Possible Tag Team Match For WWE Payback, Updated Card For Sunday’s Pay-Per-View
WWE Payback Kickoff Pre-show Match, John Laurinaitis On Daniel Bryan, SmackDown Main Event
WWE Announces Elimination Chamber For This Month
2 Of 3 Falls Match Announced For WWE’s Payback Pay-Per-View, Updated Card
Daniel Bryan Vacates WWE Intercontinental Title, Gives Update On His Health
WWE Announces Stipulation For Payback Fatal 4 Way, New Teaser From Finn Balor, Payback Theme
Circuitous Demonstrates the True Effects of One Frame Jumps in the Guilty Gear XX Series
In Guilty Gear’s XX series, there’s a technique that’s been around for a very long time called “one frame jump.” In short, players theorized that by holding down the input for Faultless Defense while jumping, they could reduce jump startup to one frame. This was later proven false, but it has been theorized and argued that the technique may still reduce jump startup by one frame, along with other various interpretations of its effects.
Circuitous recently released a short video to explore the technique and clear out any misconceptions as to its function. Through the use of emulation software and frame by frame recording, he proves that one frame jumping does not reduce jump startup in any capacity, and that it simply affects a character’s hurtbox by putting them into a blocking animation immediately off of the ground.
Maybe it’s about time we come up with a more appropriate name for this trick?
Source: Circuitous
