Correct me if I’m wrong, but I thought that anyone can be punished by any character if they jump a fireball on reaction. True, for some characters, you might be able to get away with jumping when you see movement. But again, this is still a form of anticipation. If they throw a jab or something, you get DP’d. Its all about risks rewards. If fireballs could be safely jumped on reaction alone even a fraction of the time, they wouldn’t be so effective.
Actually you can…it’s called jumping straightup lol but it’s hard to do consistently agaisnt good players who mizup jab and fierce fb’s.
If you really want to know, ask these questions.
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How many frames of startup and recovery does the projectile thrower get?
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How many frames of startup and jumping animation does the opposing character have?
2b. If the opposing character has an aerial move that changes their direction in the air so that they go over the projectile and toward the opponent, how many startup and jumping frames are needer in order to be in range to hit the projectile thrower?
If you can answer those questions for everyone that applies and then add a variable range for average reaction time, you’ll figure out whether or not everyone can jump and punish projectiles on reaction.
Hint: Not every projectile can be jumped and punished by everyone on reaction. SONIC BOOM!
Is this data in the bible? I’ve looked on NKI’s site and couldn’t find it.
You can be brave and test it out just be prepared to get hit. Frame data is never a good substitute for in person experience. Not disrespecting MrFreshOJ or anyone.
^^
Well…based on what I posted, you’re absolutely right because of that random factor known as “reaction time”…which I did mention in my post.
Frame data does have some bearing on what’s possible in a fight though. (Links would be a great example.) Otherwise, it wouldn’t have been documented and it certainly wouldn’t be referenced as often as it is.
So, like I said earlier, answer the questions I posed, including the one about reaction time, and you’ll have a definite answer…give or take how many frames it takes you to react.
let’s not forget anticipation = negative reaction time.
^^
Oh but of course! I think we were looking for what could be done “on reaction” initially.
Khiem, your first post in this thread is really, really good. I’ve been meaning to make a post about exactly that for aaages! It’s cool to see that somebody else thinks about it in this way.
I think it’s something that most people do come to recognize and learn to understand on some level, but they either can’t properly articulate it or don’t mentally form it into a solid, definite concept.
^ (like a bonus)
You can then also say that
being caught off guard = positive reaction time (like a penalty)
EDIIIIT: This is closely related to the idea of distraction (literally making someone focus on the “wrong” thing) and how overloaded/overwhelmed your mind is at a particular moment.
- cool post by nohoho about brain “CPU load”
- another post by nohoho that is somewhat related to the above post (explains a term he used in it)
Good players tend to be able to figuratively pressurize and clutter their opponent’s heads very well. This is usually where stupid mistakes come from: it’s when you pop. The extreme case is that you start panicking and you totally freeze up or make a very bad decision, but any amount of frazzle means that you are playing sub-optimally (relative to you yourself, like your own abilities). Did they learn to do this because they are good, or is their ability to do this a major factor in what makes them good? I think it’s debatable (chicken/egg) but you can certainly train yourself to become better at it. It can affect all sorts of facets of your gameplay. As an example, just think of how simply whiffing an early normal next to a downed opponent instantly strengthens your okizeme mindgame.
EDIT EDIT: … and that’s just stuff in the game itself! A competitive situation or setting (ie. tournament) automatically steps up the intensity ten notches. (Once again, of course, an experienced player tends to be less affected by stress and jitters than an inexperienced player.)