Cancel Tree
The Different Types of Moves
Moves are categorized depending on their input, this page will go over each types of move from bottom to top of the cancel tree.-
Non-Typed jabs, on 2N, 5N and j.5N inputs: self cancelable and pretty fast as all jabs are, but won't always give you the best rewards.

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Typed jabs, on 2X, 5X; j.5X (X being S, M, V): have similar properties except that thay are not repeatable.
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Non-Typed command normals, can be accessed with any simple input that is not already that of a jab and using the N button:
Command normals, Typed or not, are what most of the input of a character are and except being generally slower than jabs, they are very diversified and learning what each of your command normals do, is a big part of mastering any character.
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Typed command normals can be accessed with any simple input that is not already that of a jab and using the S/M/V button:
They can be canceled by other Typed command normals of the stronger type but you can only use a type once in the same combo or pressure string.
It means that you can cycle the Typed button once you're using Typed command normals; meaning you can do yS -> yM -> yV or yM -> yV -> yS or yV -> yS -> yM (y being any direction that won't result in a jab).

After that, the cancel tree isn't influenced by types.
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Special moves use command inputs (236,623,[4]6,63214...) and can be on any button: they are very diversified by nature and no common trope can be said about them.
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Super moves use command inputs: they are stronger than specials in general but cost mana.
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The ultimate is always on 6321469874Z (Z being the main type that the character specializes in): it is a flashy move that costs all your guard, overdrive and mana (and can't be used without having at least of 10% the mana bar if you've used it previously in the game).
Once the ultimate is used, you lose your overdrive, your passive mana regeneration and your guard bar for the rest of the game, making it only usefull as a game ender most of the time.
When a move has that property, it can be cancelled into another move that is at the same "level" in the cancel tree (example: stickman can cancel his 2N into his 5N and reverse because they are hit switch cancellable).
But it is important to note that most moves with this property can only be cancelled into moves of their own "level" during their active frames and not after.
The best way to learn this cancel tree is simply to learn your character combos and pressure strings, you will come to understand this cancel tree.
However, once your opponent or yourself want to diversify your defense/offense that is when understanding the finer details may help you.
In Short
5N /5X /yV -> yS -> yM
/j.5N -> /j.5X -> yN -> /yS -> yM -> yV -> any Special -> any Super -> Ultimate
/2N /2X /yM -> yV -> yS
X being S or M or V
y being any direction that doesn't result in a jab (so j.2,j.3,j.6,j.8,3,6,8).
Example of combo using nearly the entire combo tree (only a 3S Typed command normal is missing).
