![]() It may do this by hitting upwards, being invincible versus air moves, or catching the opponent's landing. ![]() Describes any attack that is designed or used for attacking enemies who are airborne. For example, a Crouching Short Kick from Ryu in Super Street Fighter II Turbo is composed of three Animation Frames: one where Ryu is starting to kick, one where Ryu has his leg extended, kicking at the enemy, and the last one with Ryu retracting his leg. In games using 3d engines, the characters are typically "tweened" between frames instead of having explicit frames of animation. In 2d games, characters need to be animated by drawing an image of each pose they go through in the course of performing a particular move. They are typically selected for this purpose for their ability to convert lots of meter into damage, and fight by themselves without assists. In Tag Team fighters, designates the character who is selected to go at the end of a team, fighting when their team mates have already been knocked out. Using an air attack versus an opponent who is also airborne. Sometimes you can air tech forwards or backwards. A tech that is performed in the air, causing the character to exit juggle state and enter a neutral air state. In the Street Fighter series, some moves cannot juggle airborne opponents, instead putting then into an invincible air reel animation, where they will be invincible until they land on the ground, and capable of acting the first frame they land, similar to a knockdown. In most games, Air Dashes cause you to move straight and forward in the air quickly. To perform an Air Combo on your opponent. In Japan, this is referred to as an "Aerial Rave." Used to describe the classification of Combos that are performed when both character (the attacking and the victim) are in the air. Some games do not have Air Blocking at all, others only allow you to Air Block certain moves, and some games let you Air Block everything. The ability for characters to block while in the air. The period of time during an animation where the character has a hitbox which can deal damage to the opponent. Using an attack out of blockstun to attempt to escape from pressure. ![]() High or low? Left or Right? Hit or Throw? A Refers to a Mix-Up scenario where the attacker can subject a defender to 2 different possible attacks that need to be defended against differently and which cannot be reacted against. In Guilty Gear this means throws can interrupt meaty attacks. Throws in some 2d games like Street Fighter II and Guilty Gear come out in 0 frames. Some Supers, especially command grab supers, place the startup before the superflash, making them effectively 0-frame moves after the super flash, preventing your opponent from escaping or blocking on reaction to the super flash. Meaning if the opponent wasn't blocking before the first frame, they will not be able to block on the first frame. A move that is active before the first frame of its animation.
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