WAZAAAAA
Well-Known Member
Test the following in training mode:
-Pick Kasumi vs Honoka
-COM ACTION Crouching Guard (or Guard All)
-COM REACTION High Kick
-Do 1K and try high/low holding the high kick. Make sure to be close to the opponent when doing the 1K in order to land it on its first active frame.
Here's an example video of me guarding it, then failing to hold, crouch dash, low punch, and throw it (to get hi counter'd):
https://u.pomf.is/fbcqyd.mp4 (1.02 PC version)
Why is this happening? My explanation so far is that strikes have 1 frame of "delay" placed after their last recovery frame where you can't do anything, except Guarding which ignores such delay. And this is another kind of delay different from the "all inputs are delayed by 1 frame to let the game decide better what to do (kara attacks prevention?)".
But I don't think it makes 100% sense, and even if it did make sense, why would they put such mechanic? Anyone knows?
-Pick Kasumi vs Honoka
-COM ACTION Crouching Guard (or Guard All)
-COM REACTION High Kick
-Do 1K and try high/low holding the high kick. Make sure to be close to the opponent when doing the 1K in order to land it on its first active frame.
Here's an example video of me guarding it, then failing to hold, crouch dash, low punch, and throw it (to get hi counter'd):
https://u.pomf.is/fbcqyd.mp4 (1.02 PC version)
Why is this happening? My explanation so far is that strikes have 1 frame of "delay" placed after their last recovery frame where you can't do anything, except Guarding which ignores such delay. And this is another kind of delay different from the "all inputs are delayed by 1 frame to let the game decide better what to do (kara attacks prevention?)".
But I don't think it makes 100% sense, and even if it did make sense, why would they put such mechanic? Anyone knows?
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