GBVS/Tech

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Revision as of 06:24, 30 May 2023 by Shtkn (talk | contribs) (Created page with "==Punish== thumb|This means you hit the opponent during their attack's recovery. Good job! thumb|Waiting for the opponent to whiff attack, then punishing them is a common tactic. Sometimes you'll see the word "Punish" on the HUD. This means that you punished the opponent's attack. Attacks are punishable on block if the defender has enough time to hit the attacker after blocking the attack. Each character's fra...")
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Punish

This means you hit the opponent during their attack's recovery. Good job!
Waiting for the opponent to whiff attack, then punishing them is a common tactic.

Sometimes you'll see the word "Punish" on the HUD. This means that you punished the opponent's attack.


Attacks are punishable on block if the defender has enough time to hit the attacker after blocking the attack. Each character's frame data lists the amount of time to punish an attack on block; this is known as frame advantage/disadvantage. An attack that is -11 on block means that the defender can use an attack that has startup 11 frames or faster to punish the opponent. Of course just because an attack is fast enough does not mean it can reach the opponent, so knowledge and practice are still necessary, even when a player knows the numbers!

The HUD message is helpful for learning while you play. Did you actually punish the opponent's attack or were they just not blocking? Now you can know for sure.

Reversals

A reversal is the term used to refer to any special move that has invulnerability frames on startup, allowing them to serve as strong anti-airs and "get off me" tools to escape pressure. They are also commonly referred to as DP's or "Dragon Punch" and the two terms can be used interchangeably. Most characters have this input on 623X or 6S.

While DPs are very useful tools, they are considered high-risk if not done on reaction. A blocked DP has enough recovery for opponents to land a full combo.

Input Failures

Although GBVS makes inputting the DP easy with use of the special button, there are edge cases that can cause both the Easy and Technical input to fail.

  • Mashing DP on wakeup will often cause it to not come out on the first possible frame and will lose to meaties. If you want to DP it is best to do it timed with your character's wakeup animation and to perform the input cleanly.
  • If you accidentally input 3S the game will prioritize your character's down special resulting in a 2S instead of a 6S.
  • If you press 6S outside of the game’s buffer window no special move will occur. This timing will change based on how much blockstun you are in or if you are in recovery of another move while attempting to DP.

Stuffing Reversals

A few methods are available to beat reversals

Safejumps

Many characters in the game have a safe jump off of hard knockdowns that involve a Jump or Superjump. A safejump is timed in such a way so that a jump in attack will connect if the defender presses an attack or blocks, but will recover in time to block if the opponent uses a DP on wakeup.

Please refer to the individual character pages for safejump information.

Gapless Low blockstrings

Any blockstring that utilizes low attacks will result in a failed DP because of the forward motion in the DP that causes the character to stop blocking before the move is applied. This applies to both easy and technical input variations.

Examples Include:

  • Safe Jump > 2L > 2L
  • Any Meaty Jump-in Attack > 2L > 2L
  • 2L > 2L > 2L
  • Other character specific setups involving gapless blockstrings > low pressure.


Frame Advantage

Frame advantage is the concept of who is free to act first after an interaction.

This is most commonly brought up after blocking an attack; who can act first - the attacker or defender? A negative value on block means the defender can act first, and a positive value means the attacker can act first. The value shows exactly how many frames one character can move before the other. For example:

  • If a move is -5 on block, it means the defender is free to move 5 frames before the attacker.
  • If a move is +2 on block. it means the attacker can move 2 frames before the defender.

Each character's full Frame Data page shows both the frame advantage when an attack is blocked as well as on hit. Air attacks don't have frame advantage listed since that value is heavily influenced by when the attacker lands after an attack.

Frame advantage assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Hitting an attack later into its active frames is called making the move "meaty".

For more information on using frame data see here.

Hitstop

When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known as hitstop and can vary in duration, like a f.L compared to a c.H. Hitstop helps with combo consistency because you can buffer commands like special cancels during hitstop and it will be executed immediately after hitstop ends. Characters with charge moves, like  Charlotta's Shining OnslaughtGBVS Charlotta 46X.pngGuardMidStartup11Recovery8Advantage-4 also have the added benefit of getting more time to charge those attacks.

Hitstop applies to anything that can attack or get hit - including projectiles, but excluding assist characters.

Entities experiencing hitstop are frozen in place, but other objects on the stage are unaffected. For example, when a projectile hits the opponent, the character using the projectile does not experience hitstop, only the projectile and the opponent do. If an entity is hit while already in hitstop, the previous hitstop immediately ends and the hitstop from the most recent interaction begins.

Armor

Moves with armor absorb an oncoming attack before attempting to retaliate with their own. Some armored moves can beat safe jumps; they force the attacker into enough uneven hitstop that the defender can attack before the attacker can reach the ground and guard.

Parries and Guard Points

Moves such as  Seox's ThunderflashGBVS Seox 236x6u.pngGuardStartupRecoveryTotal 32Advantage-8 also put the opponent in uneven hitstop, providing a similar interaction to armoured moves. These parries achieve this by freezing the opponent when the parry is triggered, and having the counter-attack connect before standard play resumes.  Lowain's Come at Me, Bro!GBVS Lowain 623H.pngGuardUnblockableStartupRecoveryTotal 26AdvantageHKD is the exception, as the opponent has time to spotdodge before the counter-attack connects. This is also true for  Vaseraga's AftermathGBVS Vaseraga 236236U.pngGuardMidStartup8+7Recovery52Advantage-27, which has a Guard Point at the start.

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