- If you use one attack, then "buffer" into another (that is, execute it ASAP), it will remove a frame of startup from the second one. That probably sounds very confusing, so I'll use an example:
Dragon's low MK is +3 on a standing opponent. The low MK has a 4-frame startup, yet he can link two of them in a row. This doesn't make sense until you realize that linking a low MK removes a frame of startup...so it's 3 frames and thus will link from a +3 move.
It turns out that this is indeed a general rule of this game. So when using the frame data to come up with possible combos & pressure strings, keep in mind that you can use moves whose startup is 1 frame longer than your advantage.
- It turns out that I was partially right when I thought that autoguard moves were high/low dependent. Actually, only part of your character's body will autoguard, while the rest of the sprite is vulnerable. Erick is the most obvious example; his autoguard moves will work on anything that touches his shield.
Also, all autoguard begins on the 2nd frame of a move, so you cannot use these attacks as true reversals. They still work if your opponent's string isn't airtight, though.
- All throws are 0 frames and can be used as reversals.
- The super flash takes 3 frames to begin in this game, as opposed to 0 in many others.