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:There are likely exceptions for specific attacks. | :There are likely exceptions for specific attacks. | ||
:The buffer for all kinds of regular attacks is '''6F'''. Example: with Gato, there is a 6F window to input 2D after 6A (which is a 1F-Link). | :The buffer for all kinds of regular attacks is '''6F'''. Example: with Gato, there is a 6F window to input 2D after 6A (which is a 1F-Link). | ||
==Air Hit Stun & Juggles== | |||
:Attacks that either put the opponent into the air (= launchers) or attacks that hit them in the air can have added air hit stun | |||
:This hit stun can have 4 states: | |||
===Full Juggle=== | |||
This property frequently happens at the beginning of a launch and is the best kind of juggle property - every hit that can hit airborne opponents (not grabs etc.) should theoretically connect.<br> | |||
Many attacks have this property in their early hit stun frames, but only briefly, after which they are replaced by limited juggle frames. | |||
===Limited Juggle=== | |||
The majority of attacks have this state. A wide range of attacks can connect, eg. normal attacks and many special moves, but generally no "launcher" type attacks (eg. Kula 214B-6D, Vanessa [4],6P etc.)<br> | |||
This state is likely used to prevent infinites but still allow combos. | |||
*Limited juggle possible | |||
*No juggle possible except "juggle anywhere" (eg. after a 5A against a jumping opponent) | |||
*Absolutely no juggle possible (eg. after 5E/j.E non-counter hit) | |||
===No Juggle / Juggle Anywhere=== | |||
Many launching attacks do not allow follow ups at all, or lose their full / limited juggle after a certain amount of frames.<br> | |||
In this case, only attacks marked as "juggle anywhere" can connect against opponents in this state (eg. K' 2363214E, Oswald [4],646E, Vanessa 214K-6C) | |||
===Absolutely no Juggle=== | |||
This is a rare state where not even juggle anywhere attacks connect. The most prominent examples are 5E & j.E on non-counter hit, which don't even allow juggle anywhere attacks as a followup. | |||
==Counter Hits== | ==Counter Hits== | ||
Counter Hits have various unique properties that make them behave differently from normal hits. | |||
:Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!) | :Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!) | ||
:Counter hits sometimes have special properties | :Counter hits sometimes have special properties (eg. K' 6A wall bounces) | ||
===Counter Hit State=== | |||
Counter Hits occur during the Startup & Active time of... | |||
*Command Normals | *Command Normals | ||
*Special Moves | *Special Moves |
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