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== Delayed Wakeup == | == Delayed Wakeup == | ||
Holding {{#motion: d}} while on the ground will delay your character getting up | Holding {{#motion: d}} while on the ground will delay your character getting up. This allows you to avoid mixups that as you cannot be hit during this period. The downside is that you lose the wake-up window to buffer a wake-up move such as an enhanced special move or a backdash, making it extremely hard if not impossible to get said moves out on the first frame. | ||
== Stage Moves/Interactables == | == Stage Moves/Interactables == |
Revision as of 15:15, 23 April 2015
Blocking
Blocking is performed by holding {{#motion: bl}}, or {{#motion: d + bl}} to block while crouching.
Throw Escapes
Throw escapes are performed by pressing the throw motion ({{#motion: fp + fk}}) at the same time the opponent does.
Breakers
Breakers cost a bar of stamina and 2 meter stocks. A breaker can be performed while getting hit by a combo with {{#motion: f + bl}}, or while blocking a combo with {{#motion: b + bk + fk}}.
Roll Recovery
Hitting any button when hitting the ground will perform a tech roll.
Delayed Wakeup
Holding {{#motion: d}} while on the ground will delay your character getting up. This allows you to avoid mixups that as you cannot be hit during this period. The downside is that you lose the wake-up window to buffer a wake-up move such as an enhanced special move or a backdash, making it extremely hard if not impossible to get said moves out on the first frame.
Stage Moves/Interactables
Certain stage moves, also known as interactables, allows characters to escape corners that exist on a stage. These are executed by hitting the Interact Shortcut or executing {{#motion: fp + bp}}. Note that these cancel out of normal moves like special moves and require a stock of stamina to execute.