So uh, hey...

You guys are awesome! What exactly is an interrupt, though? Like a fast attack? And sometimes I see the letter "i" put before other letters, it seems most commonly WS. Does that mean it's a just frame? If there's a better place to direct all of these questions, please let me know. ^ ^;
 
Yes an interrupt is a fast attack, one you use to defeat slow moves by opponent when at - and to to defeat fast ones when at +. iWHATEVER just means WHATEVER entered as fast as possible, including any just frames possible.
 
Often too moves that are ideally suited for interrupts have really good properties on CH - counter-hit. If you hit someone after they have already entered a command but before the command impacts, you've just hit them on counter hit. This also applies in some situations if you hit them stepping to the side, or backwards. If you hit them while they are recovering from the move, while crouching, etc any other situation it is NH - normal hit.

The classic example of an interrupt move (and one of the most threatening interrupts in the game) is Yoshi's iMCF - instant Manji Carve Fist, 2a:B. It's one of the fastest moves in the entire game, and tech crouches instantly. On normal hit, it just does like 10 damage or something piddling. On CH, it inflicts a stun that allows a 55+ damage combo. Another good example is Mitsurugi's 3A. While it's not so scary fast, like iMCF on CH it has a nasty stun that leads to huge damage.

At the same time by the way, I just gave an example of a move with an i before it. Some moves can normally only be done FC (from crouch) or WS (while standing, that is your character needs to be crouching, and as you release crouch you enter the input). If you want to access those moves while you are standing you can do it by entering 2G (to crouching) and then instantly entering the input for the move. An iFC move takes in theory only one frame longer than than FC equivalent. Good example: Yoshi has a good move, FC3K which is an i19 low that knocks down. You can do it from standing as iFC3K with the input 2G3K. In other words, hit 2 and G together and then immediately hit 3 and K together. It will come out at i20. You can do the same thing for WS, i.e. Sieg's WSB is a good move. So you can do iWSB as 2G~B. The tilde here I put because you need a very short delay with the iWS moves, they do not come out 1 frame slower but at least a few.

Amy's damage potential is just fine, she does more damage on normal hit than Sieg. The reason why I suggest Amy over Soph is because Amy's game plan is actually much simpler than Soph's. Soph has no way to make the opponent duck. A lot of her game depends on punishing (knowledge of frames, tight execution) and whiff punishing (requires advanced understanding of 8 way movement). Amy can punish and whiff punish well too when you are able, but if you are unable to do those things you can do fine by running up and toe-stabbing. Also Amy's execution is much easier than Soph's. On the other hand, it's a little tricky to deal with step as Amy, her AA is garbage while Soph's AA is quite solid. Another thing that I like about both these characters for beginners: they have good auto-GI's. This will make you use the auto-GI's and help transition to using normal GI's.
 
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