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The timer will count down every frame, including if a character is in hitpause, though it will pause if they are locked in {{StockIcon|RoA2|Clairen}}'s tipstun. When a character would be able to tech by making contact with a surface, if the timer is above 20, a tech option will be inputted, and the timer will be reset to 0. Otherwise, the character will miss the tech. Tech inputs will not impact the timer if the tech timer is not at 0.}} |
The timer will count down every frame, including if a character is in hitpause, though it will pause if they are locked in {{StockIcon|RoA2|Clairen}}'s tipstun. When a character would be able to tech by making contact with a surface, if the timer is above 20, a tech option will be inputted, and the timer will be reset to 0. Otherwise, the character will miss the tech. Tech inputs will not impact the timer if the tech timer is not at 0.}} |
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=Ground Tech= |
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=Teching the Ground= |
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:<big>'''Tech Input:''' {{Notation|Shield|RoA2}} up to 20 frames before landing</big> |
:<big>'''Tech Input:''' {{Notation|Shield|RoA2}} up to 20 frames before landing</big> |
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Ground techs must be done before landing on the ground, either before or after a hit connects. Combining this technique with floorhugging is known as [[RoA2/System_Mechanics/Defense#Floorhug_Tech|Amsah teching]]. Determining whether a character will tech in place or tech roll is dependent on the direction held on the frame the character lands. |
Ground techs must be done before landing on the ground, either before or after a hit connects. Combining this technique with floorhugging is known as [[RoA2/System_Mechanics/Defense#Floorhug_Tech|Amsah teching]]. Determining whether a character will tech in place or tech roll is dependent on the direction held on the frame the character lands. |
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{| class="wikitable" |
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|+ Tech Options |
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|- |
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! style="width:25%;" | Tech In Place |
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! style="width:25%;" | Tech Roll |
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! style="width:25%;" | Mistech |
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|- |
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| [File: xxxxxxxxxxxx]] |
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|| [File: xxxxxxxxxxxx]] |
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|| [File: xxxxxxxxxxxx]] |
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|- |
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| {{Notation|Shield|RoA2}} || {{Notation|Left|RoA2}} / {{Notation|Right|RoA2}}</big> || <big>Mistiming {{Notation|Shield|RoA2}}</big> |
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|- |
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| {{#invoke:FrameChart|drawFrameData |
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|startup = 0 |
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|active = 20 |
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|recovery = 6 |
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}} |
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| {{#invoke:FrameChart|drawFrameData |
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|startup=0 |
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|active=20 |
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|recovery=20 |
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}} |
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| {{#invoke:FrameChart|drawFrameData |
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|startup=0 |
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|active=0 |
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|recovery=27 |
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}} |
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|- |
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| Character will have 20 frames of intangibility, followed by 6 frames of vulnerable endlag. This lasts a total of 26 frames. |
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||Character will roll in the direction held. They have 20 frames of intangibility, followed by 20 frames of vulnerable endlag. This lasts a total of 40 frames. During the 20 frames of intangibility, characters will stay in place for the first 6 frames before moving in the following 20 frames. |
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||Character will lightly bounce on the ground. This lasts 27 frames. After this, the character will be in knockdown. |
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{| class="wikitable" |
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|+ Tech Options |
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==Tech in Place== |
==Tech in Place== |
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<!--[[File:Maypul_tech_in_place.webm|right|thumb|250px|{{StockIcon|RoA2|Maypul}} techs in place.]]-->:<big>'''Landing:''' No input required</big> |
<!--[[File:Maypul_tech_in_place.webm|right|thumb|250px|{{StockIcon|RoA2|Maypul}} techs in place.]]-->:<big>'''Landing:''' No input required</big> |
Revision as of 04:34, 13 April 2025
Knockdown
When a character is hit with enough knockback to send into tumble, it's trouble time. Characters who land during hitstun or tumble will go into a knockdown state when landing on a grounded surface, and they will bounce off any wall or ceiling surface. If a character is knocked into the ground at high enough velocity, they will also bounce on their own. This can leave characters in situations where they are vulnerable to attacks and at clear disadvantage.
If a character is knocked down on the ground, however, characters aren't helpless. They have many wake up options available, typically evasive options, but also a unique Attack and Special wakeup option to punish the opponent.
These disadvantage states an be avoided altogether, of course. This is done by performing techs, a timed preemptive input that will allows characters to gain temporary intangibility before becoming actionable again, skipping the knockdown state entirely. Note, however, that these are never truly 100% safe, as there is always a brief vulnerability window after intangibility, which if the opponent is there to punish it, can lead to another hit for the opponent. This sequence of sending characters into tech situations and tracking their wakeup options with a follow up is known as tech chasing, and it is one of the core gameplay punish loops.
Techs are typically inputted with ShieldDefault Controls
Xbox:
GCN:
KB: , but they can also be done with
GrabDefault Controls
Xbox:
GCN:
KB: or
ParryDefault Controls
Xbox:
GCN: /
+
KB: if they are bound to air dodge in the air.
Alternatively, to avoid the counterplay of teching, it is possible to use weak moves to get around the opponent's defense. This can be especially useful when wanting to prevent the opponent from teching walls during recovery.
Forced Knockdowns
There are a few situations in the game that will lead to an untechable knockdown. Note that these only force a grounded knockdown, meaning that it is still possible to wall tech or ceiling tech from these states.
- A character's shield is broken, and they land from their trajectory, entering knockdown.
- A shielding character is pushed off the edge of a surface and lands on a different surface beneath them, entering knockdown.
- A character is thrown by an untechable throw. Currently, only
Loxodont's Down Throw realistically*The initial throw of his Forward Throw is also technically untechable. can do this.
- A character is hit by an untechable hit. There are many moves that can do this, though many of these are typically only meant as linking hits that connect into other hits.
In addition, if a character inputs taunt while airborne, they cause a 25 frame uninterruptible ledge slip animation to appear which ends in tumble (which can be exited). Either ledge slip or tumble will lead to entering knockdown. This cannot be wall/ceiling teched. This is the most reliable way of inducing knockdown on yourself without external input. Can be useful to intentionally grant getup options like Getup Attack and Getup Special.
Hits That Force Knockdown
Universally, all Pummels force knockdown, though this is irrelevant in 1v1 gameplay.
Character | Attack | Hit |
---|---|---|
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Ledge Special | Slash Air |
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Ledge Special | Slash Ground |
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Pummel | Pummel |
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Special Pummel | Pummel |
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Forward Strong | Hit 1 Back |
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Forward Strong | Hit 1 Front |
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Pummel | Pummel |
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Special Pummel | Pummel |
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Up Strong | Hit 1 |
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Dash Attack | Multihit |
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Forward Throw | Arrows 1 and 2 |
![]() |
Pummel | Pummel |
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Special Pummel | Spummel |
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Ledge Special | Throw (Travel) |
![]() |
Ledge Special | Thrown (Travel) |
![]() |
Pummel | Pummel |
![]() |
Pummel Special | Pummel |
![]() |
Down Special | Spike 1 |
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Down Special | Spike 2 |
![]() |
Pummel | Pummel |
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Special Pummel | Pummel |
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Down Throw | Throw |
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Forward Throw | Throw |
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Pummel Attack | Pummel |
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Pummel Special | Pummel |
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Getup Special | Dive |
![]() |
Pummel | Pummel |
![]() |
Special Pummel | Pummel |
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Pummel Attack | Pummel |
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Pummel Special | Pummel |
![]() |
Pummel | Pummel |
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Special Pummel | Create Puddle |
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Special Pummel | Teleport to Puddle |
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Pummel Attack | Pummel |
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Pummel Special | Spummel |
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Ledge Special | Dive |
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Pummel | Pummel |
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Special Pummel | Spummel |
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Down Special (Aerial) | Dive (Airborne) |
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Down Special (Aerial) | Dive (Grounded) |
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Down Strong | Hit 1 |
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Forward Strong | Linking Hit |
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Pummel | Pummel |
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Special Pummel | Pummel |
Tech Timing
Unlike most options in the game, inputting tech does not abide by the universal 6 frame buffer. Instead, it uses a unique timing and buffer system to determine when it works. It is primarily a preemptive measure, but knowing when it's safe to go for a tech is important.
If teched out of hitpause... | If teched in hitpause... |
Total:16 |
Total:16 |
Once a tech input is made, landing from a heavy hitA hit that sends a character into tumble, typically causing knockdown. within the next 20 frames will instead cause a tech. However, if the character does not tech within the next 20 frames, they are locked out from teching for the subsequent 20 frames. After these 40 frames are up, the character can attempt to tech again. | If a tech input is done during hitpause, it automatically locks the character out from teching for 20 frames. The character can attempt to tech again after 20 frames. |
Any successful tech will reset any preexisting techs, allowing for a fresh tech input to be input. Notably, Clairen's additional tipstun will not change the tech timer, and the tech timing is the same as if the tipstun never happened.
A more specific explanation is as follows. When the game starts, both characters have a tech timer of 0. If a tech input is ever performed, and the tech timer is 0, the game checks whether the character is in hitpause.
- If the character is in hitpause, the timer is set to 20.
- If the character is not in hitpause, the timer is set to 40.

Ground Tech
- Tech Input:
ShieldDefault Controls
Xbox:
GCN:
KB:up to 20 frames before landing
Ground techs must be done before landing on the ground, either before or after a hit connects. Combining this technique with floorhugging is known as Amsah teching. Determining whether a character will tech in place or tech roll is dependent on the direction held on the frame the character lands.
Option | Intangible startup | Vulnerable endlag | Total Frames |
---|---|---|---|
Tech in Place | 20 | 6 | 26 |
Tech Roll Forward | 20 | 20 | 40 |
Tech Roll Backward | 20 | 20 | 40 |
Mistech | 0 | 27 | 27 |
Tech In Place | Tech Roll | Mistech |
---|---|---|
[File: xxxxxxxxxxxx]] | [File: xxxxxxxxxxxx]] | [File: xxxxxxxxxxxx]] |
Xbox: GCN: KB: |
Xbox/GCN: Left Analog Stick KB: Xbox/GCN: Left Analog Stick KB: |
Mistiming Xbox: GCN: KB: |
Total:26 |
Total:40 |
Total:27 |
Character will have 20 frames of intangibility, followed by 6 frames of vulnerable endlag. This lasts a total of 26 frames. | Character will roll in the direction held. They have 20 frames of intangibility, followed by 20 frames of vulnerable endlag. This lasts a total of 40 frames. During the 20 frames of intangibility, characters will stay in place for the first 6 frames before moving in the following 20 frames. | Character will lightly bounce on the ground. This lasts 27 frames. After this, the character will be in knockdown. |
Option | Intangible startup | Vulnerable endlag | Total Frames |
---|---|---|---|
Getup in Place | 22 | 8 | 30 |
Getup Roll Forward | 20 | 16 | 36 |
Getup Roll Backward | 20 | 16 | 36 |
Getup Attack | Startup + Active Frames | Endlag | 50 |
Getup Special | Startup | Active Frames + Endlag | - |
Getup In Place | Getup Roll | Getup Attack | Getup Special |
---|---|---|---|
![]() |
![]() |
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![]() |
Xbox/GCN: Left Analog Stick KB: Xbox: GCN: KB: |
Xbox/GCN: Left Analog Stick KB: Xbox/GCN: Left Analog Stick KB: |
Xbox: GCN: KB: Xbox: ![]() GCN: KB: Xbox: GCN: KB: |
Xbox: GCN: KB: |
Total:30 |
Total:36 |
Total:50 |
Total:72 |
The character wakes up by standing in place with 22 frames of intangibility, followed by 8 frames of vulnerable endlag. This lasts 30 frames total. | Character will roll in the direction held. The character rolls with 20 frames of intangibility, followed by 16 frames of vulnerable endlag. This lasts 36 frames total. | The character strikes with intangibility as they get back up, hitting both sides. Intangibility lasts until the last active frame, at which point the endlag will be vulnerable. | The character does a unique attack that can yield advantage situationally. However, these typically only have intangibility during startup, being vulnerable during the attack's active frames, and they are more punishing on whiff compared to Getup Attack. |
Jab Reset
When an opponent in knockdown is hit by a weak enough move, they will enter a knockdown hurt animation, lasting 14 frames.
- During this animation, weak hits will result in the hurt animation being reset to the first frame.
- Strong hits will result in regular hitstun, proceeding like any normal hit and launch.
- If this animation completes, the opponent is forced to getup.
This act of intentionally forcing a getup is known as a jab reset. Characters can only be forced with a neutral getup or a getup roll. It also clears the input buffer, meaning that a new directional input after the reset must be made in order to properly choose a getup option.
Hits that meet any of the following criteria will jab reset:
- The hit deals fixed knockback (knockback scaling of 0).
- The hit typically sends into light hitstun (knockback velocity below 13.5 cm/f).
Jab resets are a useful way of forcing tech chase options like Grab which are typically not possible on opponents in knockdown, as well as avoiding having to wait on the opponent's terms for a getup option.
Slideoff
If a character is in knockdown with horizontal momentum, whether it due to be floorhugging an attack or the natural momentum of a move, and slides off the edge of any surface, they will enter 6 frames of inactionable ledgeslip, similar to shield pushoff. You can start acting on frame 7 with any airborne action, whether it be a double jump, an Aerial, Special, or grabbing ledge. Notably, because the character enters tumble, air dodging requires the input to be released instead of pressed.
If the character hits the ground, they will enter knockdown which can be teched. After 25 frames of LedgeSlip state, the character will enter tumble.
This can be useful for escaping platform tech chases, as being sharked under platforms while being in constant knockdown or tech options can be easily chased down, and this allows the character to get back onto the stage, likely able to punish the opponent's endlag in time. This can also be useful if sliding off the edge of a side platform to immediately grab ledge out of it, forcing the opponent to switch from standard punish to ledgetrapping.
If a character is not in knockdown and slides off the edge after getting hit, the character is instantly actionableThis is technically the FallStart animation, meaning that you cannot immediately grab ledge behind you from this..
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