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Posted

I'm still on CT (Damn you UK!) but I'm sure this area hasn't changed in CS.

So, I'm knocked down by my opponent and I have to go through x frames of untechable time (i.e the 'UT' value in the frame data) before I can air tech, right? How does this untechable time influence if I can 'bounce' tech (i.e teching the second I hit the floor and avoiding a full vulnerable knockdown state)?

Some times it seems I can't air tech but can hit a button and 'bounce' tech the second I hit the floor. Other times I can't do either and go into a full knockdown state where I'm vulnerable to being OTG'd (sweeps and hard knock downs)

My second question, would I be correct in saying I have 5 different ways of waking up from a 'full' knockdown (my naming probably doesn't match what the game calls them)

1. Roll away (:b:+:abt:/:bbt:/:cbt:)

2. Roll toward (:f:+:abt:/:bbt:/:cbt:)

3. Neutral rise (:abt:/:bbt:/:cbt:, most guides list this as :u:+:abt:/:bbt:/:cbt:??)

4. Slow rise (:d:+:abt:/:bbt:/:cbt:)

5. Auto (no input, cpu stands you up, probably never want to do this)

Thanks

  • 2 weeks later...
Posted

Some moves are untechable until you hit the ground, so you can't tech them in the air.

Likewise, some moves allow you to be OTG'd. Usually, if these moves hit you out of the air, they become techable the moment you hit the ground.

You have those 5 options, yes. Neutral tech is the only safe one.

Also, don't tech with C. Use A and B.

I dunno. I may be a little confused, based on this sentence.

So, I'm knocked down by my opponent and I have to go through x frames of untechable time (i.e the 'UT' value in the frame data) before I can air tech, right?

:psyduck:

Posted

Thanks.

I guess when I say knocked down I mean hit into a falling animation.

When you say some moves allow you to be OTG'd, do you mean that I can't tech at all and am put in a full knockdown state where my opponent can pick me up off the floor?

Also, what difference does the input button make to my wakeup?

Posted

Ahh, I see.

I mean like..

Let's take Carl 3C (slide w/ knockdown) as an example.

If you get hit while standing, you're knocked down, and Carl can OTG you for combo.

This is very basic Carl set up.

But let's say for some reason 3C hit you and you were falling/jumping/anything but standing, you'll be able to tech the moment you hit the floor.

This is what I meant by some OTG not working if you're hit out of the air.

Button input on wake up, I guess might not make a difference, but I'm speaking for teching in general.

It's best to alternate A&B to tech, rather than B&C for example.

If you're using B&C to tech, it's possible to get thrown, and have it be untechable (throw reject miss) because you're using the buttons that throw for tech.

If you tech, and the system reads your teching inputs as throw input as well, as soon as you're thrown, you won't be able to tech it.

A&B is just safer in general.

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