HSB SKILLZ
Noob
I hear about people glitch canceling and i saw ram do a couple in extreme lag and i was wondering if there was a list or a video with some examples of who and how to do them
Glitch Canceling:
In 2D MK games, one randomly selected player in every round has frame advantage. This means if two attacks connect on the exact same frame, one character will always win. This happens because the other character has an extra tick before contact on their attacks. The result for that player, is glitch canceling. So let it be known, only one character has frame advantage, and the other character, can glitch cancel.
Many special moves in MK have a number of hits you are allowed to perform before that move is locked. Moves like the Harpoon and teleport punch have a limit of 4 hits and doing any more than that disables the corresponding special moves. MKII did not really have a feature like this, but they started implementing time limit usage on moves, which still exists in UMK3. You can cancel a LP, HP, JP, or JK on the frame of contact, into a special move with a hit limit, one hit beyond that limit. In other games this technique is referred to as "Just Frames" meaning essentially you have just one frame in 60 to get this to work. Something else to note is that glitch canceling is not always available every round of every match.
Sorry everyone, Konqrr is very right. I have a tendency of syncing the "Impossible" along with "Glitch Canceling aka this is beginning to hurt my hands now".Konqrr said:That's not glitch canceling ...
Konqrr you know me better than that bro, I was just really confused but once I thought about I came to realize that you were right, thats all. Sorry Bro.Konqrr said:No need to be rude.
I'm pretty sure it does. You can connect the HK on Sheeva mid screen I think all the time with the right timing, but for Robots you might need a specific frame buffer. The Robots have the slightly high ground collision box, similar to Sheeva, but not as much. Even though it hits them standing, as long as it combos, it is unblockable. For some reason after autocombos (excluding pop ups) the frames of animation between hitting the ground, and the last frame before it displays the hits and damage, all frames are 100% vulnerable based on their specific collision, which is why you can do unblockable sweeps, LKs, ducking attacks, etc, so late. You can connect the HK causing standing sell animation on male ninjas all the time with the correct timing, for example.OUIJA WARRIOR said:Would frame advantage and disadvantage also apply to Jax's 7 hit combo in which the last hit is replaced by a High Kick instead of back+HP? I've noticed that sometimes I would connect the HK and sometimes I would miss it in the same scenario. I also rarely get the HK on Cyber ninjas, but when they get hit they are in standing frames instead of juggle frames. Would that make it blockable? BTW This is on XBL.
Ah ok. That would explain why people can get extra hits on those characters in the corner after a knockback type of combo. Thanks Shock.Shock said:I'm pretty sure it does. You can connect the HK on Sheeva mid screen I think all the time with the right timing, but for Robots you might need a specific frame buffer. The Robots have the slightly high ground collision box, similar to Sheeva, but not as much. Even though it hits them standing, as long as it combos, it is unblockable. For some reason after autocombos (excluding pop ups) the frames of animation between hitting the ground, and the last frame before it displays the hits and damage, all frames are 100% vulnerable based on their specific collision, which is why you can do unblockable sweeps, LKs, ducking attacks, etc, so late. You can connect the HK causing standing sell animation on male ninjas all the time with the correct timing, for example.