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==Turning Animation== | ==Turning Animation== | ||
:Characters have an animation when they turn around, eg. if another character jumps over them or rolls through them. | :Characters have an animation when they turn around, eg. if another character jumps over them or rolls through them. | ||
:If the character was busy when they were crossed up (eg. performing an attack), the animation will play after whatever they were doing. | |||
:The animation takes '''7F''' and can be cancelled into attacks and block, but not into crouch. | :The animation takes '''7F''' and can be cancelled into attacks and block, but not into crouch. | ||
:Cancelling the animation with a jump takes 1F (so, the jump will be airborne on F6 instead of F5.) | :Cancelling the animation with a jump takes 1F (so, the jump will be airborne on F6 instead of F5.) | ||
:This is also the explanation for the phenomenon where back-turned characters are getting hit standing as they wake up instead of crouching. | |||
==Corner Crossups== | ==Corner Crossups== | ||