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SilentDoom

The Counterplay to Limit Cross Slash

Jul 17th, 2016
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  1. Alright so as we all know Limit Cross Slash is a pretty absurd move right? Hits frame 10 (only one frame slower than his FTilt), intangible frames 6-11, hitboxes that are unclankable, deals a hefty 26% and can kill at pretty ludicrous percents depending on stage position and rage. On top of this it has relatively low cooldown, however a common myth is that the move is safe, or often unpunishable which is simply not the case. I'm here to elaborate on why.
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  3. Before I begin I'd like to show you towards the BeefySmashDoods' video on reaction time and input delay as this is very important to take note of in this case: https://www.youtube.com/watch?v=9nT2VOLwrqk
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  5. The final hit of Limit Cross Slash hits of frames 39-40 and deals 10%. The FAF (or first actionable frame) of Limit Cross Slash is frame 61.
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  7. Using the shield-stun formula: Shield-stun = ((Damage/1.72)+3)-1
  8. Where shield-stun is always an integer value rounded down, ((10/1.72)+3)-1 = 7.81 -> 7 frames of shield-stun
  9. Since Limit Cross Slash has 22 frames of cooldown, we subtract 22 from 7 to get -15, giving us the move's disadvantage on shield vs out of shield options (shield grab, evasive options, jump out of shield).
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  11. Dropping shield takes 7 frames, so we add 7 our -15 to get -8 for the move's disadvantage vs dropping shield. A more elegant way of writing this would be:
  12. > Advantage (shield drop): -8
  13. > Advantage (out of shield): -15
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  15. This essentially means the opponent has 15 frames to act immediately out of shield before Cloud can act, or 8 frames to act after dropping shield. This actually leads me back to the video by the BeefySmashDoods.
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  17. For a good number of grounded pokes these values would actually classify the move as relatively safe provided you space the move effectively. This is due to the human reaction time. Most people aren't going to immediately be able to react to the fact that the move has hit their shield (they can buffer something like a shield grab as a go to response, but this is done out of anticipation rather than reaction, and this is why spacing is important. To get around the shield grab). Cloud's FTilt is an example of this. That move is -11 on block after dropping shield, -18 vs out of shield options yet is typically regarded as a relatively safe poking tool because the opponent is typically not going to be able to beat it on reaction as it comes out frame 9, faster than any human can react with input delay included.
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  19. HOWEVER, Limit Cross Slash's final hit doesn't hit until frame 39. This is exceptionally slow, and more than enough time for ANY human being to react to the move having hit their shield. Consequently, provided that you know which options in your arsenal are fast enough and have enough range to hit Cloud after he does Limit Cross Slash, you can consistently buffer and punish the move on reaction. This is the key thing that makes the move not as safe as one may think.
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  21. The characters that have the easiest time punishing Limit Cross Slash are characters with tether grabs, as basically all of them can just buffer a shield grab and grab Cloud regardless of how he has spaced his Limit Cross Slash (Pac-Man might be the exception as his grab is an absolute travesty).
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  23. It's down to you to discover which moves in your character's kit are able to effectively punish Limit Cross Slash. Check your frame data and hit the lab!
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