I don't think there is "normal" armor. Armor seems to last a set amount of time for any number of hits. Kabal's dash for example, can take more than one hit. But having only 11 frames of armor means that very few situations will actually show that the move can take more than one hit.Normal armour - can take 1 hit before interrupting (interrupts the attack on the second hit)
Super armour - dont think theres much of this in MK (maybe xrays) but it takes a bit more beating (sometimes i dont even think you can break through the armour and interrupt the move)
You still take damage for getting hit while performing an armoured move, however they will have to hit you at least twice to break through it, so its easily usefull for beating your way out of pressure or through a projectile.
Okay, im guessing because there are few 2 hit strings/specials that can hit twice in 11 frames. Am i right to understand then that if you performed a 2hit string or special where the second hit was on the 12th+ frame and both hits connect before you get spun (or if he cancels it and keeps the armour) you will beat it?I don't think there is "normal" armor. Armor seems to last a set amount of time for any number of hits. Kabal's dash for example, can take more than one hit. But having only 11 frames of armor means that very few situations will actually show that the move can take more than one hit.
Using Somberness ' knowlege of frame data, the easiest way to explain armour to someone would to say that its a duration of an attack in which if you get hit you take it and are not interupted. Once the duration of armour is over, you are able to be hit out of the move as normal.Alright, thanks.
It depends on if the dash hitbox is touching your hurtbox. If it is, even when both of the moves are active, player 1 will win.Okay, im guessing because there are few 2 hit strings/specials that can hit twice in 11 frames. Am i right to understand then that if you performed a 2hit string or special where the second hit was on the 12th+ frame and both hits connect before you get spun (or if he cancels it and keeps the armour) you will beat it?
trust a cage player to explain it simplyLets use Cage's Red Shadow Kick(Versus Sub-Zero and his Ice Clone) to explain armor really quick.
Situation: Full Screen, Sub-Zero puts up an ice clone and shoots his ice ball, Cage can react to this.
When the game first came out, it had NO armor which means if he did the red shadow kick at full screen with Sub's Ice Clone out and Sub-Zero's ice ball, the ice ball would hit Cage and stop him.
Few months after that there was a patch that gave his Red Shadow Kick full armor. In that same situation, Cage would be able to go through the Ice Ball and the Clone.
Then when the game was patched once more, they only gave him armor on this beginning part of his Red Shadow Kick. This means in that situation, he would blow past the ice ball and get frozen by the clone because the armor would run out.
Thanks for the clear explanationLets use Cage's Red Shadow Kick(Versus Sub-Zero and his Ice Clone) to explain armor really quick.
Situation: Full Screen, Sub-Zero puts up an ice clone and shoots his ice ball, Cage can react to this.
When the game first came out, it had NO armor which means if he did the red shadow kick at full screen with Sub's Ice Clone out and Sub-Zero's ice ball, the ice ball would hit Cage and stop him.
Few months after that there was a patch that gave his Red Shadow Kick full armor. In that same situation, Cage would be able to go through the Ice Ball and the Clone.
Then when the game was patched once more, they only gave him armor on this beginning part of his Red Shadow Kick. This means in that situation, he would blow past the ice ball and get frozen by the clone because the armor would run out.
Only like two thirds of the way I thinkDoesn't cage only have armor for about half screen though?
id say jump distance amount of armor. So yeah roughly half screen/ a little underDoesn't cage only have armor for about half screen though?