Where the term came from: https://curiouscat.me/BearsBearsBears/post/604625866 F shiki (wrongly termed as fuzzy overhead) is abusing a (usually rising) jump attack as an overhead. How this works is that attacker uses something with a lot of blockstun or cancel the move early, so while the defender is in blockstun, the attacker lands, the defender blocks low, and you do a (usually rising) jump attack. This is much more abusable if the defender blocks during standing, so the attacker can abuse their extended standing hurtbox, even as the defender is attempting to block low. As an example, Baiken has the defender in the corner. Baiken airdashes forward, the defender thinks she's going to use a normal as an overhead. When the air dash finishes, she uses tatami YRC, the defender stand blocks. She lands, the defender switches their guard to block low, but they are still standing. She then uses rising jP as an overhead while they are blocking low, but the screen shows that they are still stand blocking because they are stuck from blockstun from the earlier tatami YRC. Here are examples from a Dizzy player (note the defender's block inputs vs their block animations): https://www.youtube.com/watch?v=-h6FtRlZmf8 https://www.youtube.com/watch?v=qza4ZPd6gXE https://www.youtube.com/watch?v=1kkv4OqEz2Q


Oh I see so its referring to fuzzy setups. F shiki sounds cooler than fuzzy imo lol. Thanks for the reply


It's not a "fuzzy," but for some reason, the West likes to term it that way.


So what's an actual fuzzy?


A fuzzy is termed because you can deal with a "fuzzy" situation, meaning a situation that takes into account of multiple timings in a pressure situation in the defender's perspective. For defensive purposes, there are four (there are more but may be specific to that particular game) common types of fuzzy situations: fuzzy block, fuzzy mash, fuzzy jump, and fuzzy throw. Tekken has fuzzy duck. Fuzzy block is switch blocking in order to deal with timings with delay. In the middle of a pressure sequence, the defender use timing with your blocks to deal with all situations of a string (some moves that will do a high will come out slower than the low, as an example). Here is an example of the defender delaying his high block to deal with Leo's longer overhead: https://www.youtube.com/watch?v=UILhXqqX6Q4. Here's the version in Tekken: https://www.youtube.com/watch?v=g082hw6xNIQ. You can also use this technique to duck certain moves in Tekken, hence the fuzzy duck, and Tekken has other more fuzzies as well due to the 3d nature of the game. The counter to fuzzy guards is to put more pressure into the opponent by throwing or delaying your strings for more stress onto the opponent. Or abusing something that beats the switch blocking (Ky has something like this). Fuzzy jump is mainly to escape throws. In a middle of a pressure sequence, the defender will hold up back. If the opponent pressures, you block high. If the opponent attempts to throw, you jump. Since you're blocking high, you can also deal with instant overheads (like Bedman's jD or Baiken's Yozansen). To beat this timing sequence (the fuzzy), the attacker should read and do an immediate low. The defender cannot block low, since they are holding up back. Here's a footage of fuzzy jumps to deal with throws: https://www.youtube.com/watch?v=4qSoHhqtx50 This is ASW-game specific (except in DBFZ), but the defender needs to FD in the air as well just in case the attacker does an air unblockable like 5p mash or something like that. Fuzzy throw, in Guilty Gear, is holding back and 4h. If the attacker is pressuring at a farther distance, the defender will block. If the attacker is trying to run farther to catch a backdash or trying to throw, the defender can throw them because of distance and mashing back throw. Can't find a footage of it, but if you see Sol trying to catch your back dash or running to Wild Throw you, fuzzy throw, and you'll either block his pressure or grab his attempts. Edit: This list of Japanese terms also talk about the differences of how Japanese and the West view fuzzies https://steamcommunity.com/sharedfiles/filedetails/?id=1412345137 . The Japanese uses the term how I described above, and the West use the term fuzzy to include the Japanese fuzzies and f shiki. So from all of these fuzzy concepts, the "fuzzy" part is trying to use a specific timing as an option select to deal with a "fuzzy" (or chaotic) situation. There's no many concepts for using an fuzzy offense because there is no single attack that deals with multiple timings. That's why I stated earlier that there's no fuzzy set up in what he described.




But u/MerryDingoes specifically said that wasn't a fuzzy, because it's not os'ing anything


Because "fuzzy guard" was a holdover from an entirely different fighting game series where fuzzy guard/abare/jump wasn't talked about at all from a defensive standpoint.


Thought I was in the melty subreddit for a second lol