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Manta

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  1. 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).
  2. 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).
  3. I was giving a simplistic dust combo to illustrate my points rather than to give good comboes.
  4. I was giving a simplistic dust combo to illustrate my points rather than to give good comboes.
  5. 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
  6. 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
  7. So the taunt has active damaging frames? That's crazy, but then Chipp does have his air taunt.
  8. So the taunt has active damaging frames? That's crazy, but then Chipp does have his air taunt.
  9. Unblockable taunt? Do explain.
  10. Unblockable taunt? Do explain.
  11. To add to the RCing FAQ, how many frames after a physical hit lands does a player have to perform the RC?
  12. To add to the RCing FAQ, how many frames after a physical hit lands does a player have to perform the RC?
  13. And finally, is a clash consdiered a whiff for tension gain reasons?
  14. And finally, is a clash consdiered a whiff for tension gain reasons?
  15. Has the move itself considered to have used a hit then upon clash? E.g. if Potemkin does j.D and clashes but doesn't cancel, will he still do damage if he lands on his opponent?
  16. Has the move itself considered to have used a hit then upon clash? E.g. if Potemkin does j.D and clashes but doesn't cancel, will he still do damage if he lands on his opponent?
  17. You need this? It only proves your mates' point, Slayer is right up there in the rankings. EDIT: Can anyone tell me the exact mechanics of a weapon clash, as in, the causes and all of the effects. I know it shortens the recovery time on the moves that clashed, but I don't know which moves get affected more than others.
  18. You need this? It only proves your mates' point, Slayer is right up there in the rankings. EDIT: Can anyone tell me the exact mechanics of a weapon clash, as in, the causes and all of the effects. I know it shortens the recovery time on the moves that clashed, but I don't know which moves get affected more than others.
  19. Does it matter? The differences between one rank and the ones next to it are negligable, which is a good thing. I think this topic has completely digressed, how about someone just deletes the last few posts, including this one, so we can get back to answering newb questions.
  20. Does it matter? The differences between one rank and the ones next to it are negligable, which is a good thing. I think this topic has completely digressed, how about someone just deletes the last few posts, including this one, so we can get back to answering newb questions.
  21. I really don't think we should put a tier list in this thread as it is, if this thread is for beginners, posting such a list would just mean everyone new to this site suddenly becomes eddie/slayer lamers.
  22. I really don't think we should put a tier list in this thread as it is, if this thread is for beginners, posting such a list would just mean everyone new to this site suddenly becomes eddie/slayer lamers.
  23. Instant block is when you press back to block immedeatly before an attack hits you (How many frames that is I'm not sure). Your character will flash white if you did it correctly. The benefits are that you remain in block stun for a much shorter period of time and also, your tension gain is increased momentarily after you do it. Instant blocking may even be used while you're still in guard stun from a previous block if your opponent attacks you again. The purpose, of course, is to allow you to break your opponent's attack strings and go on the offensive yourself more easily. Also, the technique is far more useful with some characters than others.
  24. Instant block is when you press back to block immedeatly before an attack hits you (How many frames that is I'm not sure). Your character will flash white if you did it correctly. The benefits are that you remain in block stun for a much shorter period of time and also, your tension gain is increased momentarily after you do it. Instant blocking may even be used while you're still in guard stun from a previous block if your opponent attacks you again. The purpose, of course, is to allow you to break your opponent's attack strings and go on the offensive yourself more easily. Also, the technique is far more useful with some characters than others.
  25. Nothing to do with it. It's when you can double/triple jump or airdash when you shouldn't be able to. There are many variations of this, but due to not fully understanding it myself, I'll leave it for another to explain.
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