Positions

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  • POSITIONS

    The position, or state, of your character will change the options available to you. The most common positions are standing and crouching. Less common is a classification of character positions with relation to the feet positions of each fighter: closed stance and open stance

    STANDING
    The default position, technically denoted while the directional input is neutral. Characters can be standing while guarding or not guarding.

    Standing is sometimes used to also describe the state of the opponent's attack. For example, Kasumi's :P: is a standing attack, whereas her :2::P: is a crouching attack. The distinction matters in the sense that crouching attacks go under high attacks.

    CROUCHING
    When a character is crouching, high attacks and high throws will automatically whiff or be evaded. There are multiple ways to crouch from the standing position: neutral crouching, defensive crouching, and crouch dashing. As noted above, crouching can also be used to describe the state of an attack.

    Neutral Crouching
    The simplest way to crouch from standing position is by holding :1_:, :2_:, or :3_:. The :2_: notation will typically perform a Free Step towards the camera, but it can lead to a crouching position if buffered during Recovery Buffering or Guard Buffering. This method of crouching requires 5 frames for a character to be transitioned from Standing to Crouching position. Thus, at certain frame disadvantages (for example, at -3 frames), you will be unable to avoid an opponent's High throw by simply crouching.

    Defensive Crouching
    You will be able to avoid standard high attacks in non-guaranteed punishment situations by holding :F: plus :1_:, :2_:, or :3_:. However, this method to crouch from standing position is still unable to avoid high throws at large disadvantage situations. Entering Defensive Crouching position by using :F::2_: is the most common way to enter from Neutral Standing position.

    BACK TURNED

    STANCES

    Closed Stance

    Open Stance

    Effect on Critical Stun

    FIGHTING STANCES
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