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Prejump clarification

Age

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Ok, so I was going to be all snarky and ask mike why supers hit prejump when usually it's only lows, projectiles and assists. Then I went into training mode to test that was actually true...

How the hell does this stuff work? I can't find the pattern to what makes someone able to block on the ground while holding up-back and what makes them get hit.
 
Ok, so I was going to be all snarky and ask mike why supers hit prejump when usually it's only lows, projectiles and assists. Then I went into training mode to test that was actually true...

How the hell does this stuff work? I can't find the pattern to what makes someone able to block on the ground while holding up-back and what makes them get hit.
What is working and what doesn't?

Opera is a projectile, so I know it works.
I guess you were able to block Gregor then?
 
Ok, so I was going to be all snarky and ask mike why supers hit prejump when usually it's only lows, projectiles and assists. Then I went into training mode to test that was actually true...

How the hell does this stuff work? I can't find the pattern to what makes someone able to block on the ground while holding up-back and what makes them get hit.

Prejump is proximity block cancellable. Things that don't trigger proximity block will catch Up+Back (Assists, Projectiles)
 
Ok, so I was going to be all snarky and ask mike why supers hit prejump when usually it's only lows, projectiles and assists. Then I went into training mode to test that was actually true...

How the hell does this stuff work? I can't find the pattern to what makes someone able to block on the ground while holding up-back and what makes them get hit.

Supers do that because you have to cancel prejump into block first. Hitstop makes supers fast enough to hit you before you can block during the prejump animation.
 
Ok, so I worked out what's supposed to happen. The problem was one of the things I tested actually doesn't follow the rules as far as I can tell.

Here's Filia's c.mk hk frametrap not causing preblock when it should.

I'll see if I can find whatever it was with supers that was confusing me, since it looks like in beta at least you can upback supers and just block on the ground.
 
Is there anyone who can explain this? I'm wondering if it's just a frameskip thing with rendered frames. But to me, that looks like its Big Band's pre-jump being hit by a mid move, ie, Fillia's 5HK is missing a frame that causes preblock similar to Zabel's jLK in VSav?

I'm probably wrong but when Age mentioned the offending blockstring, this is what i tested and what I found.

BIG EDIT:

So, Age just mentioned it, I tested it and it's true.

For some reasons, preblock is triggered in prejump only when your opponent's dark blue box is close.

I tested BB's 2HP and got the same effect as Fillia's 5HK, I'm going to test more long range moves to really cement this, is it about time we put in an @Mike_Z ?

Added a Parasoul 6HP one too, for good measure. The hitspark on the move seems to not appear on the first hi frame, but you can clearly see that the active hitbox has already disappeared.
 

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Preblock is triggered within I think 300 pixels, because if it were all the way across the screen like in MvC2 you'd have the same problems as in MvC2 (no upback when any attack is anywhere).
I don't see it as a problem because it's another thing that makes upback worse.
 
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Preblock actually makes some of PW's armor setups slightly worse, because armor charge causes preblock, which stops mid-hitting assist calls from catching the opponent. Not sure if it's enough where I would want to take away proximity block from armored normals, though.