Jump to content
Sign in to follow this  
Kairi

General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE

Recommended Posts

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).

Share this post


Link to post
Share on other sites

Ahh rember back in the good old day's gandido's impossible dust vid's?

...and we all were double jumping cause we didn't know we could FD it...good times..

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.

It's actually possible to use slayer airdandy for this purpose....wouldn't advise it though.

Share this post


Link to post
Share on other sites

Ahh rember back in the good old day's gandido's impossible dust vid's?

...and we all were double jumping cause we didn't know we could FD it...good times..

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.

It's actually possible to use slayer airdandy for this purpose....wouldn't advise it though.

Share this post


Link to post
Share on other sites

And if you play Faust, you can use his j.2K FDC too, it works better than just normal FD.

Share this post


Link to post
Share on other sites

And if you play Faust, you can use his j.2K FDC too, it works better than just normal FD.

Share this post


Link to post
Share on other sites

Turtling is acting like a turtle, that is, cowering behind your guard and not attacking out of fear of being hit. A very poor tactic in GGXX for the most part as you will fall foul to mixups, crossups, tick throws and chipping damage very quickly.

Share this post


Link to post
Share on other sites

Turtling is acting like a turtle, that is, cowering behind your guard and not attacking out of fear of being hit. A very poor tactic in GGXX for the most part as you will fall foul to mixups, crossups, tick throws and chipping damage very quickly.

Share this post


Link to post
Share on other sites

That's not all there is to it. A turtle does attack, just plays markedly more defensive than usual. "Turtling" is generally considered blocking a lot sure, but there are such things as turtle characters like Hibiki in CvS2

Share this post


Link to post
Share on other sites

That's not all there is to it. A turtle does attack, just plays markedly more defensive than usual. "Turtling" is generally considered blocking a lot sure, but there are such things as turtle characters like Hibiki in CvS2

Share this post


Link to post
Share on other sites
Turtling is acting like a turtle, that is, cowering behind your guard and not attacking out of fear of being hit. A very poor tactic in GGXX for the most part as you will fall foul to mixups, crossups, tick throws and chipping damage very quickly.

No turtling is instead of actively seeking to achieve damage through relentlessly attacking your opponent, you wait for them to make a mistake and achieve damage through that mistake.

Share this post


Link to post
Share on other sites
Turtling is acting like a turtle, that is, cowering behind your guard and not attacking out of fear of being hit. A very poor tactic in GGXX for the most part as you will fall foul to mixups, crossups, tick throws and chipping damage very quickly.

No turtling is instead of actively seeking to achieve damage through relentlessly attacking your opponent, you wait for them to make a mistake and achieve damage through that mistake.

Share this post


Link to post
Share on other sites

Either way, it's not considered a good idea, unless your name is Potemkin or possibly Baiken. The game punishes such methods too heavily with the guard guage.

Share this post


Link to post
Share on other sites

Either way, it's not considered a good idea, unless your name is Potemkin or possibly Baiken. The game punishes such methods too heavily with the guard guage.

Share this post


Link to post
Share on other sites

Uh, no, turtling is used extensively by a large part of the cast. Turtling is the act of making attacking a mistake... it baits the other person into trying to come to you, but punishes them for doing so. Sitting still and blocking all day isn't turtling, that's asking to lose.

Good examples are Sol doing Run Forward > Jump > Back Dash > j.H. Enemies who try to follow after him find it very difficult because of the j.H's hit box.

Baiken turtles similarly, by moving forward and then moving back quickly with a Tatami. If the other person tries to move in, the Tatami stops them. Proper turtling knows when and where to throw them out to make it as difficult as possible for the other person to get in.

Axl also frequently turtles because his pokes reach across the whole screen. Venom turtles against some characters because it can be easier to play keep away than get in himself. RoboKy turtles because he can build meter without attacking. Slayer can turtle because he's totally invincible. Potemkin can turtle because his pokes are insane and will stuff things from all angles. He also can BD through half of anything, and his PB is the fastest, longest reaching, and most powerful command throw in the game.

Examples of Turtling in history would be Guile. He can sit back and throw Sonic Booms at you, thus still having an offense, while still charging in preperation for a Flash Kick. Meaning that if you try to jump at him, he hits you. If you stay away, you have to contend with his projectiles. Hence the effectiveness of the turtling stratagy.

Cable is one of the most effective turtles ever, as his attacks hit from full screen, lead into big damage, and are safe. There is no reason for him to attack you directly because it's nowhere near as safe or effective.

It's obviously not a good idea to rely entirely on it, because often a direct mixup has better damage output and a more effective mixup, but it's not always feasable to be able to get into that situation (such as when your character has no decent way to 'get in'). That's why typically in GG you see situations where characters are at neutral (nobody is really attacking) and instead just throwing random pokes or projectiles that are totally safe. When someone actually does connect something, the match swings into full Offense VS Defense as long as the attacker can maintain his momentum. It can switch quickly back and forth between the two, or return back to neutral.

For the most part, I would say trying to rush someone down from neutral is far worse than turtling. If both players are at neutral and you attack the other person, he can often just pick his move that approprietly beats yours. It's like playing P>R>S but one player can see the other's move ahead of time.

Share this post


Link to post
Share on other sites

Uh, no, turtling is used extensively by a large part of the cast. Turtling is the act of making attacking a mistake... it baits the other person into trying to come to you, but punishes them for doing so. Sitting still and blocking all day isn't turtling, that's asking to lose.

Good examples are Sol doing Run Forward > Jump > Back Dash > j.H. Enemies who try to follow after him find it very difficult because of the j.H's hit box.

Baiken turtles similarly, by moving forward and then moving back quickly with a Tatami. If the other person tries to move in, the Tatami stops them. Proper turtling knows when and where to throw them out to make it as difficult as possible for the other person to get in.

Axl also frequently turtles because his pokes reach across the whole screen. Venom turtles against some characters because it can be easier to play keep away than get in himself. RoboKy turtles because he can build meter without attacking. Slayer can turtle because he's totally invincible. Potemkin can turtle because his pokes are insane and will stuff things from all angles. He also can BD through half of anything, and his PB is the fastest, longest reaching, and most powerful command throw in the game.

Examples of Turtling in history would be Guile. He can sit back and throw Sonic Booms at you, thus still having an offense, while still charging in preperation for a Flash Kick. Meaning that if you try to jump at him, he hits you. If you stay away, you have to contend with his projectiles. Hence the effectiveness of the turtling stratagy.

Cable is one of the most effective turtles ever, as his attacks hit from full screen, lead into big damage, and are safe. There is no reason for him to attack you directly because it's nowhere near as safe or effective.

It's obviously not a good idea to rely entirely on it, because often a direct mixup has better damage output and a more effective mixup, but it's not always feasable to be able to get into that situation (such as when your character has no decent way to 'get in'). That's why typically in GG you see situations where characters are at neutral (nobody is really attacking) and instead just throwing random pokes or projectiles that are totally safe. When someone actually does connect something, the match swings into full Offense VS Defense as long as the attacker can maintain his momentum. It can switch quickly back and forth between the two, or return back to neutral.

For the most part, I would say trying to rush someone down from neutral is far worse than turtling. If both players are at neutral and you attack the other person, he can often just pick his move that approprietly beats yours. It's like playing P>R>S but one player can see the other's move ahead of time.

Share this post


Link to post
Share on other sites

That last part isn't entirely true. Dizzy and Eddie seem to favour being in the neutral state because they can turn it into a powerful offensive with their many meaty options. There's no foolproof way to counter being attacked by fishbeams, a thunderspike and a rush all at the same time (Admittedly this has been weakened a lot in /)

Share this post


Link to post
Share on other sites

That last part isn't entirely true. Dizzy and Eddie seem to favour being in the neutral state because they can turn it into a powerful offensive with their many meaty options. There's no foolproof way to counter being attacked by fishbeams, a thunderspike and a rush all at the same time (Admittedly this has been weakened a lot in /)

Share this post


Link to post
Share on other sites
testament forum would be a better place to ask, don´t you think ?

Yes,you're right ,but ....we are just talking about ID combos and I think that here I would listen better explanations.

Share this post


Link to post
Share on other sites
testament forum would be a better place to ask, don´t you think ?

Yes,you're right ,but ....we are just talking about ID combos and I think that here I would listen better explanations.

Share this post


Link to post
Share on other sites
Sign in to follow this  

×