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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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*Malin 236236K > dream cancel LDM (since LDM is overhead, need to switch block before the DC) | *Malin 236236K > dream cancel LDM (since LDM is overhead, need to switch block before the DC) | ||
== | ==Corner Crossups== | ||
:While in the corner, if a character rises from a back-turned knockdown (eg. after Kyo's throw), they can be crossed up by jump attacks even though they are cornered. This can lead to 50/50 left right Okizeme - if the jump attack is delayed, it does not hit as a crossup, but instead hits from the front. The best way to defend against this is to either reversal and hope for an auto-correct (character specific), block, roll out of the corner or attempt to wakeup backdash (to take the hit airborne). | :While in the corner, if a character rises from a back-turned knockdown (eg. after Kyo's throw), they can be crossed up by jump attacks even though they are cornered. This can lead to 50/50 left right Okizeme - if the jump attack is delayed, it does not hit as a crossup, but instead hits from the front. The best way to defend against this is to either reversal and hope for an auto-correct (character specific), block, roll out of the corner or attempt to wakeup backdash (to take the hit airborne). | ||
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==Calculating Frame Advantage== | ==Calculating Frame Advantage== | ||
:Light attacks: 12F - (all remaining Active Frames of the attack after the first active frame) - recovery frames. | :Light attacks: 12F - (all remaining Active Frames of the attack after the first active frame) - recovery frames. | ||
: | :Hard attacks: 20F - (all remaining Active Frames of the attack after the first active frame) - recovery frames. | ||
:Example with K': 5A(c): 12F-2F (5A has 3F Active time) -4F (5A has 4F recovery) = +6F. | :Example with K': 5A(c): 12F-2F (5A has 3F Active time) -4F (5A has 4F recovery) = +6F. | ||
:''Note: if a character comes out of hit stun, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".'' | :''Note: if a character comes out of hit stun, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".'' | ||
==Pushback== | |||
Attacks that connect cause pushback on the opponent that gets hit or guards. | |||
:Light attacks cause '''57-58px''' pushback on hit, '''59px''' on guard | |||
:Hard attacks cause '''97-98px''' pushback on hit, '''126-127px''' on guard | |||
:5E counts as a hard attack. Special moves vary but frequently count as hard attacks. | |||
:In the corner, pushback is applied until the opponent is pushed exactly into the corner, the rest is applied to the player. Example: P2 is standing 10px away from the corner, P1 hits them with a hard attack (98px pushback). P2 is pushed 10px, P1 is pushed 88px. | |||
:Exception to the above: projectiles do not cause pushback to the player when the opponent is cornered. | |||
:Back-turned hits have the same pushback as normal hits, but since all characters' hurtboxes are larger at the back, they allow for longer combos. | |||
==Invulnerability in the last active frame== | ==Invulnerability in the last active frame== | ||
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:Eiji has no invulnerability at the end of his GC-Roll | :Eiji has no invulnerability at the end of his GC-Roll | ||
:Elisabeth has no invulnerability at the end of her front GC-Roll | :Elisabeth has no invulnerability at the end of her front GC-Roll | ||
:Vanessa | :Vanessa & Duck King have no throw invulnerability during their GC-Roll | ||
===Back Ukemi=== | ===Back Ukemi=== | ||
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| -160 | | -160 | ||
|} | |} | ||
==Dash Data (advanced)== | |||
===Dash Startup=== | |||
:Characters start moving on F4. | |||
: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. | |||
: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). | |||
===Actions while dashing=== | |||
:Characters can perform normal attacks, special moves & command normals while dashing | |||
: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 | |||
:Jumps during dashes automatically turn into hyper hops & super jumps | |||
: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 | |||
===Dash Recovery=== | |||
:Dashes have 4F recovery (last frame is guard only?) | |||
: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 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== | ==Backdash Data (advanced)== | ||
[[bild:kofxi_kyo_backdash.gif]]<br> | [[bild:kofxi_kyo_backdash.gif]]<br> | ||
Backdashes consist of... | Backdashes consist of... |
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