and jumped as he hit the ledge which caused the physics calculations to screw up and propel him forward rather quickly.

    I've done similar moves and most of the time all sprint velocity is lost when you jump... but not always. And when momentum isn't lost during a jump, I make distance like I'm competing in the Olympics.

    I have also heard rumors of animation cancelling dodge roll (around Kodi of course), but I have yet to have anyone give me a how to beyond, "you just kind of use macros, he's basically cheating!"
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  • A_G_G_R_O
    A_G_G_R_O
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    Do you use single key bond dodge roll @Thogard , would be essential for the timing unless you have the reflexes of a coke fiend
  • MaxwellC
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    Yeah quite sure you can't but I usually cancel abilities with a roll dodge if I need to dodge but also use an ability.
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  • SodanTok
    SodanTok
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    Thogard wrote: »
    Voxicity wrote: »
    You don't and you can't. Dodge roll is right up there at the top of the animation hierarchy

    That’s true but you also can’t dodge roll if you’re in mid air, you have to be on ground to dodge roll.

    Due to the animation / movement being client side but the 100% “dodge” status being server side, it’s theoretically possible to cancel the roll dodge by “blocking” it with a jump in between when you start the animation and when the server starts your “dodge roll”. But in order to jump you’d have to have another animation bring you out of that dodge roll animation... in this case bar swap.

    Just guessing though. All i know is that that is NOT just a jump + sprint. The game’s physics do not allow that.

    You are going here on very thin ice. There is a lot of crazy things that game physics allow with jump + sprint. But most of all, there is nothing that says you should be able to anim cancel dodge roll locally. Even if by some reasons the animation does not display to opponents, there is nothing that can overwrite it for you.

    But the most important thing of all, even if by some reason it would be possible to animation cancel dodge roll while retaining the perks of it, can we agree that would still mean you are receiving dodge roll cost debuff? Debuff that is nowhere to be seen on the first video (where we can see debuff bar) and nowhere to be seen on the 2nd video (which would not mean a lot, because particles effects can disappear).

    //edit: the 2nd video looks like gap closer anyway
    Not to mention first video si kodi with 2 (i assume the stamplar one too) medium armor build videos with plenty of dodge rolls where no cancelled dodge roll happens and then there is video with warden where he NEVER uses dodge roll at once bar this one weird moment that looks like jump and is literally at the spot where one would expect him to jump (to get over the step). He had no reason to dodge roll at that spot, it would actually be worse to dodge there than not.
    Edited by SodanTok on January 8, 2018 2:26PM
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    A_G_G_R_O wrote: »
    Do you use single key bond dodge roll, would be essential for the timing unless you have the reflexes of a coke fiend

    For some reason I found this insanely funny. I can just see the Sponsorships. And Team Flapjack sponsored by Razor just got smashed by Team Tweaked sponsored by cocaine. Seems that mapping buttons is no match for a couple lines...
  • A_G_G_R_O
    A_G_G_R_O
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    Key binds?
    *insufflation*
    No match for me
  • Zinaroth
    Zinaroth
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    This is just a case of physics bugging with the small ledge.
    He weapons swap and jumps towards the player while holding block.
    What ends up happening is because he jumps on the small stone ledge in the floor it hurls him forward.
    It's a bug with the physics engine and it cannot be reproduced in a reliable manner.
  • OdinForge
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    This is just buggy game being buggy, and in my eyes not something you can replicate on demand. I noticed that this particular thing started in CWC, I've never bounced like this when jumping in past patches.

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