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===Data for specific Buffer Lengths=== | ===Data for specific Buffer Lengths=== | ||
:Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A. | :Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A. | ||
:Exception to the above rule: attempting to buffer a simultaneous button press after anything, eg. A+B roll linked after a 5C, needs frame perfect timing and cannot be 1F off. This frequently affects rolling right after dash startup or after guarding. | |||
:Quick Shifts can be entered up to 6F before the actual hit connects (see below, 6F button buffer). | :Quick Shifts can be entered up to 6F before the actual hit connects (see below, 6F button buffer). | ||
:Total time to enter a Quick Shift for weak attacks: 9F (tested with Kasumi 5B(f)). | :Total time to enter a Quick Shift for weak attacks: 9F (tested with Kasumi 5B(f)). | ||
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:Normal Attacks, Special Moves and rolls have priority over starting a dash (6,5,6+C will trigger a standing C). | :Normal Attacks, Special Moves and rolls have priority over starting a dash (6,5,6+C will trigger a standing C). | ||
:From F2-F4 of a dash, normal attacks cannot be performed, but rolls, special moves & command normals work. | :From F2-F4 of a dash, normal attacks cannot be performed, but rolls, special moves & command normals work. | ||
:When attempting to perform a roll during F2-F4 of a dash, the AB-input has to be on the same frame, or the roll will not come out and a normal attack will trigger on F5 (due to the input buffer). | :When attempting to perform a roll during F2-F4 of a dash, the exception to the 1F-leniency rule for simultaneous button presses mentioned in the "input buffer" section applies: the AB-input has to be on the same frame, or the roll will not come out and a normal attack will trigger on F5 (due to the input buffer). | ||
:Starting from F2, attempting to perform a roll will turn it into a dash doll (which covers more distance). | :Starting from F2, attempting to perform a roll will turn it into a dash doll (which covers more distance). | ||
===Actions while dashing=== | ===Actions while dashing=== | ||
:Characters can perform normal attacks, special moves & command normals while dashing | :Characters can perform normal attacks, special moves & command normals while dashing | ||
:Characters can roll forward while dashing, but not back | :Characters can roll forward while dashing, but not back (to perform a back roll from a dash, 1F in neutral position must pass, see below) | ||
:Characters can small jump & normal jump forward while dashing, but only forward | :Characters can small jump & normal jump forward while dashing, but only forward | ||
:Jumps during dashes automatically turn into hyper hops & super jumps | :Jumps during dashes automatically turn into hyper hops & super jumps | ||
:Characters cannot perform throws while dashing | :Characters cannot perform throws while dashing (to perform a throw from a dash, 1F in neutral position must pass, see below) | ||
:Characters cannot crouch while dashing | :Characters cannot crouch while dashing | ||
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:Dash recovery can be cancelled into all attacks and front rolls at any point | :Dash recovery can be cancelled into all attacks and front rolls at any point | ||
:Dash recovery can be cancelled into back rolls from F2 (so, the player has to go neutral during a dash for at least 1F before they can perform a back roll) | :Dash recovery can be cancelled into back rolls from F2 (so, the player has to go neutral during a dash for at least 1F before they can perform a back roll) | ||
:Dash recovery can be cancelled into throws | |||
: | :Dash recovery cannot be cancelled into crouching, but it can be cancelled into crouching attacks. | ||
: | :Dash recovery cannot be cancelled into up or back jumps. | ||
==Backdash Data (advanced)== | ==Backdash Data (advanced)== |
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