Reset

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A reset is intentionally stopping a combo early to do a mixup and catch the opponent unawares. This is usually a gamble to increase damage output; if the opponent gets hit by the reset then the overall damage dealt would be higher than just finishing the first combo. Resets can also be used as a gamble to increase other things, such as screen positioning, super meter, etc.

Example[edit]

  • Normal combo: Potemkin does a combo 5P > c.S > 5H > Hammerfall
  • Reset: Potemkin does 5P > c.S > 5H > Hammerfall break, Potemkin Buster

This assumes the opponent is holding back or down-back during the combo and not jump or mashing a fast attack.

Conceptse

OkizemeFrame TrapBlockstringOption SelectUsing Frame DataHitboxes

Techniques
Basic

Jump-inEmpty JumpTick ThrowBufferingHit Confirm

Intermediate

ReversalCrossupMeatySafe JumpResetGuard SwitchFuzzy Guard

Advanced

Fuzzy OverheadFuzzy JumpProximity Block Option Select

Metagame

NeutralMixupConditioningEvaluating Risk/Reward
Notation and Glossary