I couldn't find concise, clear information on this and it's something that's frustrating me about the game. Recently, a Ky cornered me and threw me on wakeup again and again..
I had no idea what to do. It beat any jab and I couldn't seem to break it there are no throw breaks in this game, right?
Another situation that's happened more than once It's to the point where, usually, if a Chipp gets in my face, the match is over for me. The fear of getting thrown which I seem to be powerless against is the paralyzing agent here. How do y'all deal with this? Thanks for dealing with this noob question. How do you bring a dead lizard back to life? Do reptiles get stiff when they die? What is rigor mortis?
Do geckos move after death? Do snakes get rigor mortis? Why do snakes roll over when they die? How do you know when a snake has died? What does it mean when a snake dies belly up? Son Samurai Profiel weergeven Berichten weergeven. Laatst bewerkt door Son Samurai ; 23 okt om And the top performing characters both online and at CPT are by and large not grapplers.
The real question is, is it broken? Origineel geplaatst door Punymeyer :. Origineel geplaatst door Son Samurai :. Origineel geplaatst door BruteJustice :. Per pagina: 15 30 Geplaatst op: 23 okt om Unlike normal throws, command throws have a special whiff animation if executed outside of their reach. There are different types of command throws:. They'd then just get a normal or worse, whiff a command throw. Taking the knockdown to remove the danger of part of the opponent's arsenal is definitely an option worth considering if you're having trouble dealing with a strong command grab or proximity unblockable.
This is only on wake-up after the knockdown, if you prevent it with a recovery roll , you don't get any throw invincibility for the perk of recovering faster to allow your opponent less advantage and possibly avoid an OTG. In 02UM you can use a normal throw right as you wake up from a knockdown or recover from a recovery roll, which may sound very strong against meaties but it is actually very limited. First, by the fact there's no buffer for it so you have to match a 1f timing to throw a meaty inside throw range and second, by said throw range being so small that it is easy to meaty out of it and still get a conversion for many characters.
There are moves that have the ability to hit an opponent that is knocked on the ground. Some can also hit a standing opponent, usually as a low. The OTG is only guaranteed when placed behind a move that leads to a hard knockdown as a soft knockdown can be teched by the opponent with a recovery roll to deny the OTG.
Jump attacks that have very fast startup frames and low hitboxes can be used as instant overheads, in other words, to hit an opponent on the way up of the jump instead of on the way down, much too fast to give the opponent a chance to react hence the name instant overheads. The downward angle of these attacks can hit a crouching opponent if they are done immediately.
It's important to note that while it often doesn't matter towards middle crouchers , the type of jump you'd have to do to hit low crouchers may be limited, even more so for tiny ones.
If it's the case, it'll be noted in the normal's description. Video explanation on Instant Overheads. Standing overhead command normals, or standing overheads for short, will lose their overhead property when canceled into on hit or on block, they'll remain overhead if canceled into on whiff. If the cancel is delayed, however, the command normal will remain its raw self and as such keep its overhead property, though also usually losing the cancel properties of the canceled version.
Because of how reliable crouching block is in KoF, being able to play around with these two options on top of simple re-hops will often easily score you a hit on a defensive opponent. One hit that in some cases could lead to a max conversion route for good damage.
In KOF, a counter hit happens when you are hit during the startup or active frames of a special move or hyper hop normal.
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