The King of Fighters XIII/Systems/Movement: Walking Crouching: Difference between revisions
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*Walk speeds vary by each character but overall most are on the fast side. | *Walk speeds vary by each character but overall most are on the fast side. | ||
*Many setups require precise positioning that is only attainable by walking. Crossups, ambiguous rolls, and certain advantageous positionings require quick grounded maneuvers before continuing onward. | *Many setups require precise positioning that is only attainable by walking. Crossups, ambiguous rolls, and certain advantageous positionings require quick grounded maneuvers before continuing onward. | ||
*When going for a punish, try running instead of walking as it's possible that by walking forward and pressing [[File: | *When going for a punish, try running instead of walking as it's possible that by walking forward and pressing [[File:snkc.gif]] or [[File:snkd.gif]] a player may accidentally use a lesser-damaging normal throw instead of a close normal. | ||
===Crouching=== | ===Crouching=== |
Revision as of 01:25, 19 October 2011
Walking
Walking is the safest way to alter a player's position on the screen. Unlike with backdashing, running or hopping, a walking character can change direction or block or attack instantly at any time. As usual with most fighting games, by walking backward a player can create more space to work with while automatically blocking mid or high-hitting attacks. Forward walking is a relatively safe way to approach the opponent to reach an ideal spacing.
- Walk speeds vary by each character but overall most are on the fast side.
- Many setups require precise positioning that is only attainable by walking. Crossups, ambiguous rolls, and certain advantageous positionings require quick grounded maneuvers before continuing onward.
- When going for a punish, try running instead of walking as it's possible that by walking forward and pressing
or
a player may accidentally use a lesser-damaging normal throw instead of a close normal.
Crouching
Crouching reduces a character's vulnerable hitbox which causes many jumping attacks and special moves to whiff. Crouch blocking guards against mid and low attacks so staying on a downback motion is always smart when crouching.
- Certain spacings may allow for an aerial player to crossup a crouching player, but if the grounded player stands up the crossup attempt would not work. Likewise, some setups that cross up standing players may whiff on crouchers which can then be punished with a tripguard meaty.
- It may appear obvious, but by crouching a player if forfeiting their movement options and deciding to stay stationary which allows the opposing player to gain more momentum the longer the other player remains blocking. This can quickly lead to a guard crush if the blocking player cannot find a way to escape the opponent's pressure.
- On the first frame that a character stands up from a knockdown or hitreset, their hitbox is acts as if standing up even if crouching. The player waking up can block high or low, but their hitbox is forced into an extended state which allows the opponent to hit with moves that usually whiff on crouchers. This phenomena is referred to as a fuzzy guard.