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Upon Landing Reversal Window

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WarpedEcho

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Warped Echo
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I don't know the specifics of it, but it appears that the reversal window for trying to reversal upon landing from an air state is frame perfect (please correct me if I am wrong.) Is there anything that can be done about this (increasing it to 2-4 frames), or is it a limitation of the game engine that can't be dealt with? Is it a working as intended? A lot of times it seems VERY difficult to do, especially for characters where they have no air reversal, but a ground one and the opponent resets them pixels from the ground so their timing has to be perfect or they eat a mixup on the ground for extra free. Patiently waiting for a response

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Patiently waiting for a response
Block?

You always have 2 frames of landing recovery, during which ALL YOU CAN DO is defend - you can block, and holding Up during it will dodge throws, but you can't attack. So you should probably block, since even if there was a reversal window after the recovery you'd be getting hit there.
For completeness, if you land during an attack this recovery is also unable to defend or dodge throws. Which is even more of an incentive to block - if you mash and start an air attack before you land there are 2f where you can't even block.

A less snarky response:
There is no reversal window for landing because that makes no sense since you recover before you land. A reversal is a buffer when coming out of a state where you didn't get to control your character, but you already had control.
If you can do things and you press the button when you're in the air you'll get an air attack, like say Parasoul does D,DF,F+MP+HP before she lands she gets the startup of j.MP. It would be super weird if she then landed like 5f later and that input turned into Silent Scope.

Why.
 
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Block?

You always have 2 frames of landing recovery, during which ALL YOU CAN DO is defend - you can block, and holding Up during it will dodge throws, but you can't attack.

Thank you for the response, and this makes sense. I was under the assumption that when you land you can perform an action right away, since you can do things like chicken block air strings (eg parasoul jlp jhp) at a low height and then land and proceed to punish since you recover more quickly after landing than blocking it on the ground or higher in the air. Or blow up other bad air strings that allow you to land in between their hits (enough time for the 2 frames to pass and not be hit by the continued string.) I guess I just have to hold that when people uncombo me pixels from the ground with characters like double and others with not so reliable or no air reversals. Praise be meaty setups and tic throws on landing : ^ )
 
I was under the assumption that when you land you can perform an action right away,
As far as I know there is no fighting game under the "good or even passable game" umbrella that allows you to perform an action immediately upon landing. For example, all Capcom games have at minimum 1f of landing recovery.

since you can do things like chicken block air strings (eg parasoul jlp jhp) at a low height and then land and proceed to punish since you recover more quickly after landing than blocking it on the ground or higher in the air.
That's because your blockstun ends when you land, so you don't go through the entirety of blockstun when you chicken block. Not related. :^)
 
In case this is misunderstood:

Echo is talking about getting reset, landing, then trying to reversal (eg you are fighting Parasoul, she lands a hit and goes into cHP - jLP jLK jMP, crossunder cLK; you want to DP said cLK)
Or about chickenblocking an assist, landing, then hitting the opponent who is doing a low as you land with something invincible
Not about doing an airmove, landing, and trying to mash ground super as fast as possible

E: His thinking (I dunno if this is true, but I presume yes) is that doing a ground move after just falling is frame perfect, as
- If you do it 1f too late, you are getting hit by whatever the opponent did
- If you do it 1f too early, you are still considered airborne and your move won't come out at all

And he is requesting / asking whether it is possible to give a certain frame buffer there instead;
So eg "If you input a ground special while airborne and land on the ground 2f later, the input is still considered valid and you get the ground special on the earliest possible frame"
 
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- If you do it 1f too early, you are still considered airborne and your move won't come out at all
No, if you do it 1f too early you get SOME OTHER MOVE, like a jumping normal. Which turns it into a special case of "doing an airmove, landing, and trying to mash ground super as fast as possible".
So in fact, Echo is talking about that.

I already answered the question, which was not at all misunderstood.
There's no such buffer, and there isn't in any other game (with the possible exception of SF4 because moves are always alid for a long time after you enter them in that game). And anyway, you go through 2f of landing recovery like I already explained so a buffer wouldn't do you any good if you got hit in those 2f anyway.
 
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