First, in quite a few games when you perform a successful wakeup reversal the HUD will notify you with a "reversal" message, and this doesn't occur in IaMP at all, so in some cases it's hard to know if you did it right or not. Second, IaMP does indeed have it's own set of quirks regarding wakeup grazing, backwards reversals, and frame "Suki" which means frame "gap".
The 1F Suki;
In IaMP there's a special mechanic called Suki (or Gap) that refers to a situation where a bullet move connects 1F (one frame) after blockstun, hitstun, or wakeup invulnerability ends. The easiest and most common example of this would be to use a bullet on a knocked down opponent just as they get up, such as Patchouli's f.2B bubble move as seen above.
If you simply hold D and a direction in this situation you won't graze the bullet. You will either be hit by the bullet or block it, depending on if you were holding a backwards direction or not (1, 4, or 7). The reason is because holding D and a direction will not trigger an instantaneous dash/highjump movement, but instead there's 1F before the action begins. I like to refer to this as a "wakeup dash" attempt, which I refer to independently of a "Reversal-Graze" attempt.
For dashing and highjumping, IaMP treats a reversal input different from a held input. It is technically possible to graze a bullet on wakeup using the D button, however this requires you to push the D button -- or to push a direction while holding the D button -- on the exact one single frame before you're hit, known as a Just-Frame. Doing this would be considered a Reversal-Graze since it requires "reversal timing".
Directional Input Reversals and Cancels;
As outlined above, the D button requires a 1F timing to use as a reversal, however there is another input method to perform a graze and that's with a double-tap. Such as dashing with 6-6, or backdashing with 4-4, or highjumping with 2 then 8 or 1 then 7, and so on.
This method of input is a lot more lenient in regards to reversals, among other things. Using this method, IaMP will allow you to input the last part of the input a few frames earlier than is necessary and it will still perform the action on the first possible frame. In other words, unlike the D button, this method doesn't require 1F timing. Instead there's a larger window for when you can push the button that will result in success.
The rundown in laymen's terms: If you just hold D and a direction you will not graze, you'll get hit. If you tap D at the right time it requires a 1F (perfect timing) input. And if you double tap your directions there's a 5F input buffer window, resulting in a "reversal graze".
But this doesn't apply only to reversals, this also applies to bullet cancels. For example, using D to cancel Remilia's 236C into a highjump on the very first frame that the move is cancellable, you must once again input the D button on the exact right frame in order to cancel "as soon as possible". In other words, you can't input the D button any time before the move is cancelable, you can only input D on the same frame that it's cancelable or any time after that frame. But using your down-then-up input method, such as 2 then 7, the timing again becomes more lenient. It's actually 5F (five frame) input window, if you're wondering. That means if you tap down then push upwards four frames before the cancel window it will cancel into a highjump on the fifth frame (the first cancelable frame).
Indeed, upon inspecting many Japanese matches and examining their inputs with an input viewer, the majority of the best Japanese players (AKA. the "top players") use directional taps to cancel bullets and for Reversal-Graze, but they use the D button for pretty much every other kind of movement. In other words, they only use directional taps for HJC and Reversal-Graze, and D for everything else.
To demonstrate the concept of what happens when you get up facing the wrong way, let's look at a video:
High quality youtube version: Reversal Graze (1F Graze) from behind
As we see in the above video, another peculiar quirk occurs with reversals which I call "Backwards Reversals". This happens when you are knocked down and the opponent ends up on the other side of you or "behind" you. Thus, when getting up off the ground your character is facing the "wrong way", meaning away from the opponent.
In this situation a couple of peculiarities occur. First, reversals are done by inputting the directional buttons the way that your character is facing, and not "toward" the opponent. Second, reversals turn you around automatically to face your opponent, including Reversal-Grazes.
To use an example we will say that Marisa is knocked down, and then uses a ground tech roll forward and ends up on the other side of the opponent. Now, in order to do a reversal uppercut (623A) you would think that you'd need to push the first direction toward the opponent, so in the above image that would be Right (towards Reimu). But this is not the case for IaMP. As outlined above, you instead need to push the direction you were facing when you were knocked down, so like in the above image you would push Left first (away from Reimu). It kind of feels like you're inputting the DP motion "backwards", but in reality you're always inputting it "forwards" relative to the direction you're facing and not relative to the opponent's position.
You'll know if you did it right because Marisa will perform the Miasma Sweep uppercut toward the opponent once she gets up off the ground, but failing it will result in either no attack or possibly her 214A broom ride move instead of the Miasma Sweep.
Now, this also applies to Reversal-Grazing as we saw in the video posted above. When you double tap the direction, it's not relative to where the opponent is, but rather it's dependent on what direction you were facing in the first place. So after crossing the opponent, while you're facing the "wrong way", double tapping toward the opponent results in a backdash instead of a forward dash.
One last peculiarity that occurs with this is Highjumping. Normally you are able to Reversal-Graze with a highjump either forwards or backwards. But after crossing the opponent up and performing a Reversal-Highjump you will always either jump vertically or towards the opponent. Both HJ7 and HJ9 result in you jumping toward the opponent rather than away, regardless of how you input it.
Seems odd indeed, but this is actually very beneficial. The reason is because it prevents crossup shenanigans from countering reversals. You see, in other games if the opponent were to use an airdash or two airdashes to cross over your fallen body, with the intention of screwing up your reversal inputs, this would actually succeed because inputs are relative to their position. In IaMP though, you need not worry about that because the Reversal inputs don't change when your opponent changes sides at all. Attack reversals also won't point away from the opponent when you succeed, but rather the only time such a reversal ends up going the wrong way is when the attack begins and the opponent crosses you up after the attack has already started.
- Copyright © Xenozip.