When am I allowed to react to a super?

Discussion in 'Gameplay General' started by BlueFeena, Jun 25, 2016.

  1. BlueFeena

    BlueFeena Active Member

    Steam:
    BlueFeena
    Eliza
    Exactly what it says on the tin. I've been trying to react to various in-neutral supers, using Eliza's DP as a means of escaping them. I've found the super reaction time inconsistent and I don't know what I'm supposed to frame it around. My test case:

    * If Valentine super jumps and does air Scalpels, I can enter the DP command immediately after the "ding" flash. Eliza will execute her dp.

    * If Valentine does Scalpels on the ground and I enter the DP command immediately after the "ding" flash, I crouch forward. For grounded Scalpels, I have to wait for the screen to move before the game will register the command correctly.

    I know this has something to do with a fix relating to SkullGirls vanilla, where the last player to super would essentially win a super dispute, but I'm fighting people online and they're reacting to each others supers all the time and escaping them. Why can't I?


    Edit: After more testing, I can't even reproduce the above scenario reliably. Could someone please explain to me how other players are reacting to supers and remaining invulnerable?
     
    Last edited: Jun 25, 2016
  2. Receita Federal

    Receita Federal 300ms Member

    Location:
    Brazil
    Steam:
    receitafederal
    Valentine
    Double
    Big Band
    i believe val's air super has no timestop or whatever it is called but the ground one does
     
  3. Fizzxwizz

    Fizzxwizz lit News Writer

    Location:
    Arizona
    Steam:
    http://steamcommunity.com/id/Fizzxwizz
    PSN:
    E_Mano
    Ms. Fortune
    Unknown
    there isn't an air super with hitstop/superstop/superfreeze to my knowledge, they also don't have invuln either but there might be exceptions to that.

    In addition, if you have undizzy/drama built up, doing a super will allow your opponent to block the super regardless of hitstop so long as they hadn't pressed anything.
     
    BlueFeena likes this.
  4. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    Every super has a different amount of hitstop time / frames.
    Until hitstop is fully finished the non supering character can't input anything.
    The character is not only unable to act but they are also frozen in time.

    Ultimate Showstopper has hitstop until the grab activates which prevents ANY ACTION, or doing reversal DP / jump inputs post flash.

    Gregor very little hitstop which only lasts until it activates, but dissipates before it travels very far.
    This means if someone does Gregor right beside you / touching you, you can't reversal DP in their face.
    If someone does Gregor a character space away, the hitstop ends before it reaches you letting you DP.

    Gigantic Arm (Beowulf) has TONS of hitstop and stops you from inputting anything until it crosses half the screen.

    If you are one frame away from finishing your jab animation to block in time, and the super flash happened on that frame, the super may travel for way more than 1 frame while hitstop is still in effect preventing you from finishing that 1F of recovery; You will not be able to block in time.
    However, Gigantic Arm is also a super which allows you to block post flash if you were not dashing or attacking (you can block it after the flash if you were just walking / jumping but not blocking at the time).

    All level 1 supers allow people to adjust to a block if they weren't doing anything if the super was activated while the character has any Undizzy.
    This is to prevent people from popping ~5F supers while people are just trying to move towards them without attacking and always getting hit.

    To answer the question, Air Scalpels doesn't have hitstop to prevent post flash inputs.
    Ground Scalpels does.
     
    shuckle and BlueFeena like this.
  5. Beta Ray Bill

    Beta Ray Bill The Worthy

    Location:
    Oro-Medonte, Ontario
    Steam:
    Beta Ray Bill
    Eliza
    Squigly
    Unknown


    Wait, just to clarify, since I'm a bit of an idiot, post-flash if I'm already holding block during the flash it won't work? Do I have to be in jumping/movement for the flash, wait for after the flash before I start holding back to block?
     
  6. Liam

    Liam ... Administrator

    Location:
    West Canada
    Steam:
    Skarmand
    PSN:
    Skarmand
    Robo Fortune
    Double
    Once the 'flash' happens for a super it's too late to input anything for MOST supers.
    You have to be holding backwards BEFORE the super flash if you want to block it.

    The exception I'm explaining here is that Beowulf's arm is a super that actually lets you block it AFTER the flash and super pause if you were not dashing / attacking.
    If you're walking forward, crouching, standing still, jumping forwards, backwards, or straight up you can block it after the flash.
    Even though you can block, you still can't input anything like a reversal or a super until he travels to about half screen.

    This exception also applies to anyone who uses a LVL1 super while they have any Undizzy. (Greater than 0).
    If you are standing beside Cerebella and not touching the controller and she does Diamond Dynamo, you can't block post flash.
    If you are hitting Cerebella and she has a Undizzy built up, and then you drop your combo and stand still and she uses Diamond Dynamo, you can then block the super post flash since she has Undizzy.
     
    BlueFeena likes this.

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