Veril
Frame Savant
These will need names as I am going to be talking about them... a lot:
ledge grab canceled hitstun: you will grab the ledge as though suffering vbrawl hitstun. Hitstun and the time in which you cannot ledgegrab are not equal in B+.
lightstepping variants: I've seriously had to use at least 5 different terms cause of how complex this is. The most notable is probably the difference between lightstepping on the FD and Japes weird ledges, vs. slopes under stages (Orpheon has both I believe). Same effect, different requirements (autolightstepping only works on the strange ledges... those need a name also).
-Lightstepping does allow for several stalling techniques... and amazingly snazzy tricks. While nearly impossible for some characters and variants, some lightstepps are very easy to pull off with a little practice.
The Hitstun boost mechanism: might be related to the mechanism for determining static collisions. Increases in frequency with kb increases, doesn't require any actual launch to occur.
-This is... yeah... like 5 pages worth of text. A lot of you have heard my rants about this.
(Static and dynamic) collision determinants: character specific. The % point at which a given set of damage and kb will force a tech on a standing grounded character character. For static collisions this is based on no launch angles, and it does vary by character.
-really important
God DI, teching on reflex: a silly term I used long ago when I was... newer. Since then I've called it knockback inversion. Does that work? Teching on reflex is well... needs some clarification cause the times you can do this are measurable and yeah... its important.
Combo vulnerability: you all should know what I mean by this by now, but its such a complex metric, I want to see if anyone has a better name.
Move followups and comboing: this could use some cleaning up.
-traps (starter move descriptor): regardless of DI there will be a followup, but this followup will change based on DI. A somewhat escapable combo.
-inescapable vs. completely escapable with DI.
-hybrid: an option trap with at least one inescapable followup. Many d-throws are hybrid starters.
- 0D: escapable death combo
- 0Di: inescapable death combo
- KO setup: a move sequence that includes an inescapable combo into a killing move (KNEE!).
ledge grab canceled hitstun: you will grab the ledge as though suffering vbrawl hitstun. Hitstun and the time in which you cannot ledgegrab are not equal in B+.
lightstepping variants: I've seriously had to use at least 5 different terms cause of how complex this is. The most notable is probably the difference between lightstepping on the FD and Japes weird ledges, vs. slopes under stages (Orpheon has both I believe). Same effect, different requirements (autolightstepping only works on the strange ledges... those need a name also).
-Lightstepping does allow for several stalling techniques... and amazingly snazzy tricks. While nearly impossible for some characters and variants, some lightstepps are very easy to pull off with a little practice.
The Hitstun boost mechanism: might be related to the mechanism for determining static collisions. Increases in frequency with kb increases, doesn't require any actual launch to occur.
-This is... yeah... like 5 pages worth of text. A lot of you have heard my rants about this.
(Static and dynamic) collision determinants: character specific. The % point at which a given set of damage and kb will force a tech on a standing grounded character character. For static collisions this is based on no launch angles, and it does vary by character.
-really important
God DI, teching on reflex: a silly term I used long ago when I was... newer. Since then I've called it knockback inversion. Does that work? Teching on reflex is well... needs some clarification cause the times you can do this are measurable and yeah... its important.
Combo vulnerability: you all should know what I mean by this by now, but its such a complex metric, I want to see if anyone has a better name.
Move followups and comboing: this could use some cleaning up.
-traps (starter move descriptor): regardless of DI there will be a followup, but this followup will change based on DI. A somewhat escapable combo.
-inescapable vs. completely escapable with DI.
-hybrid: an option trap with at least one inescapable followup. Many d-throws are hybrid starters.
- 0D: escapable death combo
- 0Di: inescapable death combo
- KO setup: a move sequence that includes an inescapable combo into a killing move (KNEE!).