Delayed Getup

Delayed Getup is a defensive mechanic that allows you to stay on the ground for a short period of time. In order to perform a Delayed Getup, you must hold the Stance Switch (Stance) button after being knocked down. Delayed Getup is very strong because it allows you to avoid your opponent’s attacks and can sometimes even grant a punish.

There are 2 types of Delayed Getups: Short Delayed Getup and Long Delayed Getup. Which type of Delayed Getup you do will depend on how long you hold the Stance Switch button. Holding it slightly will cause your character to perform a Short Delayed Getup, while holding it fully will cause your character to perform a Long Delayed Getup. Keep in mind that once you use a Delayed Getup, you will not be able to use a Getup Attack or Roll Escape.

Short Delayed Getup

A great way to utilize Delayed Getup is to punish throws. If you were to use a Roll Escape, then your opponent may try to throw you out of your roll. This is where Delayed Getup comes into play. Using a Delayed Getup instead will cause the throw to whiff, leaving the enemy temporarily vulnerable. Since throws have long recovery on whiff, they can be punished after the Delayed Getup and quickly using a jab. In this situation it’s best to use a Short Delayed Getup because a Long Delayed Getup may not allow enough time to punish the throw.

Delayed Getup can be used to avoid other attacks as well. Let’s take Sub-Zero for example. Being knocked down by Sub-Zero puts you in a very dangerous situation because Sub-Zero can attack with an overhead/low mix-up. Using a Delayed Getup here will completely avoid both Sub-Zero’s overhead and low options. If Sub-Zero attacks with his overhead, he can be punished by a Short Delayed Getup. Whereas if Sub-Zero attacks with his low, it will miss and leave Sub-Zero at a disadvantage.

However if the Sub-Zero player notices this, he can slightly delay his mix-up so that it hits the moment you recover from a Short Delayed Getup. This means that Delayed Getup will no longer work to escape Sub-Zero’s mix-up. If Sub-Zero delays his attack though, this will in turn allow you to get up without needing to use a Delayed Getup. You will then be able to get up and interrupt Sub-Zero’s attack or jump away to safety. This creates somewhat of a guessing game between getting up normally and using a Delayed Getup. If you think your opponent will attack instantly on knockdown, then use a Delayed Getup to avoid their attack. If you think your opponent will delay their attack, then do not use a Delayed Getup.

Long Delayed Getup

Getting up normally and trying to interrupt the opponent’s attack is still very risky, so you might instead choose to use a Long Delayed Getup. Much like Short Delayed Getup, performing a Long Delayed Getup will still avoid the enemy’s attack, but it will also prevent yourself from being hit if the opponent slightly delays their attack. If Sub-Zero slightly delays his overhead, then a Long Delayed Getup will punish it.

In order for the opponent to counter a Long Delayed Getup, they must fully delay their attack, which makes the aforementioned Getup options more viable. If you think your opponent will attack immediately or slightly delay their attack on knockdown, then use a Long Delayed Getup to avoid both options. Depending on the attack your opponent uses, you may also be able to react to the attack and get up with the appropriate Delayed Getup. Do note that it is possible for your opponent to react to your Long Delayed Getup and attack once they recognize you delaying, so it may not always be the best choice while knocked down.

Compared to other wake-up options, Delayed Getup is incredibly powerful as a defensive mechanic because it allows you to evade enemy attacks while costing zero resources. Depending on which attack your opponent uses, it can even grant full combo punishes when used correctly. Essentially, you will want to mix up all of your Getup options, between getting up normally, Short Delayed Getup and Long Delayed Getup, as well as Getup Attacks and Roll Escapes to avoid being hit on knockdown.

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