Difference between revisions of "User:Oppositeofdecay"
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Revision as of 20:32, 21 June 2022
K Nuke Manual Detonation Chart
|Character||Can Run Under||Will Connect on Crouching Block?||Will Hit Neutral Crouch?||Notes|
|Dizzy||No||Inconsistent||Depends on Idle Animation|
|I-No||No||No||Depends on Idle Animation|
|Johnny||No||Inconsistent||Depends on Idle Animation|
|Ky Kiske||No||No||Depends on Idle Animation|
|Testament||No||No||Depends on Idle Animation|
- 1: Can be hit during specific parts of running animation
- 2: Must detonate behind him
IK Usage Guide
|Character||IK mode activation||Startup||Total||Range||Stun potential||Notes|
|Anji Mito||54||21||75||Fullscreen1||Low||Travels from the edge of screen, making the startup a lot longer in practice. Disables screen zooming until recovery.|
|Baiken||84||17||101||Fullscreen1||Medium||Travels somewhat fast, max distance around 2/3 of the stage.|
|Bridget||60||13||76||Medium1||Very Low||Takes a few frames to reach max distance.|
|Chipp Zanuff||94||56||150||Short-Medium||Low||Short at ground height. Roundstart distance at jump height. 0 frames post flash.|
|Dizzy||N/A (30)||106||136||Short||Medium||Activation is minimum charge time. Requires non jumpable state and has slow input. Executed fast will still be faster than Chipp's.|
|Eddie||68||13||81||Short||Low||Very low profile frames during IK mode activation.|
|Jam Kuradoberi||54||17||71||Long1||High||Travels pretty fast for slightly less than half screen.|
|Johnny||54||17||71||Fullscreen1||Medium||Travels very slow.|
|Justice||74||12||86||Fullscreen1||Medium||Travels extremely fast.|
|Kliff Undersn||100||23||123||Long1||Very High||Travels somewhat slow for slightly more than half screen. FB Chop > RC > IK is unmashable.|
|May||70||16||86||Short||Very High||Command grab. True reversal.|
|Order-Sol||N/A (101)||N/A (8)||N/A (109)||Short||Medium||Activation is time to reach level 3 from zero charge. Startup is Sakkai. Just for fun.|
|EX Order-Sol||76||8||84||Short||Medium||Just for fun.|
|Potemkin||98||17||115||Short||High||True reversal according to hitbox viewer.|
|Robo-Ky||80||18||98||Short||High||Will most likely stun while airborne.|
|Slayer||80||20||100||Medium1||Medium||Travels pretty fast for slightly farther than roundstart.|
|Sol Badguy||76||15||91||Short-Medium||Low||Reaches pretty far, but at the height where it probably won't hit anything.|
|Zappa||76||5||81||Short||Medium||Command grab. True reversal.|
- 1: Range is for maximum distance, thus startup is only true if activated point blank.
About HOS "IK"
Its not an IK at all. Its a super requiring 100 tension and level 3 charge that goes into a unique animation when it would kill. Thus it is excluded from further discussion.
About Dizzy IK
While input requirements make it slower than numbers suggest charge requirement can be slightly mitigated by holding down during aerial attacks (resetting charge if jump cancel or j.S is needed) or special cancelling ground move into taunt for unjumpable state. Taunt can only be cancelled from frame 62 giving ample time for input while making it potentially slower than waiting for ground normal to recover and inputing respect. In addition to that taunt active frames come before cancel window in 2 out of 3 voice sets requiring more careful spacing. While faster with perfect execution, requirements themselves make it inferior even to Chipp's.
Certain IKs have invulnerability in the middle of startup, but utilising those windows is inconsistent and mostly reliant on luck making this use inadvisable.
Others have only partial invincibility on startup making them pseudo-reversals like Faust's 5D. Those range from not consistent (Kliff) to potentionally usable on a hard read (Baiken, Venom).
Further information assumes IK mode was not entered before punish attempt.
Usefullness mostly depends on character stun potential, how close to the ground they tend to be when they stun and opponents stun resistance. Better players will almost always be able to mash out of it, which makes using IKs as punish for this in high level play near nonexistent.
That one famous move where IK is considered practical in real matches. Combined with ABA's long wakeup time every character can punish it, but characters with slower or short range IKs may require specific setups. Mind that ABA can use burst to disrupt punish attempt.
(Maybe specify which characters struggle more with landing IK here but not sure if its the best place for it because its actually useful).
As a general trend with very minus on block moves they are used very often because of disproportional risk-reward and even if used they can be (Force) Roman Cancelled in order to avoid punish. This also applies to this move since Anji has better and more meter efficent autoguard followups and an FRC point before last hit. Further complicated by only one character being able to punish it and you have a situtation which not only requires major mistake but is also incredibly matchup specific.
This move can only be punished by Ky and requires to IB last hit while still being a tight window.
Punishing IK with another IK might seem like a meme thing. And truth be told it is. You should never see this.
Punishable by everyone except Chipp and Dizzy. Chipp and (probably, not tested) Dizzy can punish it on SB.
Another IK. The combination of distance, pushback and frame advantage makes punishing this with an IK impractical for most characters who can. In most cases it would require being close in addition to IB. Still practical for Ky and arguably Jam, Johnny, Bridget.
Ky can punish regardless of distance. Bridget, Jam, Johnny, Justice and Venom can punish if close enough. Anji can punish if very deep in corner. -99 on SB so other fast enough characters can punish if point blank.
While acting as a reversal this move will most likely only be used raw on a hard callout. The other use is expensive offense start with the use of FRC points. Regardless throwing it out is suicide even without Chipp's defense modifier, doubly so with it.
To punish this move you need to block 5th hit to trigger final hit then get out of the way and punish. 5th hit will whiff on ABA (always) and Bridget (unless done point blank). With them you need to crouch 4th hit and jump FD 5th in order to trigger final one.
Cannot be punished by Axl, Chipp, Dizzy, Kliff, Potemkin (too slow) and Johnny (Chipp low profiles it).
Even more unsafe than the previous one. This move's only real use is to guts crush. But you can always hope Chipp messes up and it hits OTG, right? It still can be RC'd even if only one hit made contact, so Chipp can save his skin for full bar.
On block needs FD to punish, but everyone except Dizzy can do it. Some characters need more precise timing than others (namely Johnny). Dizzy can only punish on whiff/OTG hit.
I am not testing this. Even I have self respect.
This is not even funny anymore. Its -76 but both Anji and Bridget need IB due to pushback and Anji still needs corner. -91 on SB but Sol's will whiff. On whiff will be easy to punish by longer range IKs. Of course it depends how early you are to back off, but again no sane Dizzy player would attempt this even as a joke, so not much to say here. This one is not even funny useless tech, its just useless.
On block Ky and Jam are the only ones with a real chance to punish. Bridget and Venom could punish if they block it very close. But if it whiffs or just barely touches you a lot more characters have a chance to IK her back.
Finally a "practical" punish. Ky can IK it even if its done with running momentum. Jam needs it to be without momentum to punish. If Sol DPs into corner punish is possible as per frame data. If DI ends after he lands more characters can possibly punish, but awareness needed for that to work in your favor.
This category mostly consists of slower IKs and a few moves where whiff punishing is possible but positioning and reaction time make it hard to judge how useful it would be, so mostly theory and random notes.
- Delta EndGuard:
43+16 after landingAdvantage:
- might quite posssibly be easier to whiff punish than block punish. Mostly because you don't have to think about orb above clipping you and feeling like an idiot after it. Move startup is a lot more important than IK mode activation time here, but range should be considered too.
- Shigekiteki Zetsumei KenGuard:
-46 will travel pretty far when jumped over so only long range IKs will be able to realistically punish. Mind the FRC.
- Joker TrickGuard:
+4 allows point blank punishes on reaction to superflash since hitbox appears slightly further. ABA and faster characters will be able to punish, but Johnny himself cannot. Sol and Testament need to slighly delay activation to not get clipped, Anji needs to IK later or he will get hit while travelling and Justice needs to crouch even point blank.
- Gamma RayGuard:
- Kliff 6HGuard:
-50 has enough recovery to be punishable by Ky if he ever decides to whiff one in neutral. Easy to react to if charge is attempted, but range is larger than it might seem. Don't let senile old man be funny on your watch!
- Sole SurvivorGuard:
-25 can be very dangerous to whiff for him. Whiff punish is hard due to it being 0 frames post superflash, so you need to already be moving behind him while Kliff attempts it. Because of randomness short range IKs are very risky, but longer ones would be pretty good. Justice and Potemkin have even lower chance to punish due to not having airdash, but still possible with a bit of luck. And lets not talk about what happens if he decides to hold it. Don't get hit by old man gimmicks!
22+15 after landingAdvantage:
-65/H Restive RollingGuard:
24+15 after landingAdvantage:
-67 and their aerial versions. Ground ones can technically be punished by Ky on block if not cancelled, but that would require May players to not mash buttons and we all know thats not possible. All versions can end up being high in the skies and you can attempt whiff punish, but they probably will end it as soon as you IK activate. If not they are too dumb to live.
- Dragon Install SakkaiGuard:
-50 can technically be whiff punished by Ky, but there is no real way it will be used like this and even then superflash is so short its not a realistic outcome.
- Red HailGuard:
Total 91+9 after landingAdvantage:
- is seldom used and usually Venom is almost fullscreen and has cover from other balls. Eddie was the slowest one I could get to punish, but Ky and Johnny can do it semi-realistically.
Banki Mesai Framechart
|StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames|
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|ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames|
|InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames|
|RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames|
|Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames|
|Kliff Undersn||236236H||Reflex Roar||7+1|
|Slayer||Dandy > P||Pilebunker||3|
|Chipp Zanuff||41236K > D||Genrouzan-You||1|
|Eddie||j.41236S||Shadow Gallery||7 after appearing|
|Faust||214P||From the Front||51|
|Faust||214K > D||FB From Behind||9|
|Baiken||41236H > S||Tetsuzansen||12|