Guard Impact Recovery - Different depending on Move?

Leinahtan

[10] Knight
Been playing the game a lot, but this caught me entirely off guard and I just figured it out. Apparently, depending on the move that is impacted, you will have more or less frames to recover with. I don't know if this is a bug or not but I thought all guard impacts were supposed to provide the same recovery window. Am I wrong?

I was running into a situation where I couldn't escape certain moves that I knew were coming because of the various recovery windows I was receiving after being impacted. Primarily, spammy A+B after being impacted that I knew were coming but I couldn't avoid due to having different recovery states. Now I know... and if this is a bug, this needs to be fixed...
 
Yes, new in SC6
Strong attack(Taki PO B) : +8
Medium attack(Taki 3B): + 16 or more
Weak attack(generic 2A): +28 or more
But you can always reGI.
 
Yes, new in SC6
Strong attack(Taki PO B) : +8
Medium attack(Taki 3B): + 16 or more
Weak attack(generic 2A): +28 or more
But you can always reGI.
Uh, I can't Re-GI A+B though. The only way to avoid Taki A+B spam is to jump after being GI, but depending on the move GI'ed, you can't jump. Forced to block an obviously incoming Guard Crush.
 
Uh, I can't Re-GI A+B though

That's the point though, A+B is a universal break attack for all the characters, anything that produces a big blue spark is a break attack. Break attacks are used for smashing through guard and GI's.
 
Taki SC 4A+B is actually unblockable after a level 3 GI, because it's an i28 BA.
Everything else can either be reGIed or blocked, because all other Break Attacks are too slow, Taki bomb too.
 
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