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==1F "Invulnerability" during hit stun recovery== | ==1F "Invulnerability" during hit stun recovery== | ||
See "Universal Frame Data" | See "Universal Frame Data" | ||
==Back-turned hits & Corner Crossups== | |||
:Back-turned hits have less pushback, thereby allowing longer combos | |||
: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). | |||
=="Guard Only" Frames & Forced Actions (強制硬直)== | =="Guard Only" Frames & Forced Actions (強制硬直)== | ||