Although some attacks will also have unique behaviors only for when they're Reflected. ![]() When being Reflected, attacks will be treated as though they were blocked.While mashing Reflect will disarm any frametrap in a blockstring, you'll have to be standing in order to use it, leaving you vulnerable to any true string low attacks. It can only be used on the ground with 4S input (can't be used with 7S or 1S).Thus, it is important to learn when and when not to use Reflect. And depending on the situation, pushing the opponent away might not be desirable. Your frame advantage against any attack on Reflect is most often better than on block, but not strictly better all of the time. This is a very strong defensive option as it can beat meaties, safejumps, frametraps, creating space between you and your opponent, and when combined with attack cancelation, it can punish certain attacks that would otherwise be unpunishable with blocking! Furthermore, if you successfully Reflected strike attacks, the opponent will be pushed over halfscreen away. While a whiffed Reflect is vulnerable during its recovery, a successful Reflect cannot be punished by any mean, and it also gains the ability to be canceled into attacks. Z Reflect is a defensive tool that has guardpoint from frame 1 against all strike and projectile attacks beside Sparking Blast. WIP: Airborne and grounded crossups are treated differently. While it is impossible to have left-right mixups using assists with long blockstun, if there's even an 1F gap in the blockstring, the character will turn to face the opponent and you will not be protected from crossups.Ī rule of thumb is to always block with respect to the opponent's point character. If a side switch happens while these attacks are active, they can also be blocked with backward and forward directions, but not by running. Projectiles and assist-type attacks has an extra layer of protection. ![]() This crossup protection doesn't allow you to make "illegal" blocks: you still must block high/low correctly. When a character is currently in blockstun, they will be able to block attacks coming from behind them by holding either backward and forward directions, or even by not inputting any direction at all. For example, you can walk backward out of command grabs since they don't trigger pre-block. The range at which pre-block can occur is the same across all attacks, but not all attacks will trigger pre-block. ![]() Pre-block will lock you out of walking backward, using Z Assist and Z Change. When grounded, holding or when near an attack will cause the character to stay in place and perform a "pre-blocking" animation. That means after landing, you will be in blockstun for 7F before you are free to move.Īlso remember that after air blocking, your jump options are restored! This means that you can do something like double jump to block an aerial projectile, then double jump again, or airdash afterwards, if you're not too close to ground.Īs with ground blocking, you also can't air block against air Dragon Rush and air throws. Landing while in air blockstun does not cancel out the remaining blockstun - instead you will transition immediately into ground crouching blockstun with 4 more frames for the remainder of blockstun.įor example, after blocking an attack in the air that causes 13F blockstun, you land after 10F. Air blocking does not have high/low blocking, but instead come with the restriction that you suffer more blockstun than ground blocking (2 more frames to be precise), which will likely force you to the ground while giving the opponent even more frame advantage. Basic air blocking is even easier: simply hold any backward direction while airborne.
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