Jab Punch
Probably cannot walk out of the way of a jab punch. Best bet is to block.
The windup for a jab-punch is 1 second.
Hook Punch
Could walk out of the way of a hook punch, or probably block
it.
The windup for a hook-punch is 2 seconds.
As a result, walking must be fast enough to achieve safe range in 2 seconds, but
not in one second. We will say that a fully extended arm reaches 1 metre for
simplicity's sake.
At time H, for a hit to connect, opponents defensive collision box must intersect
the offensive collision box.
Again for simplicity's sake, we will say the collision boxes are all 1 metre in
width.
Now, offensive collision box located at OX. Defensive located at DX.
|---OX---| |---DX---|
So if OX stays still and OX = DX(let's say OX = 5 therefore DX = 5), then
DX must move 1 metre to avoid the attack.
Lets take the example of Hook Punch.
When a hook punch begins execution, the opponent must move 1 metre in 2 seconds to avoid
being hit. This speed is 0.5 metres/ second, which works out to be 1.8 km/h.
Along these lines, to escape a jab punch the opponent must move at 3.6 km/h.
Don't worry it's just game metres not real metres.
If we commit the walking action for a metre, then
walking @ 1.8 kph = w(2)
if we say hopping is at speed of 3.0 kph (0.83 mps) then hopping = w(1.2)