Differences between DM to Background and Foreground

Discussion in 'Dojo' started by akai, Mar 4, 2025.

  1. akai

    akai Moderator Staff Member Content Manager Pai Bronze Supporter

    Steam:
    SteamID
    PSN:
    Akai_JC
    Defensive Moe.jpg
    There are some differences of executing Defensive Move (DM) to the Background versus DM to the Foreground.

    - Up to 8 frames of pressing [8] can be recognized as a DM attempt to background, while only up to 7 frames for pressing [2] is recognized as a DM attempt to foreground.

    - DM attempt to foreground requires more precision than to background. When attempting DM to background, having input [7]or [9] before pressing/releasing [8][5], DM still executes.
     
  2. G0d3L

    G0d3L Well-Known Member

    Make sense the 7 frames limit for the DM in foreground due to the fuzzy timing (at the 8th frame you're crouching).

    But why make the timing different and not 7 frames for both directions?

    Anyway thanks for
     
    akai likes this.
  3. akai

    akai Moderator Staff Member Content Manager Pai Bronze Supporter

    Steam:
    SteamID
    PSN:
    Akai_JC
    Because as you wrote earlier that pressing [2] for 8 frames result in crouch state, I think tapping [2] is the exception.

    Defensive Move is supposed to be "tap" [8][5] / [2][5] and release for it to execute, rather than "hold" [8_][5] / [2_][5].

    I did a test (pre-VF5US 2.0/REVO) for tapping [6] versus holding [6_] for the purpose of when a move would be recognized as [6][P] versus [6_][P]. That boundary is at the 8th and 9th frame. https://youtu.be/KBbboTjff_c?si=9p9LmLLSiN5dKLMN
     
  4. G0d3L

    G0d3L Well-Known Member

    I meant that they could have made it universal by having as upper limit for both directions 7 frames.

    In general for rules in a system it's better to avoid special cases if possible.

    I don't see the necessity for the 8 frames limit for the up direction but maybe it's me that I'm missing something.
     

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