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A [[Fuzzy Overhead]] is a unique type of overhead attack that only works in specific conditions | A [[Fuzzy Overhead]] (also known as F-Shiki) is a unique type of overhead attack that only works in specific conditions. | ||
The term F-Shiki (F式) can be roughly translated as F-technique. "F" coming from the Japanese Venom player F who popularized the technique, and shiki (式) which roughly translates to technique or formula. | |||
==Example== | ==Example== | ||
<gallery widths=200px heights=200px> | <gallery widths=200px heights=200px> | ||
File:FuzzyOverhead1.png| | File:FuzzyOverhead1.png|Kid Buu calls an assist while airborne, opponent blocks the assist attack high | ||
File:FuzzyOverhead2.png| | File:FuzzyOverhead2.png|Kid Buu lands, opponent switches to low block (visually it still appears to be high block) | ||
File:FuzzyOverhead3.png| | File:FuzzyOverhead3.png|Kid Buu jumps and immediately does j.H. The opponent gets hit since he was blocking low | ||
File:FuzzyOverhead4.png|Kid Buu is free to start a combo | |||
</gallery> | </gallery> | ||
==Explanation== | ==Explanation== | ||
There is a property in fighting games that most overlook: When you are in blockstun, you can switch high/low blocking, but your blocking animation does not change until you leave blockstun or block another attack. | There is a property in fighting games that most overlook: When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. | ||
This means | This means in the above example you are considered blocking low, but appear to be blocking high while having the latter's hurtbox. Fuzzy overheads take advantage of this and use overheads that would miss on crouching character, but not on standing characters. The most common version of this is doing a jumping normal immediately after jumping, such as Kid Buu's j.H in the example above. This also means that characters that are very tall when stand blocking are more susceptible to fuzzy overheads compared to shorter characters. | ||
Thus fuzzy overheads require: | Thus fuzzy overheads require: | ||
# Opponent blocks the first hit standing | # Opponent blocks the first hit standing | ||
# The | # The second hit is an overhead that is fast enough to hit the opponent before first hit's blockstun ends | ||
==Avoiding Fuzzy Overheads== | ==Avoiding Fuzzy Overheads== | ||
With this knowledge, we can infer a way to avoid the fuzzy overhead completely: block the first hit crouching! This will keep you in a crouching | With this knowledge, we can infer a way to avoid the fuzzy overhead completely: block the first hit crouching! This will keep you in a crouching animation and the fuzzy overhead will miss. However, many of the strong fuzzy overhead setups involve blocking a regular overhead into a fuzzy overhead, so this isn't always a viable solution. | ||
Certain fuzzy overhead setups only work on tall characters since they are tall enough to be hit by the fuzzy overhead while other characters are too short and the fuzzy overhead will miss. | |||
Depending on the setup, instant block mechanics can help you avoid the fuzzy overhead since it may reduce the amount of blockstun enough to let you move before the fuzzy overhead is active. Pushblock mechanics such as Faultless Defense in Guilty Gear or Barrier Block in BlazBlue may also work to push you outside of the range of the fuzzy overhead. | |||
{{Navbar-GeneralStrategy}} | {{Navbar-GeneralStrategy}} |
Revision as of 07:17, 20 September 2019
A Fuzzy Overhead (also known as F-Shiki) is a unique type of overhead attack that only works in specific conditions.
The term F-Shiki (F式) can be roughly translated as F-technique. "F" coming from the Japanese Venom player F who popularized the technique, and shiki (式) which roughly translates to technique or formula.
Example
- FuzzyOverhead1.png
Kid Buu calls an assist while airborne, opponent blocks the assist attack high
- FuzzyOverhead2.png
Kid Buu lands, opponent switches to low block (visually it still appears to be high block)
- FuzzyOverhead3.png
Kid Buu jumps and immediately does j.H. The opponent gets hit since he was blocking low
- FuzzyOverhead4.png
Kid Buu is free to start a combo
Explanation
There is a property in fighting games that most overlook: When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack.
This means in the above example you are considered blocking low, but appear to be blocking high while having the latter's hurtbox. Fuzzy overheads take advantage of this and use overheads that would miss on crouching character, but not on standing characters. The most common version of this is doing a jumping normal immediately after jumping, such as Kid Buu's j.H in the example above. This also means that characters that are very tall when stand blocking are more susceptible to fuzzy overheads compared to shorter characters.
Thus fuzzy overheads require:
- Opponent blocks the first hit standing
- The second hit is an overhead that is fast enough to hit the opponent before first hit's blockstun ends
Avoiding Fuzzy Overheads
With this knowledge, we can infer a way to avoid the fuzzy overhead completely: block the first hit crouching! This will keep you in a crouching animation and the fuzzy overhead will miss. However, many of the strong fuzzy overhead setups involve blocking a regular overhead into a fuzzy overhead, so this isn't always a viable solution.
Certain fuzzy overhead setups only work on tall characters since they are tall enough to be hit by the fuzzy overhead while other characters are too short and the fuzzy overhead will miss.
Depending on the setup, instant block mechanics can help you avoid the fuzzy overhead since it may reduce the amount of blockstun enough to let you move before the fuzzy overhead is active. Pushblock mechanics such as Faultless Defense in Guilty Gear or Barrier Block in BlazBlue may also work to push you outside of the range of the fuzzy overhead.