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====Feint Input Buffer====


Unlike Evasion attacks or command normals, feints require a buffer.
Add to Input Buffer section:


Generally, the buffer window to feint is, after going to neutral,
===Input Buffer Before and After Landing===
pressing A+C '''within 10 frames of pressing a feint direction (2 or 6)'''. (Or 2~10F of the direction input.)


;Rule:


You cannot cancel your landing recovery with both the same command button AND the same input buffer -- that you did just before landing.


5 2/6 A+C
Double button presses do not count: they just motion store and do not trigger any special/super.
5 2 6 A+C
5 6 2 A+C




(1) The initial direction of the command is neutral. You remain on it as long as you like.
;Explanation:


(2) But once you leave that initial direction of neutral for one frame of a direction
Air and ground share the same input buffer.  
that is not a feint direction you have 7F to go to a feint direction (8F total buffer).  


(3) Once you get to that feint direction, you have 7F to go to the other feint direction (8F total buffer).  
Input buffers for air moves can be done on the ground, and vice-versa.  


(4) Whether you're at the first feint direction or the second feint direction, you have 8F to press A+C together to feint (9F total buffer)
If the command you do doesn't exist where you are at currently, you will just get a normal coming out.




At the start of a new buffer, you can't press the feint direction and A+C at the same frame (2+A+C or 6+A+C).  
So what happens is that a special/super command ending in a single button will still trigger that command, even if it doesn't execute.
(For example, doing Tizoc Air 236A on the ground.)
And you won't be able to cancel the landing recovery with just that same button (using that same command buffer and button).
That is, you can't cancel the landing recovery with the input of the special/super you already did just before -- you already triggered that same special/super.
You'd have to re-enter both that same command buffer and button to do that.  


When you reach a feint direction for a feint, you are able to go to the other feint direction for the other feint only once.  
Otherwise, you can use that same buffer, but do a special/super with a different button. Or you can add to that buffer, like doing super after the first QCF in the air.


Unless you exceed the 9F buffer total buffer for the first feint direction, you will feint with that direction.  
Double button inputs motion storing will not trigger the special/super, even thought the normal comes out just the same.
That's why you're able to to put out the same normal before canceling landing recovery with the special/super associated with that normal.
So you can end special/super input with A+D in the air and cancel landing recovery with A.
You can do the same special/super in the air and on the ground, ending in the same button, but they have to be different input buffers.


After the buffer is exceeded, you only need to go to at least 1 frame of neutral to reset the buffer before you redo the input.


Different characters have different input buffer command priorities.


Ground and air move input buffers can overlap, and if the priority is not set, then the game won't decide and just output a normal.


====Feint Cancel Timing====


Things to try:


In general, you input the feint for a feint cancel as you would a special for a special cancel -- during the hit animation.  
* reversal throw tech out of near empty jump.  


But similar to [[Garou:_Mark_of_the_Wolves/Offense#Chain_Combos_and_Target_Combos | target combos]],
* can you reversal throw tech out of a jump/hop attack?
a feint can be input during startup, slightly before hitting.


For a normal, the input window for a feint is 2 frames before the first active frame that connects,
* can you reversal throw out of near empty jump?
to the 1 frame after exiting hitstop/blockstop.
(This is usually the last 2 frames of startup before the first.)


However for 2AB, the earliest you can input feint is the 1st frame of hitstop.
* Can you reversal throw with a separate button press out of jump/hop attack landing recovery?
Maybe it's because of the different hitstun and blockstun values that restrict that.




As long as you don't trigger any other special cancel, you can attempt to do feint cancel multiple times --
pressing A+C multiple times -- if you feel like you misinputted it (as long as you haven't exceeded the feint buffer).


===Attacking Before and After Your Empty Jump Landing===


For an empty jump, if you try to input an attack on the 1st landing frame and the airborne frames before,
you land as if you've done that jump normal used and go through that normal's landing recovery.


====Feint Cancel with Kara Cancel====


Just like a special cancel, you can also feint cancel using the same timing as kara cancel inputs.  
For an empty jump, the window to input a special/super/TOP attack on the ground is the 2nd landing frame onward.  


If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before,
you land as if you've done that jump normal used and go through that normal's landing recovery.


This gives you even more leeway when inputting a feint cancel during the feint cancel window.


You don't always have to strictly press A+C after the feint direction for a feint cancel.
Either way, if you are within the window, you reversal out of landing recovery with the normal button used.


This way, you can reversal normal, throw, or throw tech.


Like the window to [[Garou:_Mark_of_the_Wolves/Offense#Self_Kara_Cancel | self kara cancel]],
you have the same window to feint cancel by pressing A+C slightly before the feint direction:
* You have 5F after pressing A+C to press the feint direction (6F total window).
* With this max window at 6F, with this 1 frame of direction at 6F, the lastest
you input the feint is at the 7F.


Normals, throws, backdash/dash can be input mid-air before landing;
unlike special/super/TOP attack.


Like a [[Garou:_Mark_of_the_Wolves/Offense#Same_Frame_Kara_Cancel | same frame kara cancel]],
you can feint cancel by doing a feint direction and A+C at the same frame (2+A+C or 6+A+C).


===Attacking After Your Jump/Hop Attack Landing===


After doing a jump/hop attack, the window to input a special/super/TOP attack on the ground is to cancel landing recovery on the 2nd landing frame onward.


====Other Feint Techniques====
If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before,
it doesn't come out.
If you are within the window, you reversal out of landing recovery with the normal button used.


You can reversal out of landing recovery with a normal, throw, or throw tech.


With the input buffer in mind, you can do the following:


;; You can do your feint in a non-feint direction
Normals, throws, backdash/dash can be input mid-air before landing;
: 2 1AC or 2 3AC or 6 3AC
unlike special/super/TOP attack.


;; And you can buffer a motion into a feint 
: such as 236AC or 2AC36 or 632AC or 214AC


;; You can [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#Motion_Storing_Technique | motion store]] your feint cancel:
===Attacking After Your Air Hit Landing===
: For example, cl.5C > 236A+C <br>You can then complete the buffer to go into a super, or do something else.


After you get hit in the air, the window to input special/super/TOP attack is 2nd landing frame onward.
That way you exit air hit landing recovery with a reversal.


If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before,
it doesn't come out.
If you are within the window, you reversal out of air hit landing recovery with the normal button used.


====Feint Reversal Timing====
You can reversal out of air hit landing recovery with a normal, throw, or throw tech.




It takes 1 frame of action to stop a feint.  
Normals, throws, backdash/dash can be input mid-air before landing,
unlike special/super/TOP attack.


The earliest you can stop a feint is 1F before the "minimum feint frames"


When you stop a feint, you make it go through recovery, and end that recovery, all on that same frame.
===Attacking Before and After Air JD Landing===


This recovery ends on that frame, and the next frame is the 1F after recovery that your reversal starts.  
Attack after JDing, you'll have the same situation
as doing a jump attack or trying to attack just before empty jump landing.  


Rather the reversal window is created on the spot.  
Otherwise, you can just land and be able to reversal out of air JD landing recovery.  


A reversal window of 2F: the 1F of action to the 1F after.  
After you air JD, the window to input special/super/TOP attack is 2nd landing frame onward.  


That way you exit air hit landing recovery with a reversal.


But you can't end a feint with the same feint direction.
On the 1st landing frame and the airborne frames before,
You can't hold the same direction through reversal.  
you land as if you've done that jump normal and go through that landing recovery.  
Only on the 1F after the minimum feint frames can you press the same direction
And if you are within the window, you reversal out of landing recovery with that normal.
and reversal on the next frame.  


You can reversal out of air JD landing recovery with a normal, throw, or throw tech.




Normals, throws, backdash/dash can be input mid-air before landing,
unlike special/super/TOP attack.




 
In summary:  
 
Normals, throws, backdash/dash can be input mid-air before landing and reversal out.  
 
Specials/Supers cannot be done in mid-air and reversal out.  
 
Looks like they can only be reversaled out of the last 2F of air hit or air JD landing recovery.
 
 
 
 
 
As said above, feints can be ended/canceled by other moves.
 
 
; You can buffer (and disguise) your movement from your feint:  
* 6AC 6 to dash forward 
* 2AC 69 to super jump forward
 
; Generally, when doing a feint, holding the direction doesn't cancel your feint.
* For example, holding the direction [6]AC doesn't immediately end the feint to walk forward.
* Holding a feint direction with the button you're feint canceling makes you unable to immediately end the feint into that direction.
 
You have to another direction or press the direction again,
like the feint into dash from above. (Or another move)
 
 
 
Feint Reversal Timing:
---------------------------------------
Doing movement and other actions after feint or feint cancel 
is similar to reversal timing (see [[#Timing_For_Reversals]]).
 
However, the earliest you can do dash forward will be slightly different.
 
 
(1) Doing a feint and going in the direction that's different from the feint direction.
 
(2) Doing a feint cancel from a normal without any direction used immediately before.
 
;In cases (1) and (2), just holding the direction does end your feint into either walk forward or crouch. And you can reversal dash forward at the following timing.  
;;forward dash step
:1F before the end of the minimum feint frames
:1F after minimum feint frames
:(2F window)
;;Forward dash run, Freeman forward dash step
:1F-4F before the end of the minimum feint frames
:1F after minimum feint frames
:(5F window)
 
 
(3) When doing a feint, you cannot end the feint at the minimum feint frames
by holding that same feint direction through the feint animation.
 
(4) Similarly, when doing a feint cancel,
if you are holding a feint direction the frame before the normal button is pressed,
you cannot end the feint cancel at the minimum feint frames
by holding that same feint direction through the feint animation.
 
;In cases (3) and (4), just holding the direction ''doesn't'' end your feint into either walk forward or crouch -- you have to do an action or other direction.
* Forward feint can be ended with any other direction.
* Down feint can be ended with any other direction besides down-foward.
* Consequently, you can jump or hop on the first frame after the minimum feint frames. 
* You can only press the same direction as the feint direction immediately '''after''' the minimum feint frames to end the feint early.
* Both the '''dash run and the dash step''' can only be completed the earliest '''after''' the minimum feint frames.
 
 
 
;In all the cases, the earliest to complete other actions to end at the minimum feint frames is the following.
;;Normals, evasion attacks, backdash, super jump, special, T.O.P. attack, super
:1F before the end of the minimum feint frames
:1F after minimum feint frames
:(2F window)

Revision as of 18:23, 27 October 2023

Add to Input Buffer section:

Input Buffer Before and After Landing

Rule

You cannot cancel your landing recovery with both the same command button AND the same input buffer -- that you did just before landing.

Double button presses do not count: they just motion store and do not trigger any special/super.


Explanation

Air and ground share the same input buffer.

Input buffers for air moves can be done on the ground, and vice-versa.

If the command you do doesn't exist where you are at currently, you will just get a normal coming out.


So what happens is that a special/super command ending in a single button will still trigger that command, even if it doesn't execute. (For example, doing Tizoc Air 236A on the ground.) And you won't be able to cancel the landing recovery with just that same button (using that same command buffer and button). That is, you can't cancel the landing recovery with the input of the special/super you already did just before -- you already triggered that same special/super. You'd have to re-enter both that same command buffer and button to do that.

Otherwise, you can use that same buffer, but do a special/super with a different button. Or you can add to that buffer, like doing super after the first QCF in the air.

Double button inputs motion storing will not trigger the special/super, even thought the normal comes out just the same. That's why you're able to to put out the same normal before canceling landing recovery with the special/super associated with that normal. So you can end special/super input with A+D in the air and cancel landing recovery with A. You can do the same special/super in the air and on the ground, ending in the same button, but they have to be different input buffers.


Different characters have different input buffer command priorities.

Ground and air move input buffers can overlap, and if the priority is not set, then the game won't decide and just output a normal.


Things to try:

  • reversal throw tech out of near empty jump.
  • can you reversal throw tech out of a jump/hop attack?
  • can you reversal throw out of near empty jump?
  • Can you reversal throw with a separate button press out of jump/hop attack landing recovery?


Attacking Before and After Your Empty Jump Landing

For an empty jump, if you try to input an attack on the 1st landing frame and the airborne frames before, you land as if you've done that jump normal used and go through that normal's landing recovery.


For an empty jump, the window to input a special/super/TOP attack on the ground is the 2nd landing frame onward.

If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before, you land as if you've done that jump normal used and go through that normal's landing recovery.


Either way, if you are within the window, you reversal out of landing recovery with the normal button used.

This way, you can reversal normal, throw, or throw tech.


Normals, throws, backdash/dash can be input mid-air before landing; unlike special/super/TOP attack.


Attacking After Your Jump/Hop Attack Landing

After doing a jump/hop attack, the window to input a special/super/TOP attack on the ground is to cancel landing recovery on the 2nd landing frame onward.

If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before, it doesn't come out. If you are within the window, you reversal out of landing recovery with the normal button used.

You can reversal out of landing recovery with a normal, throw, or throw tech.


Normals, throws, backdash/dash can be input mid-air before landing; unlike special/super/TOP attack.


Attacking After Your Air Hit Landing

After you get hit in the air, the window to input special/super/TOP attack is 2nd landing frame onward. That way you exit air hit landing recovery with a reversal.

If you try to input a special/super/TOP attack on the 1st landing frame and the airborne frames before, it doesn't come out. If you are within the window, you reversal out of air hit landing recovery with the normal button used.

You can reversal out of air hit landing recovery with a normal, throw, or throw tech.


Normals, throws, backdash/dash can be input mid-air before landing, unlike special/super/TOP attack.


Attacking Before and After Air JD Landing

Attack after JDing, you'll have the same situation as doing a jump attack or trying to attack just before empty jump landing.

Otherwise, you can just land and be able to reversal out of air JD landing recovery.

After you air JD, the window to input special/super/TOP attack is 2nd landing frame onward.

That way you exit air hit landing recovery with a reversal.

On the 1st landing frame and the airborne frames before, you land as if you've done that jump normal and go through that landing recovery. And if you are within the window, you reversal out of landing recovery with that normal.

You can reversal out of air JD landing recovery with a normal, throw, or throw tech.


Normals, throws, backdash/dash can be input mid-air before landing, unlike special/super/TOP attack.


In summary: Normals, throws, backdash/dash can be input mid-air before landing and reversal out. Specials/Supers cannot be done in mid-air and reversal out. Looks like they can only be reversaled out of the last 2F of air hit or air JD landing recovery.