> : it will combo when meaty, also keep in mind 2B cannot hit when someone wakeup jumps, it is possible to Option-Select a jump after 2B, if the 2B whiff you jump, and the 2C becomes an air-throw anti-air. The close D is also multi-hit, preventing most guardcancels, and has the property of not being JDable while crouching. > Dash > xx : the opponent can jump, but the dash close D will catch them on the way up, it's a good tool to get back in close range when applying pressure. Xx > Instant Air Divekick D : the opponent can jump, but the dive will hit them as soon as they leave the ground. > : the opponent cannot jump between these two. Here are some frame traps that will leave very few frames, allowing you to prevent someone attempting to jump out of your pressure : If performed fast enough, only stand (or crouch ) will come out, making it hard to punish and allowing to maintain pressure. The hidden super 'An Oi Mademoiselle' is performed with JustDefend> (GuardCancel). Jenet will be in her invincible frames, allowing you to whiff punish anything that goes through Jenet. It is possible to bait reversals (0f included) with close or xx. Jenet has invincible frames on the 2nd part of her down feint (when she spins around). (upward hadoken): it will air JD if there was an active hitbox above Jenet, otherwise it will air-throw. It is also an infinite on guard it can guard crush and lead to infinite on hit.Ĭharacters with an air throw can cancel their hop normals if it was performed as an airthrow. Jenet can loop feint dash, or feint dash as an infinite in the corner. When performed fast enough the "Youhou!~" sound doesn't come out. : The divekick can be performed with > Neutral >, therefore it is possible to press, then jump, then press and the game buffer will still have the stored to perform a divekick low to the ground. Jenet on an episode of Super Couch Fighters playing Garou: Mark of the. Means the attack will knock the opponent down. Ive only started getting into fighting games and I saw B. ![]() ![]() Signifies how many disadvantage frames the attacker has. Signifies how many advantage frames the attacker has. The number of frames that initiate at the beginning of an attack after the input. Just allows characters to not pass through each other. This appears when blocking or using a counter move. Your opponent will be thrown in this field if not in block or hit stun. ![]() Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.Īctive throw frames and range. Hitboxes are invisible to the player when normally playing.Ī predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Disclaimer: This is meant to teach basic terminology used when describing moves.Ī predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character.
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