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- Sep 2, 2013
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- labzero_mike
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- MikeZWasTaken
She totally does not.
j.HK = 4f jump startup + 13f attack startup = 17f.
IAD j.LK = 4f jump startup + 5f min airdash height + 1f dash startup + 7f attack startup = 17f. Waddayaknowaboutthat? Additionally, versus some crouching characters j.LK hits later on as it falls.
The key differences are:
- j.HK is just UF+button, which is both difficult to flub and you have a 4f window to get the fastest version, whereas IAD j.LK has a 1f "link" in it if you want the fastest timing...you can input the airdash during jump startup, but you can't input the LK until you're dashing. So in general you will probably get somewhere between the 1st and 3rd frame, which makes it on average slower.
- Dashjump j.HK could randomly cross up, j.LK can't anymore, without requiring me to mess with j.HK more.
- IAD j.LK is easier for opponents to read, compared to an instant j.HK. Same startup, but it really is easier to see it coming.
- After blocking IAD j.LK you no longer have to guess if it's going to be a double overhead or not, because you have used up your airdash and j.HK is no longer overhead.
- IAD j.LK leads to less damage, both because it does less damage as a starter and because you'll generally add j.HK to confirm, which adds scaling. The first 3 hits are pretty important.
You don't have to wait for the bomb to be ONSCREEN, you have to wait for it to EXIST. If you cancelled earlier than that there'd be no bomb created. (They are not created on the first frame of the animation because otherwise you couldn't hit her out of it without the bomb coming out anyway.)
L bombs do have this "problem" since you can't cancel it until she tosses the bomb. That was in fact where I got the minimum number from.
@Raz @Zidiane
There was indeed a problem with their downed frames, and it's been fixed. All the old stuff works again.