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==Example==
==Example==
<gallery widths=200px heights=200px>
<gallery widths=200px heights=200px>
File:FuzzyOverhead1.png|Ramlethal sets 2 delayed Sword attacks while airborne, Opponent blocks the first sword high
File:FuzzyOverhead1.png|Kid Buu calls an assist while airborne, Opponent blocks the assist attack high
File:FuzzyOverhead2.png|Ramlethal lands, opponent switches to low block (visually it still appears to be high block)
File:FuzzyOverhead2.png|Kid Buu lands, opponent switches to low block (visually it still appears to be high block)
File:FuzzyOverhead3.png|Ramlethal jumps and immediately does j.K. The opponent gets hit since he was blocking low
File:FuzzyOverhead3.png|Kid Buu jumps and immediately does j.H. The opponent gets hit since he was blocking low
File:FuzzyOverhead4.png|The second delayed sword hits and Ramlethal can combo afterwards
File:FuzzyOverhead4.png|Kid Buu is free to start a combo
</gallery>
</gallery>



Revision as of 19:53, 27 May 2018

A Fuzzy Overhead is a unique type of overhead attack that only works in specific conditions. First let's look at an example, then look at why it works and its restrictions.

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 does not change until you leave blockstun or block another attack.

This means in the above example you are considered blocking low, but appear to be blocking high while having the latter's hurtbox. 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, like Ramlethal's j.K.

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, some setups involve blocking a regular overhead into a fuzzy overhead, so this isn't always a viable solution.

Depending on the setup, instant blocking can work 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. Faultless defense/barrier block may also work to push you outside of the range of the fuzzy overhead.

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.