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Successful Evade and Slow Attacks

Discussion in 'Dojo' started by akai, Jul 20, 2012.

  1. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Nice explanation. Eileen has 236P which is +3 on guard and knockdown to combo if they don't tech. I'll have to play with this some more in dojo.
     
  2. Washow

    Washow Well-Known Member

    Noob here trying to understand. So since evades are 23f long, I can just use moves that executes slower than 23f to catch the evader?

    I don't quite understand why evading at -6 to -9 is most useful. No matter what you are at, under -10 means you can evade any punishment as long as you don't try to hit back right?
     
  3. Drift

    Drift Well-Known Member

    Close, but there is a little more to it. The move needs to (1) be linear so that the game lets your opponent evade it and (2) be long enough in execution to still be in start-up frames during that evade. -IF- your opponent touches a button after their evade, then the characters will realign and your move will make contact. That's why the mid, 30f, 4+ active, linear moves work best. They are still in start-up during your opponent's evade animation (from -1 to -9 disadvantage), become active just after the evade finishes but before they can hit you first.

    Evading is risky. Your opponent can do a number of things to beat an evade: Throw, (half)circular counter-hit, delayed launcher, K(G-cancel) and retain advantage, or the technique discussed here. Certainly, there are answers for each of these but the first and foremost is to simply not evade unless you have/want to. At -1 to -5 there is no need to evade to regain advantage. Your go-to defensive technique in this situation should be fuzzy guard (crouch fuzzy and crouch-dash fuzzy.) Once your opponent can beat fuzzy guard (low attacks, low throws, delayed throws) you can then mix in other defensive options.
     

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