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Posted

Here are the rules on crossups and instant overheads I've found based on my own testing.  Let me know if anything looks incomplete/wrong.

 

Overheads

 

Overheads are easy.  Obviously intentional overheads (i.e. any standing command overhead, falling jump-ins) will hit overhead.  However, jump-ins will NOT hit overhead on the way up even if they are normally overhead, i.e. Orie j.A will hit crouching opponents while rising but it will hit MID unless she waits until she is descending to press the button.  Basically, if it looks too fast to be reactable, it's probably not actually overhead.

 

Crossups

 

Crossups are a bit more complicated and appear to be subject to the following rules:

 

- Crossups can be blocked BOTH WAYS (both left and right) if they are done by jumping over the opponent and hitting them while facing AWAY from them, i.e. Nanase jumps over the opponent and does j.B so it hits the opponent behind her.  This applies to projectiles as well, i.e. if Nanase does her slow wind projectile then jumps over the opponent as it hits, it can also be blocked BOTH WAYS.

 

- Crossup protection remains in effect until you turn around to face the opponent AFTER having recovered from whatever move you used.  In other words, if Nanase does wind projectile then jumps over the opponent and lands on the other side BEFORE the projectile hits, the projectile will cross up.  On the other hand, if Seth does orb and jumps over the opponent and fastfalls to the ground, the orb will NOT cross up until he recovers from the fastfall motion.

 

- Certain moves will BYPASS crossup protection.  I haven't tested to see what all of them are but it seems they basically work by turning you around without being subject to the above recovery rule.  The most obvious one is Chain Shifting after a jump-over; any hit from the same side as the Chain Shift activation must be blocked properly from that side.  Examples of other moves I have found that will negate crossup protection when performed are: Nanase's FF, Orie's FF, Merkava's fly, Seth's dive, Linne's double jump.

 

- The above rule does not appear to apply if you are too close to the opponent when doing the bypass.  For example, Seth's dive will NOT hit crossup if he does it in the corner right above the opponent; in that case the dive can be blocked both ways even though it would have to be blocked correctly if done from further away, i.e. midscreen.

 

- Standing and crouching block do NOT affect crossup protection.  If you would be protected from a crossup, you will be no matter how you are blocking.  If you are getting hit by a "crossup" while crouch blocking, it's probably actually the overhead hitting you and not the crossup.

Posted

There a lot of infor floating around about the crossup protection system because it's the same as Melty's. These are the basic rules for it (credit to this thread on Melty Bread):

 

Crossup Protection

1. If the defender successfully blocks, until they exit blockstun, they may keep blocking in that same direction regardless of any side switches that may happen. Note that you only get the protection until you exit blockstun.
and most importantly
2. Block the character, not the item that they threw out. i.e. If kohaku's helicopter plant is behind me as I'm getting up and she's standing in front of me doing nothing, block away from her or you'll get hit. There are no Aegis-Reflector-type unblockables in this game.
3. If the opponent is facing away from you while they hit you, you can actually block either direction until they turn around. [An addendum I'll make here is that characters in the air don't turn around until they land unless something else happens during that time.]

 

This should basically cover all your findings.

Posted

Right, it's basically Melty's crossup protection where the general rule was "You can't hit crossup unless you're facing the enemy."

Posted

It seems a bit more complicated than that I think, some moves make you face the opponent (like Seth's teleports) but crossup protection will still apply.

Posted

It seems a bit more complicated than that I think, some moves make you face the opponent (like Seth's teleports) but crossup protection will still apply.

 

That's an extension of "if you're already blocking and get crossed up, you can block either direction until you leave blockstun."

Posted

That's an extension of "if you're already blocking and get crossed up, you can block either direction until you leave blockstun."

That's something else entirely.  Seth's teleport doesn't even put them in blockstun, it's just a teleport.  He turns around and all your inputs are reversed accoridngly etc. but no crossups.  For some reason dive will cause crossups once you press it though.

Posted

That's something else entirely.  Seth's teleport doesn't even put them in blockstun, it's just a teleport.  He turns around and all your inputs are reversed accoridngly etc. but no crossups.  For some reason dive will cause crossups once you press it though.

 

It might just be a specific exception case to prevent abuse with orbs

Posted

The same applies for traps. With Byakuya's webs. If he uses any of his A, B, and C aerial webs as well as his post-webdash D followup (grounded web) most times the webs can be blocked in any direction. By that I mean you can hold run (or even hold jump) straight into most of Byakugans webs even if he crossed you up/you crossed him up 10-20+ seconds ago, that web will still be able to be auto-blocked if dashed/jumped into. 

I don't find this information too useful since either way you would want to stay away from getting yourself stuck in web blockstun for free pressure and destroy traps with normals, but some could find it interesting.

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