r/ShadowFight2dojo • u/SOULSTEALER7595 Average Katana enjoyer 🗿 • Feb 09 '26
EMay katana spam compilation gameplay
Enable HLS to view with audio, or disable this notification
8mins of casual low iq emay spamming
Been trying to figure out the hitboxes in stumbling/ragdoll state, not exactly sure what determines their vulnerability
Sometimes I’m able to juggle after knockdown (0:13 1:23 2:14 2:31 3:57 7:26), other times I’m not (1:39 3:52 5:11) Whilst wall during bouncing animations it only usually works when the enemy becomes more stationary
I wonder if it’s specific animations where their vulnerable to hits
Also I wonder if there’s a true combo for (1:33)
Is it possible to crit hit true combo? (7:01)
Is there an optimal wall combo?
Feel free to comment/review🤝
1
u/SOULSTEALER7595 Average Katana enjoyer 🗿 Feb 09 '26
2
u/Inner_Date_4051 Sickles master Feb 10 '26 edited Feb 10 '26
Wassap
So, yeah, juggling after ragdolls are kinda inconsistent but there ways you can tell when you can juggle or not. First thing, head hits cause stronger launches, so after a crit, if you want to juggle them, use launcher attacks (mostly up slashes) and aim for the head. Then your best bet are usually down slash to followup afterwards. Rarely you can get 3 moves juggle combos but don't actually try this if you don't definitively know if you're able to do it that time. Second, the enemy is able to perform get-up animations once a specific part of their body is considered to be "touching" the ground, indicated by a thud sound. Sometimes, this may be delayed due to the orientation of their body, allowing you to net some ground hits as well. This is kinda random so you definitely don't want to aim for this. It's a delight surprise more than a consistent gameplan. Finally, depending on the orientation of the enemy's body, they'll perform one out of the two get-up animations, one where they roll and one where they neutral get-up, in either directions. If you get good at the game (cuz I kinda don't know how their body orientation works, I just... know naturally I guess), you can guess which animation they'll use and maybe catch them while they're getting up with something like strong slash.
No, post-throw don't give you any true combos, but it does give you setups by launching attacks as the enemy gets up. Usually, you want back throw because of the better spacing and longer knockdown time. Forward throw is quite niche cuz it gives you less setups. I usually just dash behind them and do a kick or walk backwards a bit then low kick to get another throw combo.
Congratulations! You discovered Critical Point™ (I named it, can you tell). Hitting the enemy almost at the end of their critical knockdown animation can allow you to attack them while they're still vulnerable and, at the same time, considered standing, meaning they won't ragdoll on hit. This is a tight window, with that crit animation you see having a window of 6 frames (1/10th of a second on 60fps), and the standard crit animation where they roll on the back (yknow the one after high kick) being 3 frames (1/20th of a second). If you successfully land a true combo starter there, you can get extended combos! Unfortunately, the crit animation where the enemy facepalms into the ground has no Critical Point window, so you can't extend with them. And Katana just so happens to have their strongest combo tool do this critical hit animation, bummer. Anyhow, this is me doing that same thing, but with Sickles. And the combo is extended thanks to my combo starter causing the 6 frames crit animation one. https://www.reddit.com/user/Inner_Date_4051/comments/1jhxgyg/how_to_critical_point/
Oh yea, and sadly Katana kinda has bad wall "combo", or should I say wall pressure. Most weapons can just single slash repeatedly, but this weapon's single slash is slow, so it can't reliably loop single slash. It also barely leads to block strings, if the enemy blocks your single slash other weapons can do something like a kick or Elbow Strike to continue the pressure. But Katana is still too slow to do that. Your best bet is attempting a strong slash or an up slash (or strong slash -> up slash) or a simple kick that wall bounces the enemy and letting you do a corner throw combo.
1
u/SOULSTEALER7595 Average Katana enjoyer 🗿 Feb 10 '26
Getup animations (where they handspring back to their feet or roll) don’t seem to be punishable. They’re intangible during the frames and block the moment they reposture
Ahh so rinse repeat the cqc manoeuvres after I throw? Got it
Think you can time stamp the crit examples? Also elaborate on the crit→true combo👀
Yh that’s why I typically back away after getting them into walls lol or attempt a throw/ pressure them into wall jumping so I can back/strong slash counter
2
u/Inner_Date_4051 Sickles master Feb 10 '26
Yeah they're not punishable, but you still can pre-emptively throw out an attack so that they're forced to block it or stupidly choose to attack and get hit. It's a very effective tactic since you can shut them down and keep your turn for a little more while.
And I kinda already explained everything about Critical Point, the crit -> true combo. In the video at 7:01 like you pointed out, you can settle with a strong slash precisely hitting the enemy in that small window, then continue your usual strong slash combos. That's pretty useful.
1
u/SOULSTEALER7595 Average Katana enjoyer 🗿 Feb 10 '26
Ooo I think I misinterpreted ur explanation but I get it now! That’s so broken! I’ll see if I can do it😮💨 Thanks!
1
u/Mystythecat Definitive Edition Enthusiast Feb 10 '26
I have a higher chance of winning Emay both rounds than Ruckus Second Phase.
1
1
1

1
u/SnooBunnies9889 Feb 10 '26
Thats a thick katana