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Understanding This Evasion Mechanic In Current Patch
The Hidden Glitch That Makes Type 90 Fuji Unbearable to Fight is inconsistent hitbox registration during her dash cancels. This desync creates phantom hits that disrupt timing and punish aggressive approaches.
How Desync Turns Defense Into Punishment
During specific dash and jump inputs, animation cancels fail to register properly. Studies indicate these input windows shift hurtboxes unpredictably, unlike other frames. Opponents see strikes land where they logically should not.
Reaction timing breaks down when hitboxes do not match animation frames. Suddenly meaty mixups become unavoidable frame traps. Research shows this same engine quirk affects other fast rushdown characters, not just Fuji. One-line takeaway Master spacing and delay punish; the visual strike frame is not always the true active frame.
Why Patch Notes Rarely Mention This
This issue hides inside complex animation state machines. Developers sometimes overlook edge cases involving dash cancel buffers. Current update logs often skip these deep engine side effects entirely.
FAQ
Q: Is this bug fixed in the latest update?
A: Patch notes rarely label it clearly, but test builds show partial hitbox alignment fixes for certain dash timings.
Q: Can replay tools help confirm the glitch?
A: Frame advance and hitbox visualization expose where registered strikes actually occur versus where the model appears to strike.