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VolcanoShed (talk | contribs) Created page with "This is a mock-up for an "Advanced Strategy" page for the 2002 UM wiki similar to the one on the 98 UM FE wiki. ==Neutral Game: The New Trilemma/Rock-Paper-Scissors== ''Trans..." |
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In a game like KOF were you often approach the opponent by jumps/hops, naturally how often you contest your opponent in the air will increase. | In a game like KOF were you often approach the opponent by jumps/hops, naturally how often you contest your opponent in the air will increase. | ||
To win an air-to-air battle, you need to have your jump attack come out quickly | To win an air-to-air battle, you need to have your jump attack come out quickly. | ||
If we jump and do an early attack, the hitbox will not stay active long enough to cover the landing area. This makes crouch B (tripping) an effective punish. | If we jump and do an early attack, the hitbox will not stay active long enough to cover the landing area. This makes crouch B (tripping) an effective punish. |
Revision as of 21:46, 8 December 2021
This is a mock-up for an "Advanced Strategy" page for the 2002 UM wiki similar to the one on the 98 UM FE wiki.
Neutral Game: The New Trilemma/Rock-Paper-Scissors
Translation courtesy of Heicko
This is a translation from the JP 02UM atwiki of the 新三すくみ(shinsansukumi) page. 新三すくみ translates literally to "new trilemma", trilemma being the technical term for a rock-paper-scissor type scenario. The "old" trilemma is referring to "short hop < standing light attack < long range low < short hop < etc" KOF flowchart that you will likely have seen before. I recommend checking out the "The Beginner's Incomplete Guide to KOF" for a clear explanation of this if you are unsure. Despite it being termed the "new" rock-paper-scissors, it's not to imply that it didn't exist in previous entries into the KOF series (DandyJ literally goes over it in his guide with 98, albeit not as explicitly). However, my opinion is that it is more pronounced in 02UM than the "old trilemma" hence why they settled on this term.
What is the "new" rock-paper-scissors?
It refers to the three options below:
- Early Jump Attack
- Beats late jump attacks
- Loses to crouch B (trip)
- Late Jump Attack
- Beats crouch B (trip)
- Loses to early jump attack
- Crouch B (trip)
- Beats early jump attack
- Loses to late jump attack
Why is there a "new" rock-paper-scissors?
In a game like KOF were you often approach the opponent by jumps/hops, naturally how often you contest your opponent in the air will increase.
To win an air-to-air battle, you need to have your jump attack come out quickly.
If we jump and do an early attack, the hitbox will not stay active long enough to cover the landing area. This makes crouch B (tripping) an effective punish.
Discussing the "new" rock-paper-scissors
The less time you are in the air, the risk of your opponent being able to see and react to your early jump attack will decrease.
The exact interaction of the crouch B trip attempt will vary depending on your characters crouch B hitbox and the opponents hurtbox.
When it comes to doing crouch B, you can either "confirm" or "not confirm":
- The risk in going for crouch B will differ if you are confirming the opponents jump attack or not confirming the jump attack.
- If you are able to see the opponent has done an early jump attack which has whiffed, you can confirm your crouch B trip and there is no risk.
- However if you decide to go for crouch B trip without confirming then the risk is high.
- "Confirming" and "Not confirming" don't only depend on whether or not you are paying attention to your opponents movement. You also have to factor in the length of time the opponent is in the air and the timing of their jump attack.
- If your opponent is in the air for less time(Super jump compared to Jump compared to Hop), it will make being able to confirm the crouch B trip more difficult.
- The earlier they press their jump attack, the easier it is to confirm your crouch B trip.
- A more detailed point that has a factor is that the startup of the crouch B trip will have an affect. Faster startup crouching B attacks will be easier to confirm.
Regarding the crouch B trip:
- When the opponent lands they are standing, which makes confirming into a combo easier.
- As long as you have confirmed that you can crouch B trip your opponent, it isn't necessary to hit confirm your combo. So it is possible to go for big punishes like cr.B into Quick Max close C.
- For characters that can't combo from their crouch B or it is difficult to do so then it is important to check for other tripping options like crouch D.
- Slide attacks like the ones Chris and King have are also suitable tripping options.
Regarding "Uppercut-style" (cr.C) anti air attacks:
- Attacks like Yuri or Vice crouch C are able to be executed from a crouching opponent does their jump attack early or late, it can be possible for the crouch C to win.
- There is also the possibility that they will trade, either way this can negate to apply this rock-paper-scissors type scenario which makes them a good option.
Regarding down to up charge anti air attacks:
- Similarly to the above cr.C type attacks, these charge attacks can be used to negate the need to go for a potentially risky trip attempt.
Crouching B Speed List
- 2F Startup -- 2F active: Lin - 3F Startup -- 3F active: Joe, May Lee(Hero), Angel -- 4F active: Benimaru -- 5F active: Heidern - 4F Startup -- 2F active: Kyo-1, Kyo-2 -- 3F active: Terry, Ryo, Leona, Athena, Billy -- 4F active: Yuri, Ralf, Kasumi, Choi, Chris(both), Takuma(both), Kusanagi -- 5F active: Shingo, Blue Mary, Chin -- 6F active: Robert(both), King, Ramon - 5F Startup -- 2F active: Nameless -- 3F active: Hinako, May Lee(Normal), Kula -- 4F active: K", Kyo, Andy, Bao, Jhun -- 5F active: Daimon, Clark, Xiangfei, Kim -- 6F active: Seth - 6F Startup -- 3F active: Mature, Vice, Vanessa, Foxy -- 4F active: Mai -- 5F active: Yamazaki, Iori - 7F Startup -- 3F active: Yashiro(both) -- 4F active: Kensou (both) -- 6F active: Whip - 8F Startup -- 3F active: Maxima -- 5F active: Chang - 9F Startup -- 5F active: Shermie
Advanced Techniques
Running Throw
(To be added...)
Reversal Superjump
(To be added...)
Alternate Guard
(To be added...)
Backturned Corner Cross-up
(To be added...)