DBFZ/Defense: Difference between revisions

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[[File:DBFZ_GroundBlock.png|thumb|250px|Ground blocking comes in high/low varieties]]
[[File:DBFZ_GroundBlock.png|thumb|250px|Ground blocking comes in high/low varieties]]
Basic ground blocking is the most common defensive option. To guard against high attacks, simply hold {{4}}. To guard against mid attacks, hold {{4}} or {{1}}. To guard against low attacks, hold {{1}}. If you guard incorrectly, a "Guard Break!" message appears on the side of the screen.
Basic ground blocking is the most common defensive option. To guard against high attacks, simply hold {{4}}. To guard against mid attacks, hold {{4}} or {{1}}. To guard against low attacks, hold {{1}}. If you guard incorrectly, a "Guard Break!" message appears on the side of the screen.
After blocking S Normal attacks, you can immediately cancel into Homing Dash and Z Reflect.


Remember, you cannot block Dragon Rushes and throws!
Remember, you cannot block Dragon Rushes and throws!
<br clear=all/>
<br clear=all/>
===Air Block===
===Air Block===
[[File:DBFZ_AirBlock.png|thumb|250px|More blockstun than ground blocking]]
[[File:DBFZ_AirBlock.png|thumb|250px|More blockstun than ground blocking]]
Basic air blocking is even easier; simply hold any backwards direction while airborne. Air blocking does not have high/low blocking, but instead come with the restriction that you suffer more blockstun than ground blocking, 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 backwards direction while airborne. Air blocking does not have high/low blocking, but instead come with the restriction that you suffer more blockstun than ground blocking (6 more frames to be precise), which will likely force you to the ground while giving the opponent even more frame advantage.


Also remember that after you air block (any kind), 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.
Also remember that after you air block (any kind), 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.
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As with ground blocking, you also can't air block against air Dragon Rush and air throws.
As with ground blocking, you also can't air block against air Dragon Rush and air throws.
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<br clear=all/>
===Crossup Protection===
===Crossup Protection===


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  |version=Z Reflect |subtitle=4S
  |version=Z Reflect |subtitle=4S
  |damage= |level= |attribute= |guard=
  |damage= |level= |attribute= |guard=
  |startup= |active= |recovery=40 |frameAdv=
  |startup=1 |active=22 |recovery=17 |frameAdv=
  |invul=1-22 Reflect |hitbox=
  |invul=1-22 Reflect |hitbox=
  |description=*Reflects all blockable attacks
  |description=*Reflects all blockable attacks
*19F recovery on successful reflect (frames 1-20)
*18F recovery on successful reflect (frame 21)
*17F recovery on successful reflect (frame 22)
*Hitstop 4F
  }}
  }}
|}
|}

Revision as of 03:42, 13 February 2018

Blocking

Blocking is an integral action to keep yourself alive. Knowing how to use which block in which situation will improve your game immeasurably. Not only will you be able to defend better and survive longer, but in some cases you will be able to resume your offense faster.

Ground Block

Ground blocking comes in high/low varieties

Basic ground blocking is the most common defensive option. To guard against high attacks, simply hold Template:4. To guard against mid attacks, hold Template:4 or Template:1. To guard against low attacks, hold Template:1. If you guard incorrectly, a "Guard Break!" message appears on the side of the screen.

After blocking S Normal attacks, you can immediately cancel into Homing Dash and Z Reflect.

Remember, you cannot block Dragon Rushes and throws!

Air Block

More blockstun than ground blocking

Basic air blocking is even easier; simply hold any backwards direction while airborne. Air blocking does not have high/low blocking, but instead come with the restriction that you suffer more blockstun than ground blocking (6 more frames to be precise), which will likely force you to the ground while giving the opponent even more frame advantage.

Also remember that after you air block (any kind), 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.

As with ground blocking, you also can't air block against air Dragon Rush and air throws.

Crossup Protection

Z Reflect

Blocks highs and lows, reduces blockstun

Z Reflect is a defensive tool that puts the character in a defensive stance that will block both highs and lows, and lose to Dragon Rush and throws. On a successful reflect, you will recovery sooner than normal. If you reflect a physical strike, then you will stay in place while pushing the opponent away. Reflecting a projectile will keep you in place.

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
- - - 1 22 17 - 1-22 Reflect

Breaking Dragon Rush

DBFZ DragonRushBreak.png

When the opponent catches you with a Dragon Rush, press L/M/H between 4 frames before the hit until 4 frames after the hit to break the rush (total 9F: 4F before + the frame it hits + 4F after).

Also if two Dragon Rushes meet each other, it is automatically broken.

On Dragon Rush break,

Z Change

Change! Your teammate will come in with a Super Dash

Hold A1/A2 or press Template:6+A1/A2 to swap out your point character with another on your team. After using a Z Change, you cannot use your teammates for anything else for a short time. Following that, there's a cooldown on using the character that was called back for a Z Assist or another Z Change. Cooldown will not commence while the opponent is in stun, but will continue if it has already commenced.

Guard Cancel Change / Guard Cancel

Stop the opponent's offense. Punishable if they anticipate it. Can still be used when down to one character

When blocking, press Template:6+A1/A2 to swap out your point character with another on your team at the cost of 1 Ki Gauge. On hit, the opponent is knocked away. On block, you cannot act and are fully punishable. As with a Z Change, you are locked out of using the character you tagged out for a short period of time. If you are down to one character, you will cancel into an attack that teleports behind the opponent instead, similar to a Vanish, only much slower and with some forward movement after the teleport. This version cannot be canceled into a Vanish, unlike off a Change. Template:Navbar-DBFZ