F-Shiki: Difference between revisions

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The term F-Shiki (F式) can be roughly translated as F-technique. "F" coming from the Japanese Venom player F who popularized the technique, and shiki (式) which roughly translates to technique or formula.
The term F-Shiki (F式) can be roughly translated as F-technique. "F" coming from the Japanese Venom player F who popularized the technique, and shiki (式) which roughly translates to technique or formula.
==Example==
==Example==
<gallery widths=200px heights=200px>
<gallery heights=500px widths=500px caption="">
File:FuzzyOverhead1.png|Kid Buu calls an assist while airborne, opponent blocks the assist attack high
FuzzyOverhead.webm|An example of a fuzzy overhead
File:FuzzyOverhead2.png|Kid Buu lands, opponent switches to low block (visually it still appears to be high block)
File:FuzzyOverhead3.png|Kid Buu jumps and immediately does j.H. The opponent gets hit since he was blocking low
File:FuzzyOverhead4.png|Kid Buu is free to start a combo
</gallery>
</gallery>



Revision as of 15:41, 7 April 2020

A Fuzzy Overhead (also known as F-Shiki) is a unique type of overhead attack that only works in specific conditions.

The term F-Shiki (F式) can be roughly translated as F-technique. "F" coming from the Japanese Venom player F who popularized the technique, and shiki (式) which roughly translates to technique or formula.

Example

Explanation

There is a property in fighting games that most overlook: When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack.

This means in the above example you are considered blocking low, but with the animation and hurtbox of a standing block. Fuzzy overheads take advantage of this and use overheads that would miss on crouching character, but not on standing characters. The most common version of this is doing a jumping normal immediately after jumping, such as Kid Buu's j.H in the example above. This also means that characters that are very tall when stand blocking are more susceptible to fuzzy overheads compared to shorter characters.

Thus fuzzy overheads require:

  1. Opponent blocks the first hit standing
  2. The second hit is an overhead that is fast enough to hit the opponent before first hit's blockstun ends

Avoiding Fuzzy Overheads

With this knowledge, we can infer a way to avoid the fuzzy overhead completely: block the first hit crouching! This will keep you in a crouching animation and the fuzzy overhead will miss. However, many of the strong fuzzy overhead setups involve blocking a regular overhead into a fuzzy overhead, so this isn't always a viable solution.

Certain fuzzy overhead setups only work on tall characters since they are tall enough to be hit by the fuzzy overhead while other characters are too short and the fuzzy overhead will miss.

Depending on the setup, instant block mechanics can help you avoid the fuzzy overhead since it may reduce the amount of blockstun enough to let you move before the fuzzy overhead is active. Pushblock mechanics such as Faultless Defense in Guilty Gear or Barrier Block in BlazBlue may also work to push you outside of the range of the fuzzy overhead.

Some Games Prevent Fuzzy Overheads

Some games like Dragon Ball FighterZ and Under Night In-Birth have built in protection against fuzzy overheads, either by making jumping attacks blockable high or low during the rising part of a jump or through other means.