Basic Defense

Recovery

Let’s talk about an inevitably in this game which is getting hit (unless you’re a perfect player or something, in which case, disregard this section).  When you’re being hit by a combo, you’ll sometimes have a chance to tech out of the combo using various forms of recovery.  While being hit, you’ll notice that the combo counter is always either orange or blue.  If the combo counter is orange, it means that the combo is valid and can’t be teched out of.  If the combo counter turns blue, then the combo is invalid, and signifies that it could’ve been teched out of in earlier frames.  The simplest way to avoid blue combos is by holding down L anytime you are in a combo.  The input for recovery always involves performing an L, but it’s hard to predict at which time you’ll be in a techable state by simply tapping the button.  However, by holding the button, you’ll be buffering your L input to come out at the nearest frame where recovery is possible.  

Notice the blue combo counter? This combo is invalid, and Tien could’ve teched out of it before the Ball makes contact.
By simply holding down L, Tien was able to tech out of the combo and even get out of the corner!

 

 

 

 

 

 

The choice that remains from there is simply deciding which direction to hold to influence where you will tech.  There are 3 types of air recovery.  Air neutral recovery (4L or 8L) which allows you to tech in place, forward recovery (L or 6L) which allows you to tech forward, and (2L) down recovery which techs you swiftly towards the ground.

Back Recovery, Up Recovery, In Place Recovery, and Delayed Wakeup.

In addition, on the ground you can either do a delayed wakeup or a short distance recovery that recovers back, up, or in place.  Back short distance recovery will retreat from the opponent, and is the default one that comes out for grounded recovery, but you can always hold 4 (or back) just to be safe.  Up short distance recovery will retreat from the opponent further and leave you airborne, and is done by holding 7, 8, or 9 (any variation of Up) when grounded.  In place short distance recovery will recover you directly where you were knocked down, and is performed by holding 6 (or forward) when grounded.  For delayed wakeup, 2 (or down) while on the ground.  Delayed wakeup has up to 30 different timings depending on how long you hold down 2, and will eventually force you up after 30 frames of down time.

If Tien wants that Ki Blast to connect, he has to delay his timing quite a bit to account for the invincibility on recoveries. Otherwise, it’ll just go right through Frieza.

It should also be noted that when performing all recoveries that have the flash animation where your character turns white (every recovery that isn’t delayed wakeup), you will be fully invincible until the recovery animation is complete.  For Delayed Wakeup, you will be invincible the entire time you are laying down up until you are back into your neutral standing position.  All of these recovery options are important when it comes to controlling what situation you’ll be in after a combo finishes.    For air recovery, you might want to consider doing certain recoveries to escape the corner or mess up your opponent’s approach.  For ground recovery, never forget about delayed wakeup, since it’s a strong tool that can completely mess up autopilot okizeme (pressure on your wakeup).  Since there’s literally 30 different timings, it will be borderline impossible for your opponent to tell which delayed wakeup option is coming as long as you’re mixing them up!  It should also be noted that when performing all recoveries that have the flash animation where your character turns white (every recovery that isn’t delayed wakeup), you will be fully invincible until the recovery animation is complete.  

Well, how do Attacks come together? Click Kid Buu to go to “Foundation of Combos and Pressure: Chaining”
I’ll just try not getting hit. How do I do that again? Click Nappa to go to “Basic Defense: Blocking”