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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. | |||
==Invulnerability in the last active frame== | ==Invulnerability in the last active frame== |
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