Hi, how many frames do the KI characters take to be considered already “jumping”?
I wanted to know that to see if I can avoid a grab when in disadvantage after a block, instead of teching I wanted just to neutral jump and continue my offense (probably even punishing a whiff grab from my opponent).
Example, I attacked and am currently -2 onblock, Can I still try to jump? Is this jump coming out before the opponent’s throw or will it going to connect?
There are 4 frames of pre-jump frames where if you get hit you’ll be caught in a standing state. However these 4 frames are grab invulnerable so basically if you want to jump to avoid a grab it’ll always work on the very first frame. Since regular throws have 4 frames of start up you’ll be able to avoid throws on anything better than -5.
It used to be some characters were less than 5, but in Season 3 they standardized it so every character is 5 frames of unthrowable prejump now. When you press up, you immediately become throw invincible, and then 6 frames later you finally leave the ground and can be thrown (with an air/anti-air throw) again. So those 5 frames you can be hit on the ground.
Source: When I did my testing for all the dash numbers, I also tested all the prejump frames. Only chunkless Aganos (4f) and 3 and 4 chunk Aganos (6 frames) have different prejump.
But yes, everything else SithLord said is true. If you are -4, you can hold up to avoid regular throw punishes because throws hit on the 5th frame (though it won’t save you from Raam’s 4f grab and 1f shadow grab).
Huh, I always thought it was 4. Then that means a button that’s active for 4 frames can catch both jump and backdash options. It also means that my RAMM st.HK setups have a 2-frame window, rather than 1.
You start the match with 2 and usually consistently have some; his speed boost helps with his lack of defense with no chunks so it makes sense to me for him to jump slightly faster.
Throws are 5 frames, same as everyone’s fastest normal. (And in the interest of being pragmatic, I will say that Aganos’s only 5f normal is stand LK, if you are doing jabs, then you aren’t pressing a 5f button)
And yes, it’s faster, but what I mean is, it’s only one measure of a jump. The total duration of the jump is another measure (probably the most important one), and by that measure Aganos may not be “fast”.
Strikes trade with projectiles, projectiles>throws, throws>strikes
Projectile crush attacks>throws and non-character projectiles, and trade with strikes (any strength)
Character projectiles=crush projectiles> throws, trade with strikes (any strength)
Armor>strikes and projectiles loses to throws
Kryll armor> one strike, infinite projectiles, loses to throws
It’s a rock, paper, scissors game kinda
Strikes=projectiles (they can trade but only if th strike and the projectile hit a character hurtbox aka the green boxes around the character model), projectiles>throws (since a trade can never occur between these two at any point it’s whoever touches the character hurttbox first), throw>strikes
Kryll armor can absorb an infinite amount of projectiles so as long as they aren’t shadow projectiles (which blow right through it.) I just double checked and raam just ran through 3 of jago’s endokuken’s before hitting him unfazed by them.