The King of Fighters XIII/Character States/Grounded State: Difference between revisions

From SuperCombo Wiki
mNo edit summary
No edit summary
 
(2 intermediate revisions by one other user not shown)
Line 1: Line 1:
{{KOFXIIIHeader}}
{{KOFXIIIHeader}}
==Grounded State==
==Grounded State==
Being in a grounded state refers to any time a player is standing, crouching, or moving on the ground--in short whenever a player has full control over their character. Grounded players have a large number of [http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Systems#Character_Abilities options] available.
Being in a grounded state refers to any time a player is standing, crouching, or moving on the ground—in short whenever a player has full control over their character. This is the only state in which one can remain indefinitely. Grounded players have a large number of [[The_King_of_Fighters_XIII/Systems#Character_Abilities|options]] available.
*When grounded and outside of blockstun, players are vulnerable to throws and command grabs.
*When grounded and outside of blockstun, players are vulnerable to throws and command grabs.
*Grounded players can be hit multiple times with normal attacks or hitconfirms.
*Grounded players can easily be hit multiple times with normal attacks or hitconfirms.
*On the less obvious side, it's possible to jump and become airborne to take a hit and go into a reset to escape a bad situation. Taking damage may be counter-intuitive but the reset may throw off the opponent and lead to a less precise pressure afterward. This option can be good for escaping certain command grabs (such as Iori's Kuzukaze ([[File:hcb.gif]][[File:f.gif]] + [[File:punch.gif]]) when lacking a decent reversal, but only on rare occasions as the opponent could always use a meaty hitconfirm.
*Normal moves are generally always considered to be grounded, regardless of how the animation appears. Other types of moves do not follow this rule, but they also do not always correspond to the animation.
*Running is a grounded state; however, backdashing is not.
*Jumping/hopping is considered grounded for the first few frames, known as "jump startup".
 
[[Category:The King of Fighters XIII]]

Latest revision as of 20:59, 10 February 2012

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png


Grounded State

Being in a grounded state refers to any time a player is standing, crouching, or moving on the ground—in short whenever a player has full control over their character. This is the only state in which one can remain indefinitely. Grounded players have a large number of options available.

  • When grounded and outside of blockstun, players are vulnerable to throws and command grabs.
  • Grounded players can easily be hit multiple times with normal attacks or hitconfirms.
  • Normal moves are generally always considered to be grounded, regardless of how the animation appears. Other types of moves do not follow this rule, but they also do not always correspond to the animation.
  • Running is a grounded state; however, backdashing is not.
  • Jumping/hopping is considered grounded for the first few frames, known as "jump startup".