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A [[Fuzzy Overhead]] is a unique type of overhead attack that only works in specific conditions. First let's look at an example, then look at why it works.
A [[Fuzzy Overhead]] is a unique type of overhead attack that only works in specific conditions. First let's look at an example, then look at why it works and its restrictions.


==Example==
<gallery widths=200px heights=200px>
File:FuzzyOverhead1.png|Ramlethal sets 2 delayed Sword attacks while airborne, the opponent blocks the first one high
File:FuzzyOverhead2.png|Ramlethal lands, the opponent switches to low block (visually it still appears to be high block)
File:FuzzyOverhead3.png|Ramlethal does j.K. The opponet gets hit since he was blocking low
</gallery>


==Example==
==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.
 
This means that you can have visually look like and have the hurtbox of a standing character, but still be counted as low blocking. 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 a jumping normal, like Ramlethal's j.K.


Thus fuzzy overheads requires




==Avoiding Fuzzy Overheads==
With this knowledge, we can infer a way to avoid the fuzzy overhead completely in this scenario: block the first hit crouching! This will keep you in a crouching state and make the fuzzy overhead miss. However, some setups involve blocking a regular overhead into a fuzzy overhaed, so this isn't always a viable solution.


==Explanation==


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Revision as of 01:10, 30 December 2017

A Fuzzy Overhead is a unique type of overhead attack that only works in specific conditions. First let's look at an example, then look at why it works and its restrictions.

Example

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.

This means that you can have visually look like and have the hurtbox of a standing character, but still be counted as low blocking. 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 a jumping normal, like Ramlethal's j.K.

Thus fuzzy overheads requires


Avoiding Fuzzy Overheads

With this knowledge, we can infer a way to avoid the fuzzy overhead completely in this scenario: block the first hit crouching! This will keep you in a crouching state and make the fuzzy overhead miss. However, some setups involve blocking a regular overhead into a fuzzy overhaed, so this isn't always a viable solution.