if someone has a true blockstring from low to overhead then if you block the first hit low you will still get hit if you don’t stand up for the 2nd hit which hits high.
the same goes vice versa.
autoblock does not protect you from high low mixups. and I really don’t expect it to take care of unblockables.
It doesn’t. Autoguard just means if you’re in a blockstring you stay blocking, even if you press buttons or don’t hold back. The thing about assists is just some special property regarding crossups, it doesn’t apply to high-low.
It’s not really something you can test on CPU though… since if there’s any gap between the two hits (which is likely) it becomes blockable… Though it’s not something a player can really react to
Say you guard a theoretical low with 10 active frames, but after guarding low for 1 frame you immediately hold back (which switches your guard to high). Do you get hit low by the remaining low active frames?
Wait, what? No. Active frames means that the attack will can hit you for the duration of that time, not that the whole duration will continue hitting. Think of it this way, attack comes out and for 10 frames it is asking a yes/no question: did I hit? As soon as it hits, the character hit enters blockstun or hitstun depending on the situation and the rest of the frames are no longer able to hit, if the not the animation will continue as normal until one of the frames makes contact or the entirety of it whiffs.
His damage is “flashy?” What does that even mean? He can do 630 000 off his command normal overhead, which is pretty much impossible to see when you set up with the Gustaff Fire assist. If I DHC into Tron, that’s close to 800 000. Also I don’t think he has a hard time getting in on anyone, especially considering you aren’t supposed to try. Joe’s gameplan is just to avoid getting hit, he has plenty of time to zone you out and force you into situations you don’t want to be in. Do you have any idea how good his zoning is? IAD Voomerangs are retarded because Joe is neutral when he lands, allowing him to call an assist right away, then throw another Voomerang or throw out his bombs.
All I have to say is, YJDK (pretty old community meme lol). It’ll take time to develop his game because he isn’t very popular.
I don’t mean autoguard in the sense that you’ll stay blocking during a blockstring if you remain in blockstun. I mean in training mode, you can set the dummy to guard all attacks. It will block unblockable setups.
A couple people have hit on what I was saying before. If you have a low attack that’s active for 7 frames, and them you perform a high attack that comes active on frame 3 of that attack and lasts 3 frames after the low finishes, what happens? There are two possibilities:
1.) The opponent must block low from frames 1-2, can block any which way until frame 7, then must block high from frames 8-10
2.) The opponent automatically is hit on frame 3.
I don’t believe we confirmed that #2 is the case, and you certainly couldn’t confirm that in a real match. You’d need very specific testing to figure out which is true. Both are for all intents and purposes unblockable, as the opponent needs to switch blocking stance on very specific frames even in scenario 1, so this is really just semantics.
Also, your “confirmation” that unblockables were in the game was just Keits saying that you can perform a high attack and a low attack at the same time. They didn’t do any real testing on it.
If you don’t believe me, go to training mode and set the dummy to “all guard.” Then try an unblockable. You’ll see him rapidly switch between a high and low guard without being hit, corroborating my suspicion. The reason I’m not saying this is 100% true is because it could be an artifact of the way all guard is programmed, similar to how the dummy in third strike could block unblockable setups. Still, it means you have to at least question whether or not it’s true.
This is only true for certain moves. And for the ones that are like that, it means that you need to have both attack hits on the exact same frame to be unblockable, which is harder to perform than a 1-frame link.
Currently underrated (IMO): Joe, Chris, and Thor (although it feels like he is slowly becoming less and less underrated with more people picking him up.
Note: Underrated does not mean really good. Simply means better than currently shown. Im not trying to state that these 3 characters are godlike or anything.
Thor definitely has potential with his ability to use his mighty strike special to blow through a lot of projectiles, a particularly fast wave dash game with a j.L that rather easily goes into huge damage. He also can easily be DHC’d into if he’s up second for a 2 meter 100 percent combo off a character that already does big damage quickly like Magneto. Especially since the game is going to eventually turn into 100 percent DHC reset vs. 100 percent DHC reset 3: Fate of Two 100 percent DHC resets.
Unless an attack hits multiple times, a move with 10 active frames will stop hitting on the first active frame that touches a hurtbox. The rest of the activ frames become recovery.
What you’re seeing is something along the lines of you hitting with a low attack on frame 2 and a high attack on frame 5. A CPU can block that by rapidly switching, a player won’t be able to react to that though.
Right, for certain moves that’s definitely true. Other moves have multiple hits though and similar stuff to make them actually hit throughout their active frames.
And yes, I agree that these setups are for all intents and purposes unblockable. Worst case scenario, your enemy only has the amount of frames to react that you were off by in mistiming your setup. However, in order to actually confirm it, you need to get both attacks to hit on the exact same frame, which is something I seriously doubt is happening in real matches, despite claims of such.
I want to discuss whether the DHC hit stun and dmg reset glitch is going to be a determining factor for competitive play later on in the game’s life span. Provided it doesn’t get patched out are we going to see more teams revolve around this glitch? Magneto, Wesker, and Amaterasu are seeing larger amounts of play because not only are they solid characters they are some of the characters that either trigger or benefit the most from the glitch. Is it something that needs to get patched out because it limits competitive character choices?
I definitely agree that Viper has potential to be at least top 10 in the game as her game develops. There’s so much untapped potential with her at the moment and everyone is still trying to get a feel for the character. In terms of her game plan I think she can easily play multiple styles with rush down, keep away, and trapping because she has all the tools to do that. However, what’s keeping her back are these 4 things:
Bad DHC Options - All of her supers have too much recovery and leave her vulnerable meaning there’s no safe way to randomly DHC her in. This means she’s gotta to be the on point character a good portion of the time, which may or may not be bad depending on the match up.
Meter Consumption - Viper is a good battery but the majority of her damaging combos require her to blow at least 2 meters in one combo due to her EX moves. Now usually you’ll build at least one of those meters in the combo but she’s usually at minus meter at the end making her team composition more difficult. She also needs that meter for some of her defensive options like EX Seismo or EX Thunder Knuckle.
Assists are average - Viper is a character where all 3 of her assists aren’t terrible but they aren’t amazing. Only 2 assists control some form of space but the position, start up, and recovery make Viper easy to punish in these scenarios. They are essentially used to extend combos rather then assist character weaknesses, imo.
Doesn’t benefit from known exploits - Right now she can’t use the DHC damage scaling and hit stun decay reset glitch nor can she capitalize on the aerial rave exchange hit stun reset. Whether this becomes a determining factor in team composition has yet to be seen.
Even if she where to have the DHC trick in one of her hypers/throws, I still don’t think she would be high enough. She requires a lot of execution and/or meter to make her work. I remember seeing this badass viper on the 8way stream last week and it was amazing once she got in. But she got her face smashed in when she was getting dealt with either extreme rushdown or keepaway. There was not much else she could do. Her reach isn’t that crazy. I don’t think her assists are too bad but yes like you said, they are not great. I usually stick with Burning Kick because it was a quick overhead. By spamming low attack, you are eventually going to get an unblockable. Plus apparently her burning kick counts as a projectile, not as strong as Akuma’s tatsu but that is something to consider.
Also… burning kick loops? Which ones are those? I am dying to learn something else than that box loop crap. That shit is horrible to do online.
I think the DHC glitch will be a big factor in the game and teams used as a whole in the long run. For the damage you get at a minimum execution barrier (normally) so there is little reason not to use the DHC trick. So many chars can start it and even more of them can use it to 100% just about anyone in the game. So with 2 bars and meter is pretty easy to come by your def killing one char. Thats huge. I mean Yipes used it to great affect recently starting the reset with Mags and then having Wesker come in. Anyone touched by it died easily.
The DHC glitch is definitely a game changer, but no, I don’t think all competitive teams must be built around it. If you look at the placings in final round, during which the dhc glitch was definitely known about and could have been used. Neither Justin’s nor Combofiend’s team used it. While the damage benefits of the DHC glitch are obvious, it has a bunch of non-negligible drawbacks:
1.) It forces your team into a specific order that you might not otherwise like.
2.) It usually takes 2-3 bars to get good damage off of the trick. That means either you’re using up all of your meter at the beginning of a match, or you’re going to need to sacrifice and early kill to save meter for the trick.
3.) It’s not that much extra damage for the meter expenditure. A combo leading into level 3 from your point character can likely approximate the damage, and well set-up DHC combos can also come close. Remember that you’re burning at least one hyper bar (two, if you’re using hysteric or hyper grav) that deals no damage at all.
4.) It limits what characters you can have on your team, and some people just want to use certain characters because they think they’re good.
I’m sure there are more problems with setting up teams around the DHC trick. There’s no denying it’s a powerful trick, but I doubt it’ll cause all other team synergy options to go extinct.
To me the issue is that some of the games best chars ca take advantage of the trick. It would have been better balance wise if it was just the “lower” folk. I mean Mag, Wekser, Sent, Storm, Wolvie, Ammy, Phx can all either start it or take excellent advantage of it. And each of them was already considered way above average without it.
Execution shouldn’t even come into factor in determining a character’s placement. That’s like saying Eddie in Guilty Gear isn’t the best character in the game because he’s too hard to use. Eventually, you’re going to have one person overcome that execution barrier and they’re going to show something crazy with the character that we didn’t think possible. Personally, I consider Magneto the best character in the game at the moment because he benefits from every exploit and glitch in the game and everything about his game is solid but his execution requirements are higher then usual but one error and he dies right away.
MarlinPie was the Viper player on the 8way stream and yes his Viper is sick but there’s still a lot more potential in the character I don’t think we can write her off just yet. Name one character who doesn’t get smashed in by extreme rushdown or keepaway. Team composition comes into play as well but I think Viper has more tools to deal with both then Magneto.
Look at Justin’s team again all 3 characters can exploit the DHC glitch. There’s so much synergy between those three characters it’s crazy to think that he stumbled upon it through random select.
I can only speak to the few DHC glitch combos I’ve learned, but they’ve all been over a million damage for two bars. And that’s after the point character built the second. So the very first short you land in the match could kill the other player’s point. And if you DHC into some characters, like Taskmaster, you can end up building 1.5 bars during the followup combo, which you may or may not even need to use any of. Even if you do need to end Taskmaster’s combo with a super, you are left with .5 bars less than you started. Literally nobody would say it’s a good idea to save the meter over outright killing a character.
That’s just wrong. 500+k damage from one extra bar. Most level 3s don’t even do that much damage. Also, some DHCs actually do hit (like Sentinel Force or King Servbot) and let you continue anyway.
Obviously the “only works for certain teams” is the main downside. Doesn’t mean that it isn’t good or even that it’s not worth building a team around. None of the characters that can start the glitch are bad, and nearly half the cast can end it.