-= Time affecting hit decay =-


#1

I need definitive explanation on how exactly this works. No theories please. I’ve searched a ton on srk forums and google… but I haven’t gotten a full 100% grasp on how this exactly works.

I know certain things effects my combos but I don’t know how. And I use c.viper on point so I need to understand this because I’m not hitting the simplest L seismo -> tk burn kicks.


#2

Basic pointers
-once you hit someone, there is a timer that starts counting, and as the timer progresses, hitstun decays more (moves do less hitstun)
-a grounded string, on a grounded opponent, makes the timer decay not as fast as a juggled opponent. a long grounded string will not affect a combo as much as a long juggle string. (but it still affects it)
-once you knock an opponent off the ground, the timer starts counting significantly faster
-certain moves cause the timer to start at a certain point. for example, throws and wesker counter super.
-some moves seem to not affect the timer during the cinematic, like spiderman’s web throw, probably stuff like dante’s level 3.
-tac ignores the timer affect on hitstun… but the timer is still counting, so starting a tac infinite very early in your combo and ending after a lot of reps with, say, a launch will mean the launch is very deteriorated. they will pop out extremely quickly.
-super jumping adds hitstun to moves (so tac’s are relatively extremely lenient, having both max hitstun of moves and the super jump hitstun bonus)


#3

That is probably the most elaborate explanation I have ever read… and it gave me almost complete understanding of how time affects hit-stun-deterioration. Thank you so much for this reply.


#4

Same here. Dayum.

So not only does Bon Voyage stack deterioration on with hits, but by TIME too? Might have to look into a new way to corner carry!


#5

hits don’t matter for hitstun scaling, only for damage scaling


#6

your seismo into tk burn kick sounds like your not jump canceling the seismo, and if you don’t you will never hit.

use the following inputs - seismo, down, down-left, left, up-left+atk. This is on one player side, and your adding up-left to jump, but when you hit attack it will read a burn kick and cancel that jump (this can be used after a launcher to throw out seismo too, even though seismo requires you to be on the ground, your super-jump after launcher allows you to input commands and as long as you are doing a motion into atk before you actually leave the ground it will perform a grounded move, thus you don’t have to wait for that launcher to end to perform the move.)

If you ever see someone doing a move after another move before the move recovers, their is some sort of cancel going on and you need to google it or ask someone how it’s done.