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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


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Posted

So the taunt has active damaging frames? That's crazy, but then Chipp does have his air taunt.

Posted

So the taunt has active damaging frames? That's crazy, but then Chipp does have his air taunt.

Posted

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

Posted

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

Posted

I was giving a simplistic dust combo to illustrate my points rather than to give good comboes.

Posted

I was giving a simplistic dust combo to illustrate my points rather than to give good comboes.

Posted
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.

Posted
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.

Posted
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".

Posted
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".

Posted

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. :(

Posted

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. :(

Posted

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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