I was getting a little irked whenever I was trying out a new character and discovering on the fly that various crouching normals did not actually hit low, so I went into training mode with everybody to get a complete list of which crouching normals hit mid and which standing normals hit low. I checked every character’s neutral (5) and crouching (2) normals plus their launcher (3C, all but one of which hit mid). Didn’t bother checking for overheads, so let me know if any of those actually do exist for normals (excluding special commands like Ryu’s 6B).
by high he means “not low” (as opposed to overheads or whatever definitions people may have), and yes these are all true
i don’t really see how they’re odd though; just because theyre crouching moves doesn’t mean they should hit low. it doesn’t look like most of these low punches should hit low too
a few moves got changed to low hits specifically for this game (alex 2B, lightan 2C, morrigan 5A etc) because those characters were reallllly suffering from a lack of low moves
If a move can only be blocked crouching, it hits low. If it can only be blocked standing, it hits high. If it can be blocked either standing or crouching, it hits mid. That’s how I’ve always said it at least.
Buktooth, would I really have to standing block, since that’s for mids/highs, against Ken’s 2A then? I know that a lot of attacks don’t hit low just because they crouch, and some of them, like Frank’s 2A, are obvious in that they are middle hitting attacks, therefore, I’d assume, that they can be blocked crouch or standing. Is that not true?
It sounds weird, like V.Joe’s 6B hitting high? But that is only weird for him because he is short, so how would anybody know? Haha.
Jm, if it hits mid, then it can be blocked standing or crouching. That’s why I am confused when I see an attack that looks like it’s obviously hitting mid, Frank’s 2A, but it is actually hitting high, therefore it must be blocked standing. =P
Yeah, this. I dunno why but I have a habit of using high/mid interchangeably in 2D fighters and labeling moves that must be blocked high as “overhead.” I doubt anything in the OP actually is an overhead, but I didn’t check for that.
And it’s not really odd or unheard of for crouching moves to not hit low, and it may be my relative inexperience speaking, but I don’t think I’ve played a fighter where these were so common. Some of them really do look like they should hit low, but don’t. May or may not be threadworthy, but since I went to the trouble of making a list for myself I figure I might as well post it.
Capcom just screwed up their training mode. Setting the dummy to all-gaurd will result in the dummy blocking high for any move that can be blocked high, even if you set its state to “crouching.” Naturally, this means you can’t use it to check for overheads. I was frustrated when I found this out, as Capcom screwed up several interface features with this game (wrong way button config, training mode does not remember settings…).
This thread had me scratching my head until I realized that by high you meant mid. You might wanna put that disclaimer in the OP.
It’s definitely not unheard of to have some crouching attacks hit mid…but this game seems to have a ton. There are a lot of characters with more overheads than lows. I definitely block high by default against Casshern and a few others.
Interestingly enough, Zero’s j.C and j.2C can be blocked crouching.
edit: it was always my understanding that highs are moves that you can block both ways (or duck under), mids are overheads and can only be blocked standing, and lows have to be blocked low.
I guess that only works in Tekken (?), but for SF I just say “block crouching” or “block standing.”