Game State

From Dustloop Wiki
Jump to: navigation, search

Frame data can tell us how fast things are and how long an opponent is in stun, but things can get more confusing as more variables are put into the mix. Let's go over how a normal interaction works, then expand.

Hitting the Opponent with a Strike[edit]

Let's look at a simple example. Slayer hitting Venom with his 5K.

  • Slayer hitting Venom picture here
  • Basic Time Chart goes here

The instant Slayer hits Venom, both characters enter hitstop where both

Hitstop[edit]

Hitstop is the period of time where both characters are "frozen" in place. This is often used to give attacks the feeling of more impact, but also

Hitting the Opponent with a Projectile/Assist[edit]

Superfreeze[edit]

Blockstun[edit]

Switching Between High/Low Block[edit]

Landing During Air Blockstun[edit]

Conceptse

Frame TrapBlockstringOption Select
Using Frame DataHitboxesGame State

Techniques
Basic

Jump-inEmpty JumpTick ThrowCrossupBufferingOkizeme

Intermediate

Hit ConfirmReversalMeatySafe JumpTiger KneeResetGuard SwitchFuzzy Guard

Advanced

Fuzzy OverheadFuzzy JumpProximity Block Option Select

Metagame

NeutralMixupConditioningEvaluating Risk/Reward
Notation and Glossary