Talk:Hit confirm

Discussion page of Hit confirm

Sewerswans: would you all define hitconfirming strictly as confirming a guaranteed follow-up, or more as reacting to if any move is hit, blocked or whiffs before making your next decision? Most sources I see online use the first definition. But to me, confirming if a DF1 left you at +8 or -3 before you act is a kind of hitconfirm. Thought I would ask before writing the page.

I also want to talk about twitch confirms like Bryan's DF2-3 CH confirm on it, if we can agree on terminology? Since I rarely saw these distinguished from true hit/block hitconfirms when I was new to Tekken, which confused me greatly.

I think hit confirming can describe more than just reacting to something other than the hit itself. Some people like to draw the distinction between that and a “true” hit confirm by calling the latter something like a “situation confirm”, but that's kinda unnecessary. The only reason I can see for the distinction is people wanting to categorise moves as either “true hit confirms” or not, but we don't want to do that since that boundary is fuzzy and it's more precise to just say what the delay window is for a combo anyway. It'd be similar to wanting to explicitly define if a move is “reactable” or not instead of just telling readers what the move's startup is. In any case, a page outlining a broad range of what's within the “reactable” range should be the right way to go, which can supplement any individual move just being precise about how many frames there are to react. This video has some good info, including quotes by Low High and Ulsan. In general I find people grossly overestimate how hit confirmable things are, ignoring that even the best Tekken setups have a minimum of 2 frames of input delay. RogerDodger (talk) 04:13, 26 January 2021 (UTC)
By the way, you can sign your name in talk posts by writing ~~~~, which will turn into e.g. RogerDodger (talk) 04:13, 26 January 2021 (UTC)


Ah, thank you. Like this? The way I see it, on the Snake Edge page, we articulate the idea of reactable lows despite there being some community disagreement over where reactable is framewise.

Similarly I'd like to try and make clear the basic concepts of reacting to blocked/hit, reacting to motions pre-impact, etc, even if we don't draw a hard line in frames between them? Reacting to other cues was actually a totally unintuitive concept to me when I was new. Every definition of hitconfirming I found was for blocked/hit. Consequently things like "when Kazumi does SS DF1, she can confirm DF1-2 on seeing whiffs during her SS before her DF1 hits" took me well over a thousand hours to puzzle out on my own.

(I copy-pasted your code; is this right? Apologies, it's my first time on a wiki)

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