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'''Heat''' is a resource granted to all characters at the start of each round which can be activated by either Heat Burst or a Heat Engager. During | '''Heat''' is a resource granted to all characters at the start of each round which can be activated by either using a Heat Burst or a Heat Engager. During Heat, all [[attack]]s deal chip damage, and some attacks gain extra properties at the cost of consuming some of the heat gauge. | ||
Heat | === Heat Burst === | ||
Done by inputting 2+3 or the Heat macro button without yet activating Heat in the round. It is a large, fast, tracking mid strike that has the armor of a [[powercrush]] while also having armor breaking properties. | |||
Unlike other Heat moves that tend to be highly character specific, '''Heat Bursts''' are all i16, +1 on block and +2 on hit, with only a minor range difference between characters. | |||
'''Heat Bursts''' consume a small amount of Heat on activation, giving you less of the bar to work with than a Heat Engager, and also do not grant back [[recoverable health]]. They can also be canceled by inputting a backdash (b,b) during the animation, leaving you in some recovery that is punishable at closer ranges. | |||
=== Heat Engager === | |||
Done by landing specific attacks that are unique to each character. A '''Heat Engager''' can be anything from a poke to a punisher to a [[powercrush]], and a character's available Engagers can help to define their playstyle. | |||
Heat Engagers are always +17 on hit and put opponents into a [[forced guard state]]. Attacks can also still [[wallsplat]] and [[balcony break]] if the move has such properties, even after Heat is triggered, allowing for potential follow-ups into Heat Smash or Heat Dash. | |||
* Heat Smash (H.2+3) — Powerful attack that consumes the entire heat gauge. | * Heat Smash (H.2+3) — Powerful attack that consumes the entire heat gauge. | ||
* Heat Dash (H.F) — Dash cancel off of a strike, affecting the recovery for both players. Consumes the entire heat gauge. Throws that heat engage cannot be heat dashed from. Framedata varies on hit, but on block it's always +5g +18w. | * Heat Dash (H.F) — Dash cancel off of a strike, affecting the recovery for both players. Consumes the entire heat gauge. Throws that heat engage cannot be heat dashed from. Framedata varies on hit, but on block it's always +5g +18w. |
Revision as of 10:19, 29 April 2024
Heat is a resource granted to all characters at the start of each round which can be activated by either using a Heat Burst or a Heat Engager. During Heat, all attacks deal chip damage, and some attacks gain extra properties at the cost of consuming some of the heat gauge.
Heat Burst
Done by inputting 2+3 or the Heat macro button without yet activating Heat in the round. It is a large, fast, tracking mid strike that has the armor of a powercrush while also having armor breaking properties.
Unlike other Heat moves that tend to be highly character specific, Heat Bursts are all i16, +1 on block and +2 on hit, with only a minor range difference between characters.
Heat Bursts consume a small amount of Heat on activation, giving you less of the bar to work with than a Heat Engager, and also do not grant back recoverable health. They can also be canceled by inputting a backdash (b,b) during the animation, leaving you in some recovery that is punishable at closer ranges.
Heat Engager
Done by landing specific attacks that are unique to each character. A Heat Engager can be anything from a poke to a punisher to a powercrush, and a character's available Engagers can help to define their playstyle.
Heat Engagers are always +17 on hit and put opponents into a forced guard state. Attacks can also still wallsplat and balcony break if the move has such properties, even after Heat is triggered, allowing for potential follow-ups into Heat Smash or Heat Dash.
- Heat Smash (H.2+3) — Powerful attack that consumes the entire heat gauge.
- Heat Dash (H.F) — Dash cancel off of a strike, affecting the recovery for both players. Consumes the entire heat gauge. Throws that heat engage cannot be heat dashed from. Framedata varies on hit, but on block it's always +5g +18w.
- Heat Smash start up speed
- i10: Jack-8
- i12: Zafina
- i13: Jun, Kuma
- i14: Law
- i15: Azucena, Jin, Dragunov, Panda, Leroy, Xiaoyu
- i16: Asuka, Bryan, Leo, Nina, Shaheen, Steve
- i17: King, Hwoarang
- i18: Claudio, Kazuya, Lars, Paul, Yoshimitsu, Devil Jin, Raven
- i20: Alisa, Feng, Lee, Victor
- i21: Reina
- i23: Lili
- Low Heat Smashes
- Claudio: -14
- Jun (Genjutsu): -14
- Kazuya: -14
- Lee: -15
- Leo (KNK): -13
- Paul: -12
- Reina (Heaven's Wrath): -17
- Victor: -15
- Zafina (Scarecrow): -14
- Shaheen (Stealth Step): -14
- Lili BT: -8 (recovers BT)
Credit to @Foxhoundfl for compiling the following information:
Character | Startup Frames | Hit Level | Tip Range | Damage | Frames on Block | Stance Transition | Forced Stance | Properties |
---|---|---|---|---|---|---|---|---|
Jack | i10 | H,M,M | 2.6 | 52 | -9 | |||
Zafina | i12 | H, SM | 2.4 | 51 | +3 | |||
Jun | i13 | M | 3.2 | 50 | -6 | |||
Kuma | i13 | M,M | 3.1 | 51 | +10g | |||
Law | i14 | Mid | 2.7 | 50 | +11 | DSS | Forced | |
Azucena | i15 | M,H,M | 2.6 | 53 | +6 | LIB | Forced | |
Dragunov | i15 | M,M,M | 2.7 | 50 | +6 | |||
Jin | i15 | M,H,M | 3.1 | 57 | +3 | FC | Choice | |
Jin 2+3,4 | i15 | M,H,M | 3.1 | 48 | +9 | |||
Leroy | i15 | M | 2.8 | 41 | +6 | HRM | Forced | |
Panda | i15 | M,M | 2.5 | 44 | +7 | ROL +6, HBS +11g | Choice | |
Xiaoyu | i15 | M | 2.6 | 50 | +5 | BT +9 | Choice | |
Xiaoyu (BT) | i15 | M | 2.1 | 51 | +4 | HYP +19g | Choice | Leaves Opponent Standing |
Bryan | i16 | All Mid | 2.1 | 44 | +9 | |||
Asuka | i16 | All Mid | 2.9 | 50 | +10g | |||
Steve | i16 | All Mid | 2.7 | 45 | +8 | LNH | Forced | |
Leo | i16 | M,M,H | 2.6 | 50 | +8 | FC +16g | Choice | |
Lili (BT) | i16 | L,M,M,M | 2.4 | 39 | -8 | BT | Forced | |
Nina | i16 | M,H,H,H,H,M | 3 | 52 | +5 | FC +7 | Choice | |
Shaheen | i16 | M,M | 2.7 | 50 | +6 | SNK | Forced | Forces Crouch |
Steve (PAB) | i16 | All Mid | 2.5 | 45 | +8 | LNH | Forced | |
Hwoarang | i17 | M,M,H | 2.6 | 51 | +11g | RFS | Forced | |
King | i17 | M,M | 3.3 | 64 | +12g | JGR | Forced | |
Lars | i18 | M,M | 3.1 | 50 | +8 | DEN +9 | Choice | |
Kazuya | i18 | L,M,M,M | 2.5 | 43 | -14 | |||
Claudio | i18 | L,M | 2 | 40 | -14 | |||
Paul | i18 | L,M,M | Point Blank | 40 | -12 | |||
Raven | i18 | All Mid | 3.1 | 55 | +14g | SZN | Forced | |
Reina (WRA) | i18 | L,M,M | 2.5 | 40 | -17 | |||
Yoshi | i18 | M,M,M,M | 2.8 | 51 | +4 | DGF +10g | Choice | |
Devil Jin | i18-28f | M,H | 4.5 | 52 | +11g | CRO | Forced | |
Zafina (SCR) | i19 | L,M | 2.5 | 30+Combo | -14 | Launches | ||
Alisa | i20 | All Mid | 3.4 | 50 | +8 | BOT +10g | Choice | |
Devil Jin (CRO) | i20 | H (!) | Point Blank | 39 | Unblockable | |||
Feng | i20 | All Mid | 3.4 | 48 | +7 | STC +12g | Choice | |
Jun (GEN) | i20 | L,M | 2.5 | 42 | -14 | |||
Lee | i20 | L,M | 2.5 | 37 | -15 | |||
Leo (KNK) | i20 | L,M,M | Point Blank | 35 | -13 | |||
Victor | i20 | L,M | 2.3 | 39 | -15 | |||
Shaheen (SNK) | i20 | L,M,M | Point Blank | 40 | -14 | |||
Reina | i21 | M,M | 3.5 | 50 | +8 | WRA | Forced | |
Lili | i23 | H,H,M,M | 3.1 | 55 | +9 | BT | Forced |
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