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Posted

I'd like to share a brief introduction as this is my first post, and while I've been looking around Dustloop from time to time since the Guilty Gear days only now I've decided to actually join.

Compared to the average guy I'm not that bad of a player but since I've been taking some fighting games a little more seriously I'd like to be able to actually play them.

I used to play Rachel in CT, and among many things I'm not good at, one I can easily point out is my execution. So with her, I played some sort of zoning game, and while not entirely optimal it could sometimes frustrate even players that I know were certainly better than me.

The thing is I decided to get back to the game, right now I only have borrowed CS but I'll get CS:Extend in a few weeks when it arrives, so I though of doing some training. Here comes my request for help.

For starters, I was trying one of the challenges and while I could do all the parts of said combo separate, there is one thing I couldn't for the life of me find how to do.

Rachel's challenge 3: the opponent is jumping, the combo starts with 6A, 66, B, super jump cancel, B, ...

My problem is with the 66 (dash) after 6A.

Is there some kind of timing to cancel some moves, like a general rule or is it really dependent on the move ? Sure not every move is the same, but comparing to SF4, if it's okay, once you get the hang of how to FADC with your main character, even with others the road to doing better stuff becomes easier.

I know this might be a little to specific, but perhaps I can use this on other characters as well.

For example, after some moves when you want to cancel into dash, is it necessary to return to neutral position ? Is it at the start up of the move ? The end ? Can I buffer the dash as we can do to some moves ?

Thanks a lot!

Posted

correct, return to neutral, then dash; this isn't a cancel, it's a link. you can input the dash a few frames before the end of recovery, which is helpful for some tight links, but basically you need to link your dash.

very few attacks in bb can be dash canceled, and they dont' work like a normal run. try ragna or jin 5D > dash cancel and you'll see a very drastic difference between a real dash cancel and just linking a dash after the recovery of an attack.

Posted

If I were you I'd grab extend now, saves you making some muscle memory from CS that won't apply to the newer version. Also, must you pick Ragna?

Posted
If I were you I'd grab extend now, saves you making some muscle memory from CS that won't apply to the newer version. Also, must you pick Ragna?

Eh; To be honest, until you start learning pretty high level stuff, all muscle memory is good muscle memory, because doing a jump cancel is doing a jump cancel, regardless. No real harm done in practicing execution in any game, really.

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