Crouch: Difference between revisions

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[[Image:Crouch-high-crush.mp4|250px|thumb|Crouching goes under highs.]]
[[Image:Crouch-high-crush.mp4|250px|thumb|Crouching goes under highs.]]


'''Crouch''' is a state which [[crush]]es highs and can block lows. It can be entered by holding D/B, D, or D/F. Crouch can be used to enter the stances '''full crouch''' ('''FC''') and '''while standing''' ('''WS'''), giving access to new moves and preventing the use of regular, standing moves.  
'''Crouch''' is a [[state]] which [[crush]]es highs and can block lows. It's done with DB, D, or DF. Crouch enters the [[stance]]s '''full crouch''' ('''FC''') and '''while standing''' ('''WS'''), among others, giving access to new moves and preventing the use of regular standing moves. These stances also prevent [[sidestep]]ping into the foreground.


It also prevents sideways movement into the screen
Take care to distinguish the stance (which moves you can use) from the state (whether highs are crushed and lows blocked). The state is decided entirely by whether or not D is held, whereas the stance is more particular.


Crouching states and their transitions are not handled through global systems, but directly in character movesets. This for instance creates exceptions with some characters, most notably Master Raven who can access her full standing movelist even when crushing a high (Source: kiloutre Crouching Levels)
{{Legend|float=right
|blue=Standing
|orange=Full crouch
|teal=Half crouch
|green=While standing}}
{{FrameTable|caption=Basic progression through crouch stances|state=Stance|
{{Frame|1|d|blue}}
{{Frame|2|d|blue}}
{{Frame|3|d|blue}}
{{Frame|4|d|blue}}
{{Frame|5|d|blue}}
{{Frame|6|d|blue}}
{{Frame|7|d|teal}}
{{Frame|8|d|teal}}
{{Frame|9|d|teal}}
{{Frame|10|d|teal}}
{{Frame|11|d|teal}}
{{Frame|12|d|orange}}
{{Frame|1|n|green}}
{{Frame|2|n|green}}
{{Frame|3|n|green}}
{{Frame|4|n|green}}
{{Frame|5|n|green}}
{{Frame|6|n|green}}
{{Frame|7|n|blue}}
}}


== Full crouch ==
== Full crouch ==


Full crouch is a stance entered after holding D/B, D, or D/F for 11 frames. It gives access to moves listed as “while crouching” in the in-game movelist and FC on {{SITENAME}}.
'''Full crouch''' ('''FC''' or '''crouching level 2''') is a stance entered after holding DB, D, or DF for 11 frames. It gives access to moves listed as '''while crouching''' in the in-game movelist.


FC d+1, FC d+2, FC d+3, and FC d+4 can be done after holding D/B, D, or D/F for only 6 frames.
When a player recovers crouching—either by being forced into crouch, or by doing a move that recovers crouching—they recover in this stance.


When a player is forced into crouch, they recover in this stance.
== Half crouch ==
 
'''Half crouch''' ('''hFC''' or '''crouching level 1''') is a stance entered after holding DB, D, or DF for 6 frames. Moves from this stance are often not listed in the in-game movelist and are for the most part generic crouching moves.
 
However, some characters have notable hFC moves, such as [[Yoshimitsu]]'s hFC.df+4 and [[Jack-7]]'s hFC.db+1. These moves are sometimes considered “full crouch moves that can be done faster than normal full crouch moves”, but that's just because they're actually half crouch rather than full crouch moves.


== While standing ==
== While standing ==
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[[Image:While-standing-whiff-punish.mp4|250px|thumb|While standing moves are done while exiting crouch. Note that D is released when 2 is pressed.]]
[[Image:While-standing-whiff-punish.mp4|250px|thumb|While standing moves are done while exiting crouch. Note that D is released when 2 is pressed.]]


While standing is a temporary [[stance]] lasting 6 frames after releasing D while in full crouch. It gives access to moves listed as “While rising” in the in-game movelist and WS on {{SITENAME}}.
'''While standing''' ('''WS''') is a temporary [[stance]] entered by releasing D while in a crouching stance. It gives access to moves listed as “While rising” in the in-game movelist. These moves can be [[input buffer|buffered]] when recovering in crouch, e.g. ws4 is buffered with n+4.
 
Regular standing moves can't be done from while standing, with the exception of those that use ub, u, or uf inputs.
 
How long while standing lasts depends on which crouching stance it came from. It lasts 6 frames from full crouch, and 1–5 frames from half crouch (longer if you've been in half crouch longer).
 
{{Legend|float=right
|blue=Standing
|teal=Half crouch
|green=While standing}}
 
{{FrameTableSet|
{{FrameTable|state=Stance|
{{Frame|1|d/b|blue}}
{{Frame|2|d/b|blue}}
{{Frame|3|d/b|blue}}
{{Frame|4|d/b|blue}}
{{Frame|5|d/b|blue}}
{{Frame|6|d/b|blue}}
{{Frame|7|n|green}}
{{Frame|8|n|blue}}
}}
{{FrameTable|state=Stance|
{{Frame|1|d/b|blue}}
{{Frame|2|d/b|blue}}
{{Frame|3|d/b|blue}}
{{Frame|4|d/b|blue}}
{{Frame|5|d/b|blue}}
{{Frame|6|d/b|blue}}
{{Frame|7|d/b|teal}}
{{Frame|8|n|green}}
{{Frame|9|n|green}}
{{Frame|10|n|blue}}
}}
{{FrameTable|state=Stance|
{{Frame|1|d/b|blue}}
{{Frame|2|d/b|blue}}
{{Frame|3|d/b|blue}}
{{Frame|4|d/b|blue}}
{{Frame|5|d/b|blue}}
{{Frame|6|d/b|blue}}
{{Frame|7|d/b|teal}}
{{Frame|8|d/b|teal}}
{{Frame|9|n|green}}
{{Frame|10|n|green}}
{{Frame|11|n|green}}
{{Frame|12|n|blue}}
}}
}}
 
While standing is not ''technically'' a distinct stance. Rather, while standing moves are just crouching moves with D released and the crouch stance lingering.
 
If D is re-held during this lingering, the crouching stances are also re-entered faster. Roughly speaking, every frame that D is released undoes a frame that D was held for. So even though while standing lasts 6 frames from full crouch, full crouch takes 11 frames to fully cancel.


Standing moves cannot be done from while standing, with the exception of moves with u/b, u, or u/f inputs.
{{Legend|float=right
|blue=Standing
|teal=Half crouch
|orange=Full crouch
|green=While standing}}
{{FrameTable|state=Stance|
{{Frame|1|d/b|blue}}
{{Frame|2|d/b|blue}}
{{Frame|3|d/b|blue}}
{{Frame|4|d/b|blue}}
{{Frame|5|d/b|blue}}
{{Frame|6|d/b|blue}}
{{Frame|7|d/b|teal}}
{{Frame|8|d/b|teal}}
{{Frame|9|n|green}}
{{Frame|10|n|green}}
{{Frame|11|n|green}}
{{Frame|12|n|blue}}
{{Frame|13|d/b|blue}}
{{Frame|14|d/b|teal}}
{{Frame|15|d/b|teal}}
{{Frame|16|d/b|teal}}
{{Frame|17|d/b|teal}}
{{Frame|18|d/b|teal}}
{{Frame|19|d/b|orange}}
}}


== Crouch cancel ==
== Crouch cancel ==


A '''crouch cancel''' is any movement that exits crouch without entering while standing. This is done to access standing moves quickly after recovering in crouch or being forced into crouch.
A '''crouch cancel''' is any movement that exits crouch without entering while standing. This is done to access standing moves more quickly from crouch.
 
The generic way to do this is [[sidestep]] up (u~n), [[dash]] (f~n~f), or [[backdash]] (b~n~b). The sidestep takes 1 frame and can be fully [[input buffer|buffered]].
 
The dashes take 2 frames, which is one more than they take to do from a standing situation (for some reason there's a special rule that you have to wait an extra frame to dash from crouch), and the last input can't be buffered. Since this is both harder and slower, the only reason to do it is to get a move from those [[stance]]s. This means that, for example, Lidia's R.f,F+2+3, which is i13, can only punish -15 moves from crouch, even though it can punish -14 moves from standing.
 
Some moves that normally recover crouching have a special input to instead recover standing. This is sometimes called a crouch cancel as well, but it's a distinct mechanic. The most notable move that can do this is the [[generic move|generic]] d+1, which can recover standing with d+1,F.
 
== Forced crouch ==
 
When certain moves connect on either hit or block, they will force an opponent into a '''forced crouch''' state. Many mids that swing from above have this behavior, such as Kazuya's Left Splits Kick (ff+3). This limits an opponent's options to what they can do out of crouch. Though it is possible to [[crouch cancel]] out of a '''forced crouch''' state, this adds a layer of execution as there will be no [[input buffer]] for a move done afterwards.
 
== Crouch assist ==
 
'''Crouch assist''' (or '''crouching level 1.5''') is a stance and mechanic whose gory details are terrifyingly convoluted, but the basic idea is that if you [[crush]] a high with crouch, you get fast tracked straight to full crouch. This allows you to crouch for only a few frames before doing your punisher instead of the usual 11 (or 6 for while standing).
 
Crouch assist can be entered from up to the first frame of the ''startup'' of the opponent's high (i.e. immediately) and transitions to full crouch after at least 5 frames, and after the high being crushed is finished (i.e. after its last active frame). It can only be entered if distance between the players is less than 2000.00 units (i.e. they're closer than the round start position).
 
=== String grief ===
 
If the high being crushed is in a string, it might never actually “finish” but rather cancel into the next move of the string. For these strings, one can end up “stuck” in crouch assist for an unusually long time.
 
This can cause trouble because although all WS moves can be done from crouch assist, ''some'' but not ''all'' hFC and FC moves can be. The moves which can't be done can end up not coming out when they normally would, even if you've been holding D for long enough. There's no rule here. It just depends on the move.
 
The following list clarifies whether or not a move can be done from crouch assist. The easiest string to test this against is [[Bryan]]'s 1,4,2.
 
{{Binlist|columns=9em|
; Alisa
: ✔️ FC.df+1+2
 
; Anna
: ❌ FC.df+2
 
; Armor King
: ❌ FC.df+2
: ❌ FC.df+4
 
; Asuka
: ❌ FC.df+2
: ❌ FC.df+3
 
; Bob
: ❌ FC.df+2
 
; Bryan
: ❌ FC.df+2
: ❌ FC.df+4
 
; Claudio
: ❌ FC.df+2
 
; Eddy
: ✔️ hFC.1+2
: ✔️ FC.df+4
: ✔️ FC.df+1+2
 
; Fahkumram
: ❌ FC.df+3
 
; Feng
: ❌ FC.df+1
: ❌ FC.df+2
 
; Ganryu
: ✔️ hFC.1
: ✔️ hFC.1+2
: ✔️ FC.df+1
: ✔️ FC.df+2
 
; Geese
: ❌ FC.df+1
 
; Gigas
: ❌ FC.df+2
 
; Heihachi
: ❌ FC.df+4
 
; Jack
: ❌ hFC.db+1
: ✔️ FC.df+1<ref>with input df+1+2</ref>
: ✔️ FC.df+2
: ❌ FC.df+1+2
 
; Julia
: ❌ FC.df+2
: ❌ FC.df+4
 
; Josie
: ❌ FC.df+4
 
; Katarina
: ✔️ FC.df+4
 
; Kazuya
: ❌ FC.df+3+4
 
; King
: ❌ FC.df+1
: ❌ FC.df+2
: ✔️ FC.df+4
 
; Kuma
: ❌ FC.df+1
: ✔️ FC.df+2
: ✔️ FC.df+1+2
 
; Kunimitsu
: ✔️ FC.df+2
: ✔️ FC.df+3
 
; Lars
: ✔️ FC.df+2
: ✔️ FC.df+1+2
 
; Lee
: ❌ FC.df+4
 
; Leroy
: ❌ FC.df+4
 
; Lei
: ✔️ FC.df+2
 
; Leo
: ❌ FC.df+3
 
; Lidia
: ❌ FC.df+2
: ✔️ FC.df+3
 
; Lili
: ❌ FC.df+1
: ❌ FC.df+3
 
; Lucky Chloe
: ❌ FC.df+1
: ❌ FC.df+2
: ❌ FC.df+4


The generic way to do this is [[sidestep]] up (u~n), [[dash]] (f~n~f), or [[backdash]] (b~n~b). All of these can be done in 1 frame when [[input buffer|buffered]], but only the sidestep can be fully buffered, so the others are only used to do moves from those stances.
; Marduk
: ✔️ FC.df+2
: ✔️ FC.df+4
: ✔️ FC.df+1+2


Some moves that normally recover crouching have a special input to instead recover standing. This sometimes called a crouch cancel. The most common move that can do this is the [[generic move|generic]] d+1, which can recover crouching with d+1,F.
; Master Raven
: ❌ FC.df+3+4


== Crouch levels (CL) ==
; Miguel
: ❌ FC.df+2
: ❌ FC.df+4


When D/B, D, or D/F is input from standing, there are three different stances involved.
; Negan
: ❌ FC.df+2


{{Legend|float=right
; Nina
|blue=Standing
: ❌ FC.df+4
|orange=Crouch level 1
 
|teal=Crouch level 2
; Noctis
|green=Crouch level 3}}
: ✔️ FC.df+1
: ✔️ FC.df+2
 
; Paul
: ❌ FC.df+1+2


* Level 1 (CL 1) will perform standing attacks, so this is still in the standing “stance”, but it will crush high moves. This can be used to include 1-5 frame window of high crush into standing attacks with a down direction input holding d/b / d / d/f input for said amount of frames (e.g. hold d/f 1-5f +1 for delayed d/f+1 with high crush).
; Steve
* Level 1.5 (CL 1.5) is caused by ducking under an active, non-unblockable high move during the frames 1-11 within a distance of approximately 2 in-game range indicator units. You will exit CL 1.5 after the opponent's high move's active frames are over and 3 frames have passed after the last active frame.
: ❌ FC.df+1
* Level 2 (CL 2) will perform half crouch attacks with no additional inputs (e.g. FC d+3), and will perform while standing attacks if D is released
: ❌ FC.df+2
* Level 3 (CL 3) will perform all crouch attacks, i.e., full crouch and half crouch.


{{FrameTable|
; Xiaoyu
{{Frame|0|d|blue}}
: ❌ FC.df+2
{{Frame|1|d|orange}}
: ❌ FC.df+4
{{Frame|2|d|orange}}
{{Frame|3|d|orange}}
{{Frame|4|d|orange}}
{{Frame|5|d|orange}}
{{Frame|6|d|teal}}
{{Frame|7|d|teal}}
{{Frame|8|d|teal}}
{{Frame|9|d|teal}}
{{Frame|10|d|teal}}
{{Frame|11|d|green}}
}}


If D is held for 6 frames, while standing attacks must be input exactly as D is released. For every extra frame D is held, an extra frame of n is allowed.
; Yoshimitsu
: ✔️ hFC.df+4
: ❌ FC.DF+1
: ❌ FC.B+1
: ❌ NSS.FC.DF+1
: ❌ NSS.FC.B+1
: ✔️ NSS.FC.df+3


{{Legend|float=right|purple=While standing}}
; Zafina
<div class="frame-table-set">
: ✔️ FC.df+3
{{FrameTable|
: ❌ FC.db+4
{{Frame|0|d|blue}}
{{Frame|1|d|orange}}
{{Frame|2|d|orange}}
{{Frame|3|d|orange}}
{{Frame|4|d|orange}}
{{Frame|5|d|orange}}
{{Frame|6|n|purple}}
{{Frame|7|n|blue}}
}}
}}
{{FrameTable|
{{Frame|0|d|blue}}
{{Frame|1|d|orange}}
{{Frame|2|d|orange}}
{{Frame|3|d|orange}}
{{Frame|4|d|orange}}
{{Frame|5|d|orange}}
{{Frame|6|d|teal}}
{{Frame|7|n|purple}}
{{Frame|8|n|purple}}
{{Frame|9|n|blue}}
}}
{{FrameTable|
{{Frame|0|d|blue}}
{{Frame|1|d|orange}}
{{Frame|2|d|orange}}
{{Frame|3|d|orange}}
{{Frame|4|d|orange}}
{{Frame|5|d|orange}}
{{Frame|6|d|teal}}
{{Frame|7|d|teal}}
{{Frame|8|d|teal}}
{{Frame|9|d|teal}}
{{Frame|10|d|teal}}
{{Frame|11|n|purple}}
{{Frame|12|n|purple}}
{{Frame|13|n|purple}}
{{Frame|14|n|purple}}
{{Frame|15|n|purple}}
{{Frame|16|n|purple}}
{{Frame|17|n|blue}}
}}
</div>


Strictly speaking, it's not accurate to think of while standing as a ''distinct'' stance from crouch. Rather, while standing moves are performed ''from crouch'' level 2 or 3 with D released and the crouch stance lingering. At crouch level 2, it lingers for as long as level 2 has been entered for. At level 3, it lingers for 6 frames.
<references/>
 
=== Crouch assist cancel ===


If D is pressed during this lingering, crouch is re-entered faster the less lingering there was. So the lingering can be thought of as unwinding the crouch stance, which takes longer the deeper into crouch you are.
It's possible to enter crouch assist from some recovery situations before the recovery is actually over. This in some cases allows one to recover faster than usual, completely defying the [[frame advantage]]. It can also in most cases be used to override a [[input buffer|buffered]] move. In both cases, it can only work if the opponent has already started their attack before we've recovered, i.e. it can only work starting at -2.


In all cases, the stance (which moves you can use) is distinct from the state (whether highs are being crushed and lows blocked). The state is decided entirely by whether or not D is held.
The buffer override makes it possible to do a true [[option select]] by buffering an attack and then quickly holding D. If the opponent does a high, crouch assist cancels the attack (and probably dodges a [[counter hit]]). Otherwise, the attack comes out as normal.


=== Crushing highs ===
=== Master Raven exception ===


{{Clarification}}
Crouching stances are not handled through global systems, but rather directly in character movesets. This allows for exceptions.


Crushing highs speeds up the transition through the crouch levels and does weird stuff sometimes.
The most notable exception is [[Master Raven]], who can access her standing moves during crouch assist. However, to do this she has to input the standing move without having any neutral inputs during crouch assist, so the most practical application of this is that she can get a “built-in” high crush on moves like df+1, df+2, and db+2 by holding the direction input for a few frames first.


== Instant while standing ==
== Instant while standing ==


'''Instant while standing''' ('''iWS''') describes a broad range of techniques for performing while standing moves from standing as quickly as possible.  
'''Instant while standing''' ('''aka iWS''') is a term for performing ''while standing'' (listed in-game as ''while rising'') moves as soon as possible.  This allows for quick use of moves normally locked behind crouching state that can help many characters in advanced [[combo]]s and [[pressure]].  


The universal technique to do this is holding D for 6 frames, then releasing it and pressing the attack button on the same frame. Contrary to popular belief, doing any other input (such as a half circle or quarter circle motion) does not make this any faster, but it can help with the timing.
It is comparable to [[iWR]] (''Instant While Running'').


Many characters have crouch dashes which can access while standing moves faster than the universal method, or at the same or similar speed but with added movement.
The method differs for each character, as some may have a crouch dash or back sway which change the way '''iWS''' is performed.


Frame-by-frame comparisons:
Some methods include:
* d, df, f '''OR''' d, db, b (simple quarter circles)
*
* f, n, d, df, f
* f, n, d, df, f, b (Used for characters with crouch dashes to avoid getting their crouch dash moves, such as for Kazuya's iWS.2 mix-up)
* d, df, d, n (most difficult)


* 2 added frames. d,f,n: Feng, Nina, Leo, Lili, Paul; b+3+4,db,n: Steve; d,f,f: Eddy.
'''Instant while standing''' is generally regarded as an advanced mechanic when done with perfect timing, and will take a lot longer to master than ''iWR''. Certain advanced combos will require this highly precise timing, and it's something that can up the [https://glossary.infil.net/?t=Execution execution] difficulty of a character by a surprising amount if one truly wishes to learn it.
* 3 added frames. d,d/f,f: Feng, Paul.
* 4 added frames. f,n,d,d/f,n: Armor King, Bob,Devil Jin, Heihachi, Hwoarang, Jin, Kazuya. d,d/f,b,n: Dragunov.
* 6 added frames. Others.


== Instant full crouch ==
== Instant full crouch ==
Line 140: Line 352:
'''Instant full crouch''' ('''iFC''') describes performing non-generic full crouch moves from standing as quickly as possible.  
'''Instant full crouch''' ('''iFC''') describes performing non-generic full crouch moves from standing as quickly as possible.  


The universal technique to do this is holding D/B, D, or D/F for 11 frames and then doing the attack. If the direction held overlaps with the directions of the FC move itself, after holding for 31f you will get the FC input - e.g. Geese FC d/f+1 versus FC 1 after 31f of hold.
The universal technique to do this is holding DB, D, or DF for 11 frames and then doing the attack. If the direction held overlaps with the directions of the FC move itself, after holding for 31f you will get the FC input - e.g. Geese FC.df+1 versus FC.1 after 31f of hold.


Notable exceptions are:
Notable exceptions are:
* Marduk iFC through his Vale Tudo Stance (VTS) with only 1 added frame at fastest execution or 2 if there is an overlapping VTS move requiring you to cancel the stance with d/b before the FC move - e.g. 3+4,(d/b) <FC move>
* Marduk iFC through his Vale Tudo Stance (VTS) with only 1 added frame at fastest execution or 2 if there is an overlapping VTS move requiring you to cancel the stance with db before the FC move - e.g. 3+4,(db) <FC move>
* Jack-7 can access FC d/b+1 with only 6 added frames of holding D/B
* Jack-7 can access FC.db+1 with only 6 added frames of holding DB
* Yoshimitsu can access FC d/f+4 with only 6 added frames of holding D/F
* Yoshimitsu can access FC.df+4 with only 6 added frames of holding DF
* Eddy can access FC 1+2 with only 6 added frames
* Eddy can access FC.1+2 with only 6 added frames
* Nina can access FC d/f+4 with d,df,D/F+4 with only 8 added frames
* Nina can access FC.df+4 with d,df,DF+4 with only 8 added frames


== External links and sources ==
== External links ==


* [https://www.youtube.com/watch?v=rJZXyzAQR9g Video on iWS, Crouch Level & Input Buffering by kilo]
* [https://www.youtube.com/watch?v=rJZXyzAQR9g iWS, Crouch Level & Input Buffering by kilo]
* [https://www.youtube.com/watch?v=WEjeg-YKXOc Continuation video on Crouch Levels and the Maven exception by kilo]
* [https://www.youtube.com/watch?v=WEjeg-YKXOc Crouching Level 1.5, and the maven exception by kilo]


{{Navbox system}}
{{Navbox system}}

Latest revision as of 21:01, 15 May 2024

Crouching goes under highs.

Crouch is a state which crushes highs and can block lows. It's done with DB, D, or DF. Crouch enters the stances full crouch (FC) and while standing (WS), among others, giving access to new moves and preventing the use of regular standing moves. These stances also prevent sidestepping into the foreground.

Take care to distinguish the stance (which moves you can use) from the state (whether highs are crushed and lows blocked). The state is decided entirely by whether or not D is held, whereas the stance is more particular.

Standing
Full crouch
Half crouch
While standing
Basic progression through crouch stances
Frame
Input
Stance
1
d
2
d
3
d
4
d
5
d
6
d
7
d
8
d
9
d
10
d
11
d
12
d
1
n
2
n
3
n
4
n
5
n
6
n
7
n

Full crouch

Full crouch (FC or crouching level 2) is a stance entered after holding DB, D, or DF for 11 frames. It gives access to moves listed as while crouching in the in-game movelist.

When a player recovers crouching—either by being forced into crouch, or by doing a move that recovers crouching—they recover in this stance.

Half crouch

Half crouch (hFC or crouching level 1) is a stance entered after holding DB, D, or DF for 6 frames. Moves from this stance are often not listed in the in-game movelist and are for the most part generic crouching moves.

However, some characters have notable hFC moves, such as Yoshimitsu's hFC.df+4 and Jack-7's hFC.db+1. These moves are sometimes considered “full crouch moves that can be done faster than normal full crouch moves”, but that's just because they're actually half crouch rather than full crouch moves.

While standing

While standing moves are done while exiting crouch. Note that D is released when 2 is pressed.

While standing (WS) is a temporary stance entered by releasing D while in a crouching stance. It gives access to moves listed as “While rising” in the in-game movelist. These moves can be buffered when recovering in crouch, e.g. ws4 is buffered with n+4.

Regular standing moves can't be done from while standing, with the exception of those that use ub, u, or uf inputs.

How long while standing lasts depends on which crouching stance it came from. It lasts 6 frames from full crouch, and 1–5 frames from half crouch (longer if you've been in half crouch longer).

Standing
Half crouch
While standing
Frame
Input
Stance
1
d/b
2
d/b
3
d/b
4
d/b
5
d/b
6
d/b
7
n
8
n
Frame
Input
Stance
1
d/b
2
d/b
3
d/b
4
d/b
5
d/b
6
d/b
7
d/b
8
n
9
n
10
n
Frame
Input
Stance
1
d/b
2
d/b
3
d/b
4
d/b
5
d/b
6
d/b
7
d/b
8
d/b
9
n
10
n
11
n
12
n

While standing is not technically a distinct stance. Rather, while standing moves are just crouching moves with D released and the crouch stance lingering.

If D is re-held during this lingering, the crouching stances are also re-entered faster. Roughly speaking, every frame that D is released undoes a frame that D was held for. So even though while standing lasts 6 frames from full crouch, full crouch takes 11 frames to fully cancel.

Standing
Full crouch
Half crouch
While standing
Frame
Input
Stance
1
d/b
2
d/b
3
d/b
4
d/b
5
d/b
6
d/b
7
d/b
8
d/b
9
n
10
n
11
n
12
n
13
d/b
14
d/b
15
d/b
16
d/b
17
d/b
18
d/b
19
d/b

Crouch cancel

A crouch cancel is any movement that exits crouch without entering while standing. This is done to access standing moves more quickly from crouch.

The generic way to do this is sidestep up (u~n), dash (f~n~f), or backdash (b~n~b). The sidestep takes 1 frame and can be fully buffered.

The dashes take 2 frames, which is one more than they take to do from a standing situation (for some reason there's a special rule that you have to wait an extra frame to dash from crouch), and the last input can't be buffered. Since this is both harder and slower, the only reason to do it is to get a move from those stances. This means that, for example, Lidia's R.f,F+2+3, which is i13, can only punish -15 moves from crouch, even though it can punish -14 moves from standing.

Some moves that normally recover crouching have a special input to instead recover standing. This is sometimes called a crouch cancel as well, but it's a distinct mechanic. The most notable move that can do this is the generic d+1, which can recover standing with d+1,F.

Forced crouch

When certain moves connect on either hit or block, they will force an opponent into a forced crouch state. Many mids that swing from above have this behavior, such as Kazuya's Left Splits Kick (ff+3). This limits an opponent's options to what they can do out of crouch. Though it is possible to crouch cancel out of a forced crouch state, this adds a layer of execution as there will be no input buffer for a move done afterwards.

Crouch assist

Crouch assist (or crouching level 1.5) is a stance and mechanic whose gory details are terrifyingly convoluted, but the basic idea is that if you crush a high with crouch, you get fast tracked straight to full crouch. This allows you to crouch for only a few frames before doing your punisher instead of the usual 11 (or 6 for while standing).

Crouch assist can be entered from up to the first frame of the startup of the opponent's high (i.e. immediately) and transitions to full crouch after at least 5 frames, and after the high being crushed is finished (i.e. after its last active frame). It can only be entered if distance between the players is less than 2000.00 units (i.e. they're closer than the round start position).

String grief

If the high being crushed is in a string, it might never actually “finish” but rather cancel into the next move of the string. For these strings, one can end up “stuck” in crouch assist for an unusually long time.

This can cause trouble because although all WS moves can be done from crouch assist, some but not all hFC and FC moves can be. The moves which can't be done can end up not coming out when they normally would, even if you've been holding D for long enough. There's no rule here. It just depends on the move.

The following list clarifies whether or not a move can be done from crouch assist. The easiest string to test this against is Bryan's 1,4,2.

Alisa
✔️ FC.df+1+2
Anna
❌ FC.df+2
Armor King
❌ FC.df+2
❌ FC.df+4
Asuka
❌ FC.df+2
❌ FC.df+3
Bob
❌ FC.df+2
Bryan
❌ FC.df+2
❌ FC.df+4
Claudio
❌ FC.df+2
Eddy
✔️ hFC.1+2
✔️ FC.df+4
✔️ FC.df+1+2
Fahkumram
❌ FC.df+3
Feng
❌ FC.df+1
❌ FC.df+2
Ganryu
✔️ hFC.1
✔️ hFC.1+2
✔️ FC.df+1
✔️ FC.df+2
Geese
❌ FC.df+1
Gigas
❌ FC.df+2
Heihachi
❌ FC.df+4
Jack
❌ hFC.db+1
✔️ FC.df+1[1]
✔️ FC.df+2
❌ FC.df+1+2
Julia
❌ FC.df+2
❌ FC.df+4
Josie
❌ FC.df+4
Katarina
✔️ FC.df+4
Kazuya
❌ FC.df+3+4
King
❌ FC.df+1
❌ FC.df+2
✔️ FC.df+4
Kuma
❌ FC.df+1
✔️ FC.df+2
✔️ FC.df+1+2
Kunimitsu
✔️ FC.df+2
✔️ FC.df+3
Lars
✔️ FC.df+2
✔️ FC.df+1+2
Lee
❌ FC.df+4
Leroy
❌ FC.df+4
Lei
✔️ FC.df+2
Leo
❌ FC.df+3
Lidia
❌ FC.df+2
✔️ FC.df+3
Lili
❌ FC.df+1
❌ FC.df+3
Lucky Chloe
❌ FC.df+1
❌ FC.df+2
❌ FC.df+4
Marduk
✔️ FC.df+2
✔️ FC.df+4
✔️ FC.df+1+2
Master Raven
❌ FC.df+3+4
Miguel
❌ FC.df+2
❌ FC.df+4
Negan
❌ FC.df+2
Nina
❌ FC.df+4
Noctis
✔️ FC.df+1
✔️ FC.df+2
Paul
❌ FC.df+1+2
Steve
❌ FC.df+1
❌ FC.df+2
Xiaoyu
❌ FC.df+2
❌ FC.df+4
Yoshimitsu
✔️ hFC.df+4
❌ FC.DF+1
❌ FC.B+1
❌ NSS.FC.DF+1
❌ NSS.FC.B+1
✔️ NSS.FC.df+3
Zafina
✔️ FC.df+3
❌ FC.db+4
  1. with input df+1+2

Crouch assist cancel

It's possible to enter crouch assist from some recovery situations before the recovery is actually over. This in some cases allows one to recover faster than usual, completely defying the frame advantage. It can also in most cases be used to override a buffered move. In both cases, it can only work if the opponent has already started their attack before we've recovered, i.e. it can only work starting at -2.

The buffer override makes it possible to do a true option select by buffering an attack and then quickly holding D. If the opponent does a high, crouch assist cancels the attack (and probably dodges a counter hit). Otherwise, the attack comes out as normal.

Master Raven exception

Crouching stances are not handled through global systems, but rather directly in character movesets. This allows for exceptions.

The most notable exception is Master Raven, who can access her standing moves during crouch assist. However, to do this she has to input the standing move without having any neutral inputs during crouch assist, so the most practical application of this is that she can get a “built-in” high crush on moves like df+1, df+2, and db+2 by holding the direction input for a few frames first.

Instant while standing

Instant while standing (aka iWS) is a term for performing while standing (listed in-game as while rising) moves as soon as possible. This allows for quick use of moves normally locked behind crouching state that can help many characters in advanced combos and pressure.

It is comparable to iWR (Instant While Running).

The method differs for each character, as some may have a crouch dash or back sway which change the way iWS is performed.

Some methods include:

  • d, df, f OR d, db, b (simple quarter circles)
  • f, n, d, df, f
  • f, n, d, df, f, b (Used for characters with crouch dashes to avoid getting their crouch dash moves, such as for Kazuya's iWS.2 mix-up)
  • d, df, d, n (most difficult)

Instant while standing is generally regarded as an advanced mechanic when done with perfect timing, and will take a lot longer to master than iWR. Certain advanced combos will require this highly precise timing, and it's something that can up the execution difficulty of a character by a surprising amount if one truly wishes to learn it.

Instant full crouch

Instant full crouch (iFC) describes performing non-generic full crouch moves from standing as quickly as possible.

The universal technique to do this is holding DB, D, or DF for 11 frames and then doing the attack. If the direction held overlaps with the directions of the FC move itself, after holding for 31f you will get the FC input - e.g. Geese FC.df+1 versus FC.1 after 31f of hold.

Notable exceptions are:

  • Marduk iFC through his Vale Tudo Stance (VTS) with only 1 added frame at fastest execution or 2 if there is an overlapping VTS move requiring you to cancel the stance with db before the FC move - e.g. 3+4,(db) <FC move>
  • Jack-7 can access FC.db+1 with only 6 added frames of holding DB
  • Yoshimitsu can access FC.df+4 with only 6 added frames of holding DF
  • Eddy can access FC.1+2 with only 6 added frames
  • Nina can access FC.df+4 with d,df,DF+4 with only 8 added frames

External links