Recoil guard

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Recoil Guard (リコイルガード) or RG [Just as opponent's attack is about to hit, tap 4]

A Recoil Guard is a strictly-timed block. It differs from a normal block in that RGing an attack will negate the block stun, pushback, and chip damage normallly associated with blocking the attack. However, it will not stop the opponent from cancelling the RGed attack into another attack as if it were a normal block, so you will have to choose when to counterattack at your own discretion.
In order to recoil guard an attack, you must generally be in the same state (standing, crouching, or midair) as you need to be if you were just going to block normally. For example, if an attack can only be guarded low, it can only be recoil guarded low as well. If an attack is unblockable, then it cannot be RGed. The only exception to this rule is that you can use RG to block non-throw attacks in midair that cannot be normally blocked midair.

Recoil Counter (リコイルカウンター) [Just as opponent's counterattack from RG is about to hit, tap 4]

If the opponent recoil guards your attack and tries to counterattack during your attack's recovery frames, you will be allowed to recoil guard, cutting your attack's animation short. It is then possible for you to counterattack back and for the opponent to recoil counter back, and so on. each individual recoil counter reduces the time you can recoil counter back, meaning constantly recoil guarding will require more and more accurate timing.

So these are some ways to prevent the opponent from recoil countering:

  • Use a throw command if the opportunity arises. These can never be recoil countered.
  • Don't counterattack immediately. Instead, wait a bit before attacking in order to ruin their timing.
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