Koozebanian Fazoob Posted December 26, 2005 Posted December 26, 2005 Dizzy's taunt is unblockable. With the correct sound schema, Dizzy has a setup for it that works on Potemkin. However, there are all kinds of ways around it, so it's mostly just a gag tactic.
Koozebanian Fazoob Posted December 26, 2005 Posted December 26, 2005 Dizzy's taunt is unblockable. With the correct sound schema, Dizzy has a setup for it that works on Potemkin. However, there are all kinds of ways around it, so it's mostly just a gag tactic.
Manta Posted December 26, 2005 Posted December 26, 2005 So the taunt has active damaging frames? That's crazy, but then Chipp does have his air taunt.
Manta Posted December 26, 2005 Posted December 26, 2005 So the taunt has active damaging frames? That's crazy, but then Chipp does have his air taunt.
poon Posted December 26, 2005 Posted December 26, 2005 does no damage but is unblockable and there are ways to combo out of it
poon Posted December 26, 2005 Posted December 26, 2005 does no damage but is unblockable and there are ways to combo out of it
Dracula X Posted December 30, 2005 Posted December 30, 2005 This topic was quite helpful. Thanks to this i now know how to Jump install. Yay me.
Dracula X Posted December 30, 2005 Posted December 30, 2005 This topic was quite helpful. Thanks to this i now know how to Jump install. Yay me.
Manta Posted December 30, 2005 Posted December 30, 2005 Here's something to add to the main post: How do I perform a good Dust combo? When you first press D, hold up and keep it there, if you hit the attack, it will immedeatly cause you to perform the homing jump (denoted by /\). Your opponent will be sent spinning into the air until the background goes red. During this initial time, you can perform any normal jump attack and immedeatly cancel it, so long as you remain holding up. The common tactic at this point is to hit your opponent twice with your most powerful, single-hit jump normal, usually j.D or j.H, depending on who you are. SOme characters have difficulty getting two such hits in and it's a case of timing your button presses to the earliest possible time to press them. The vast majority of the combo damage will come from these hits. After this initial phase, you will then go into the main air combo which now follows all normal jump physics, therefore you can double jump (or triple if you're Chipp) to extend your combo. Usually the double jump is used when you're performing a move which is jump cancellable in order to squeeze out as many hits as you can. Such air comboes are usually based around P, K and S for the most part, since H, D and special attacks tend to knock your opponent away too far or aren't cancellable, thus ending your combo. A fairly simple dust combo might look something like this: (Sol): D /\ j.D, j.D, P, K, S, j.c, K, S, H (Cancel first hit), 623H -> 214K
Manta Posted December 30, 2005 Posted December 30, 2005 Here's something to add to the main post: How do I perform a good Dust combo? When you first press D, hold up and keep it there, if you hit the attack, it will immedeatly cause you to perform the homing jump (denoted by /\). Your opponent will be sent spinning into the air until the background goes red. During this initial time, you can perform any normal jump attack and immedeatly cancel it, so long as you remain holding up. The common tactic at this point is to hit your opponent twice with your most powerful, single-hit jump normal, usually j.D or j.H, depending on who you are. SOme characters have difficulty getting two such hits in and it's a case of timing your button presses to the earliest possible time to press them. The vast majority of the combo damage will come from these hits. After this initial phase, you will then go into the main air combo which now follows all normal jump physics, therefore you can double jump (or triple if you're Chipp) to extend your combo. Usually the double jump is used when you're performing a move which is jump cancellable in order to squeeze out as many hits as you can. Such air comboes are usually based around P, K and S for the most part, since H, D and special attacks tend to knock your opponent away too far or aren't cancellable, thus ending your combo. A fairly simple dust combo might look something like this: (Sol): D /\ j.D, j.D, P, K, S, j.c, K, S, H (Cancel first hit), 623H -> 214K
Henaki Posted December 30, 2005 Posted December 30, 2005 its really stupid to do most regular dust combos if your character has a good impossible dust.
Henaki Posted December 30, 2005 Posted December 30, 2005 its really stupid to do most regular dust combos if your character has a good impossible dust.
Koozebanian Fazoob Posted December 30, 2005 Posted December 30, 2005 Besides, Sol has a better dust Combo that is... D [9] > j.D D S ]9[ K S D, D > jc.D VV.VK
Koozebanian Fazoob Posted December 30, 2005 Posted December 30, 2005 Besides, Sol has a better dust Combo that is... D [9] > j.D D S ]9[ K S D, D > jc.D VV.VK
Manta Posted December 31, 2005 Posted December 31, 2005 I was giving a simplistic dust combo to illustrate my points rather than to give good comboes.
Manta Posted December 31, 2005 Posted December 31, 2005 I was giving a simplistic dust combo to illustrate my points rather than to give good comboes.
Kairi Posted January 2, 2006 Author Posted January 2, 2006 its really stupid to do most regular dust combos if your character has a good impossible dust. Well that's not true at all....just cause a character has another option that doesn't mean it null's out the usefullness of another option.
Kairi Posted January 2, 2006 Author Posted January 2, 2006 its really stupid to do most regular dust combos if your character has a good impossible dust. Well that's not true at all....just cause a character has another option that doesn't mean it null's out the usefullness of another option.
Henaki Posted January 2, 2006 Posted January 2, 2006 Well that's not true at all....just cause a character has another option that doesn't mean it null's out the usefullness of another option. whats the usefulness of a worse combo? most characters with good impossible dusts have metter IDs than regular Dust combos. thats like saying "well Sol can still do pretty good damage without the Dust Loop, so that doesn't mean those corner combos aren't useful".
Henaki Posted January 2, 2006 Posted January 2, 2006 Well that's not true at all....just cause a character has another option that doesn't mean it null's out the usefullness of another option. whats the usefulness of a worse combo? most characters with good impossible dusts have metter IDs than regular Dust combos. thats like saying "well Sol can still do pretty good damage without the Dust Loop, so that doesn't mean those corner combos aren't useful".
Koozebanian Fazoob Posted January 2, 2006 Posted January 2, 2006 It does if the ID is just better than the regular dust combo. There's no reason to ever use Potemkin's regular dust combo, for example. I was assuming Henaki meant that, if your character's ID is better than his normal dust combo, there's no reason to use the normal one. That's pretty much true for the most part. Edit: Revolver loop is useful for us Sol scrubs now and then.
Koozebanian Fazoob Posted January 2, 2006 Posted January 2, 2006 It does if the ID is just better than the regular dust combo. There's no reason to ever use Potemkin's regular dust combo, for example. I was assuming Henaki meant that, if your character's ID is better than his normal dust combo, there's no reason to use the normal one. That's pretty much true for the most part. Edit: Revolver loop is useful for us Sol scrubs now and then.
Kairi Posted January 2, 2006 Author Posted January 2, 2006 Ahh I was assuming he was just saying ID's are better than regular dust combo's which he wasn't...my mistake
Kairi Posted January 2, 2006 Author Posted January 2, 2006 Ahh I was assuming he was just saying ID's are better than regular dust combo's which he wasn't...my mistake
Manta Posted January 4, 2006 Posted January 4, 2006 While we're at it: What is an Impossible dust? When you initially hit your opponent with the dust attack, your opponent is sent spinning into the air and will be unable to recover for 29 frames, however, if you attack them during this time, their untechable time will change to 48 frames instead. It is possible to get two hits in during this time and still get 48 frames to play with so long as the second hit occured before the first 29 frames have passed (taking into account the "time-stop" effect of hitting your opponent). If you manage to hit your opponent close to the 29th frame (but not after) then the chances are that they will be unable to recover until the hit the ground, which is where the possibilities begin. If you can get to the ground first you can perform all kinds of juggling comboes that require your opponent to be above you, these vary from character to character but you will find that some characters are better off with an impossible dust combo and some with just a regular dust combo. To hit the ground quickly from the dust's homing jump you have a few options: Double jump; Firstly, it cancels the homing jump effect and secondly you have a much greater 'gravity' than from a normal jump and also your opponent (In their 'dusted' state). Faultless Defense: Again this aborts the homing jump effect and lets gravity take over. Millia's turbo fall: Gets you to the ground VERY quickly, and therefore it is possible to jump up after the fall to meet your opponent as they fall. This technique is more forgiving about when you land the initial Impossible dust hits than the other two. (Can we get these posts on the front post, scubs and noobs won't read this far into the topic).
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