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(→‎No OTG After CH DAA: Changed the name a bit and added a overall description of hot certain things interact with knockdown/OTG)
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==No OTG After CH DAA==
==Fast wake-up after OTG and CH DAA==
Counterhitting with Dead Angle disables hurtbox upon hitting the ground. This means its impossible to hit character after Ground Bounce, Slide, and OTG.
 
Counterhitting with Dead Angle disables hurtbox upon hitting the ground and makes the character stand up quicker similar to if you hit someone OTG and they don't tech. Ground slides also skips the OTG part.<br>
The technical explanation for this is as following:<br>
 
Knockdowns in this game are divided into 3 parts, the floor bounce, laying down and getting up. Characters can be hit OTG during the first two<br>
The first part: Floor bounce as the name suggests is where your characters hits the ground and then bounces up a tiny bit. It lasts for as long as the character hangs in the air following the bounce.<br>
The second part: Laying down is just where your character is laying down flat, it lasts for 11 frames before it goes into the next part. Your character is still able to be OTG'ed during this.<br>
The last part: Getting up is where the invincibility normally kicks in and your character starts to get up.<br>
 
When you hit someone with A CH DAA or OTG, they are immediately granted invincibility the moment they enter OTG state and additionally the second part of the knockdown is reduced to 1 frame.
Ground slides on the other hand just always skip to the last part of knockdowns when their duration runs out.


==Special Clash Rules==
==Special Clash Rules==

Revision as of 19:49, 18 April 2023

Training Mode Inaccuracies

Some training mode behaviour differs from actual gameplay. This includes:

  • Dummy can't block I-No's respect (still possible manually).
  • May is not considered crouch state during her 3K.
  • Testament's Zeinest have longer cooldown after hit.

Collision Box Sizes

These values are derived from the KOF hitbox viewer, and may not be entirely accurate
Character Standing Collision Crouch Collision
A.B.A 81x121 65x91
Anji 61x131 65x101
Axl 61x131 65x101
Baiken 51x111 65x81
Bridget 57x131 65x101
Chipp 61x131 65x101
Dizzy 57x121 61x91
Eddie 61x131 65x101
Faust 77x121 81x81
I-No 61x131 65x101
Jam 61x121 65x101
Johnny 61x131 65x101
Justice 77x141 81x111
Kliff 61x111 65x101
Ky 61x121 65x91
May 61x111 65x81
Millia 61x121 65x101
Order-Sol 61x131 65x101
Potemkin 81x141 85x111
Robo-Ky 61x121 65x91
Slayer 61x131 65x101
Sol 61x131 65x101
Testament 61x131 65x101
Venom 61x131 65x91
Zappa 61x131 65x101
  • Collision box size is equal in both directions with origin point in the middle.

Main takeaway is that throws have effectively +2 pixels of range on crouching characters. The exceptions are Baiken (+7 pixels), Bridget (+4 pixels), and A.B.A (-8 pixels).

Air SB Interactions

On

Normally slashbacking On will still lock character in inescapable animation, but without scaling applied by the first hit. However using burst within 2 frames after slashback will result in character escaping, while still keeping Anji in animation. The animation is long enough for some characters to punish with Instant Kill.

FB On however recovers mid air leaving Anji with only 2 vulnerable frames and a big hitbox which can easily catch extended hurtboxes to force a favorable trade. Those factors make airthrow a preferable punish.

Fast wake-up after OTG and CH DAA

Counterhitting with Dead Angle disables hurtbox upon hitting the ground and makes the character stand up quicker similar to if you hit someone OTG and they don't tech. Ground slides also skips the OTG part.
The technical explanation for this is as following:

Knockdowns in this game are divided into 3 parts, the floor bounce, laying down and getting up. Characters can be hit OTG during the first two
The first part: Floor bounce as the name suggests is where your characters hits the ground and then bounces up a tiny bit. It lasts for as long as the character hangs in the air following the bounce.
The second part: Laying down is just where your character is laying down flat, it lasts for 11 frames before it goes into the next part. Your character is still able to be OTG'ed during this.
The last part: Getting up is where the invincibility normally kicks in and your character starts to get up.

When you hit someone with A CH DAA or OTG, they are immediately granted invincibility the moment they enter OTG state and additionally the second part of the knockdown is reduced to 1 frame. Ground slides on the other hand just always skip to the last part of knockdowns when their duration runs out.

Special Clash Rules

By default 5P, 2P, 2K, j.P and j.K has a special property where they will always clash as long their hitboxes collide on the first frame of either move's active frames, regardless if they also touch a hurtbox. However some normals are an exception to the normals listed above.


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