If the opponent hits the ground in hit stun from a non-knockdown move, they land on their feet and go through 2 extra frames of hit stun. This mostly affects Fukua but can also affect peacock, fortune, beo, and parasoul. Related, if the tag transition happens while the opponent is in hitstop of a projectile that was from the old point character, it will use up that combo's assist call even though it "technically" it still hit while the old point was on screen. Examples include double's Puddle, Peacock bombs, Fortune headless setups, and others. Similarly, setups for tag combos that have something from the tagging-out character hit while the tagged in character is on the screen will use up the assist call.Examples: DHCs that leave projectiles on the screen (argus to SSJ, Sniper Shot unscaling, Puddle to other DHC) will use up the assist call for that combo.Anything from a character hitting while it is not the point character will use up the assist usage that combo if one has not been used yet.Outside of assists being only usable once per combo, there are mechanics in place that can still consume your assist usage in a combo. Throw, command grab and hitgrab assists don't seem to suffer this penalty. The exact penalty seems to vary from assist to assist. Additionally, assists that start combos often build less meter.If an assist counter hits and starts a combo, it causes only 90% damage scaling. Starting a combo off of an assist's attack gives the combo 66% damage scaling.An assist can only be called once during a combo.Hitting the opponent while the are on the ground from a sliding knockdown or late into the crumple stun also uses the one OTG for that combo. During a typical knockdown any hit that lands on the opponent after a red impact effect but before the blue impact effect (and available ground recovery) consumes the one OTG. Anything can OTG if it hits low to the ground, even if it isn't a low move. The attacking player can hit the opponent off the ground once per combo. The most important links appear in air combos that use unchained normals, which can be useful for getting a lander off of an otherwise simple launcher into air combo. Using links to combo normal moves often requires strict, frame specific timing and is more difficult than creating a combo using only cancels. These attacks can also still chain into higher buttons in the chain on hit or block.Ī link allows a move to hit then completely animate and end without canceling, leaving the opponent in enough hit or block stun for another move to connect. Unlike normal chains, these attacks can chain into themselves on whiff. Some normal moves can chain into themsleves with additional button presses, usually many character's LP normals. Different characters have different chain combo sequences for their ground and air chains. Any move from an attack button lower on the chain will cancel to an attack higher on the chain during any recovery frame after connecting. No active or recovery frames can cancel for a missed special move.Īll characters can chain cancel their normal moves into other normals on hit or block. They cancel during active frames and part of recovery frames on hit or block. Specials always cancel into supers on start up.Air dash canceling works during start up, on whiff, block, or hit similar to canceling to a special move. Air normals and command normals all cancel to an air dash for characters that have an air dash.Normals that whiff can still cancel to a special move or super. Normals and command normals cancel into any special move or super during all start up, active, and recovery frames.The attacking player can create any number of elaborate combos with the creative use of a few, fundamental mechanics. A combo is any series of attacks that are unblockable for the opponent after the first hit.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |