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Question A place for Technical Questions

IrishMantis

Most humble shit talker ever!!!
Fuck it

@GGA Dizzy Sorry for tagging you but I'd imagine you know best about Tripgaurd works in this game

I'm wonderingwould you know this

Q2. How many frames do you have to tripgaurd an opponents jump in punch, jump in kick, empty jump in and neutral jump punches/kicks? (if not all universal of each other)
Or are they character specific?


The reason I ask because this one is causing the biggest debate

Cheers bro if you find the time to reply
 
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The_Tile

Your hole is mine!
I can test real quick.

but as far as i know, you're alowed to block on the first available frame post landing if you don't press any of the 4 attacks layouts, if it can be trip guarded it can't be longer than -2 or -1, just a though.
I remember it looked like it hit on the first available frame so if it is possible you're right about it probably being -1. If you are gonna test it, try testing with characters with floaty jumps first cause I imagine it to not be universal considering all the variety with the jump mechanics in this game.
 

Shawnzzy

Scrub Extraordinaire
Ah this I can answer to an extent , and your question also brings up a philosophical question which is "what is the minimum frames you can fuzzy?" And I'd say atleast 5

So basically fuzzy blocking is tapping, pressing or holding down for certain moves before release down to stand block or vice versa.

So JC for example 11, OH or 113(low) in not sure by how many frames frame data does not tell you the block stun, but it's easy to tell the low is faster.

That means after 11 you will press down and then release down to block the Overhead so you are covering 2 options in 1 instance without guessing

To practice this either have a friend or set record in practice to do different sequence of these attacks and if you time what I said above right you should black both the Low/OH without actually guessing which 1

Off the top my head JC, Scorpion, Shinnok, Predator, Ferra/Torr, Kung Lao, Mileana and I'm sure many more chars have fuzzyable 50/50s

Do you know if this works for Wargod Kotal's 50/50?
 

Wigy

There it is...
I have a question, everyone keeps talking about being able to buffer armour out of tanya's tonfas and erron blacks 21122 pressure.

How/what is this about.
 

IrishMantis

Most humble shit talker ever!!!
I have a question, everyone keeps talking about being able to buffer armour out of tanya's tonfas and erron blacks 21122 pressure.

How/what is this about.
It's basically an option select Armouring/blocking since you use R2 for both the game system seems to only follow which 1 makes sense

So if Your Johnny Cage and Tanya does either the full rekka or just the 2 hits you can just quickly tap Ex Nutpunch at the window you normally would to punish the 2nd hit of rekka, but then straight away hold R2 after so you will stay blocking

So what will happen is if she stagger delay the 3rd hit or completely stops at the 2nd hit you will nutpunch interupt or punish her.
But if she doesn't delay and finishes the entire rekka you will stay blocking
 
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IrishMantis

Most humble shit talker ever!!!
This man right here......
This man has got sources, your the type of dude I like but also fear arguing with because you will hit me with some reliable sources :p

Although it's still kind of Vague I'll add it to the OP

Now for the more important part of his Question how much of window do you have to tech?
 

Braindead

I want Kronika to step on my face
This man right here......
This man has got sources, your the type of dude I like but also fear arguing with because you will hit me with some reliable sources :p

Although it's still kind of Vague I'll add it to the OP

Now for the more important part of his Question how much of window do you have to tech?
No idea about the tech window. But it feels ridiculously small lol.
 

Wigy

There it is...
So this tanya armour OS. It seems to be retardly applying to everthing

My friend was playing liu and i was buffering ex flipkick at all the cancel windows in case he fucked it up and wasn't frame perfect and blocked otherwise. Which is super retarded.

Then my a list jc was against my friends sun god and he was buffering ex grab into all my cancel windows and blowing me up for anything that didn't 100% jail and just blocked when i did. This really is dumb as shit; i never realised til today.

Same with EB 21122 string.. What the shit
 

IrishMantis

Most humble shit talker ever!!!
So this tanya armour OS. It seems to be retardly applying to everthing

My friend was playing liu and i was buffering ex flipkick at all the cancel windows in case he fucked it up and wasn't frame perfect and blocked otherwise. Which is super retarded.

Then my a list jc was against my friends sun god and he was buffering ex grab into all my cancel windows and blowing me up for anything that didn't 100% jail and just blocked when i did. This really is dumb as shit; i never realised til today.

Same with EB 21122 string.. What the shit
To answer your question yes the window are restively easy to do since they are reversals in most cases, but since blocking and enhancing are the same button you can't really remove it
It was in MK9 too.

Best thing to do is bait people who you know are doing it .
 

Wigy

There it is...
To answer your question yes the window are restively easy to do since they are reversals in most cases, but since blocking and enhancing are the same button you can't really remove it
It was in MK9 too.

Best thing to do is bait people who you know are doing it .
Command grabs are rather bullshit in this scenario. Not to mention the endless safe armour in this game.

Never realised the buffering input was so retarded lol.
 
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IrishMantis

Most humble shit talker ever!!!
Okay I got a simple question
Megan counting how many frames till the first active frame of the 2nd hit, do you count the active frames of the first hit?
 
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It's basically an option select Armouring/blocking since you use R2 for both the game system seems to only follow which 1 makes sense

So if Your Johnny Cage and Tanya does either the full rekka or just the 2 hits you can just quickly tap Ex Nutpunch at the window you normally would to punish the 2nd hit of rekka, but then straight away hold R2 after so you will stay blocking

So what will happen is if she stagger delay the 3rd hit or completely stops at the 2nd hit you will nutpunch interupt or punish her.
But if she doesn't delay and finishes the entire rekka you will stay blocking
Quick question in regards to the technique involved. Say you're blocking and buffering ex-nut punch, are you holding block, pressing back, then quickly releasing block and pressing down+3+block?

I've been trying this and I keep finding that I'm getting hit (so I'm guessing I'm either releasing block for too long or not pressing block at the right time when doing the final input. If there's something else going on here besides poor execution please tell me).
 

IrishMantis

Most humble shit talker ever!!!
Quick question in regards to the technique involved. Say you're blocking and buffering ex-nut punch, are you holding block, pressing back, then quickly releasing block and pressing down+3+block?

I've been trying this and I keep finding that I'm getting hit (so I'm guessing I'm either releasing block for too long or not pressing block at the right time when doing the final input. If there's something else going on here besides poor execution please tell me).
You kind of let go of block and buffer the armour before the next hit and then block

Practice it on Cassie B123 string if your armouring before the 3 it is working if you slightly miss the timing you should still block it, if you get hit a lot your timing could be the issue but I doubt it since the reversal window in this game is generous
 

WiseM0nkey

welcome to the ButtSlam
I have a question, everyone keeps talking about being able to buffer armour out of tanya's tonfas and erron blacks 21122 pressure.

How/what is this about.
It's basically an option select Armouring/blocking since you use R2 for both the game system seems to only follow which 1 makes sense

So if Your Johnny Cage and Tanya does either the full rekka or just the 2 hits you can just quickly tap Ex Nutpunch at the window you normally would to punish the 2nd hit of rekka, but then straight away hold R2 after so you will stay blocking

So what will happen is if she stagger delay the 3rd hit or completely stops at the 2nd hit you will nutpunch interupt or punish her.
But if she doesn't delay and finishes the entire rekka you will stay blocking
i think you can buffer armor on Kotal's b122, I main Lao so i can punish b12, b122, b122 xx whatever, his only safe option becomes b1 block.

you can also buffer on f2 staggering Lao's, only thing they can do si f2 block / bdash / jump back / walk back, but if you have advancing armor then you can neglate everything besides blocking
 

Wigy

There it is...
i think you can buffer armor on Kotal's b122, I main Lao so i can punish b12, b122, b122 xx whatever, his only safe option becomes b1 block.

you can also buffer on f2 staggering Lao's, only thing they can do si f2 block / bdash / jump back / walk back, but if you have advancing armor then you can neglate everything besides blocking
Yeah its a rather stupid dynamic. Sun god kotal ex grab is annoying as shit with this
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
Fuck it

@GGA Dizzy Sorry for tagging you but I'd imagine you know best about Tripgaurd works in this game

I'm wonderingwould you know this

Q2. How many frames do you have to tripgaurd an opponents jump in punch, jump in kick, empty jump in and neutral jump punches/kicks? (if not all universal of each other)
Or are they character specific?


The reason I ask because this one is causing the biggest debate

Cheers bro if you find the time to reply
I tested it when the game first came out and can't remember the exact number but I believe its 5 frame of recovery after whiffing a jump attack. Tbh I'm not sure if I'm curious enough to go back and test it again to be totally sure :p

Empty jumps have no recovery.

As a comparison heres some other games whiff jump attack recovery, a.k.a. Trip Guard. Do note there was some odd bugs with MK9 that changed properties of recovery, such as the infamous Soonk bug.

MK9 = 1 frame
Injustice = 13 frames
KI S1 = 2 frames
KI S2 = 4 frames
SF4 = 4 frames