TvC Ground Dash Glitch (vid)

I love this technique. I would love it even more if I could get it too work ha

because some of the cast is built around distance. this breaks that and quite possibly those characters as well. saki, doronjo and frank come to mind.

because some of the cast is built around distance. this breaks that and quite possibly those characters as well. saki, doronjo and frank come to mind.

Saki is mostly vulnerable to air mobility.

Also take note that the technique can be done backward. They also can utilise the technique, albiet not nearly as effective as some of the more offensive characters.

Removing this buffs the defensive options.

Keeping it buffs the offensive options.

Popular vote will probably go toward offence, because offence is ALWAYS more entertaining.

Any easy way of doing this, A+B+C maybe?

Look at page 7, i posted a way to do it with ABC. On that note, if you do a single dash as forward then up+forward, you get a slightly farther reaching single dash. The notation is a simple, yet immaturely hilarious 69.

Tried that, it is pretty difficult. Don’t see how everybody else got the hang of it

Welcome to the GC controller club. We are folks who are having difficulty with this very technique.

So I guess I should order the cc pro. Any1 know a good trustworthy website I could order it from?

Practice on the GCN controller, I can actually do it with a slight bit more confidence on that than I can on stick. I can do it fine on the D-Pad, the Control Stick…not so well.

been trying on the d-pad, lol too hard for me. Is it like a circular motion? lol or just have to do it really quick

I made a quick and dirt video of me doign it on a gc controller. I get it a few times, just watch my thumbs and see what you can get out of it. Hope it helps.

[media=youtube]adEwGeFd6Bg[/media]

Thanks, looking at it now

Getting the motions right but it seems like after my dash, I jump instead. I’ll see what I can do. Does it last the whole match or just for a while?

it only works for that one dash. If you want to keep doing it, you have to do the input everytime. It lasts for as long as that dash lasts, which isnt very long…but thats the point haha. About the input, go to training mode and turn on input display. Make sure its ONLY forward, forward, up + forward. If you get an extra up motion in there or anything it will not come out. What you’re doing when it works is doing one dash, which buffers the input for the second one, then jump cancelling the first dash, but immediately going into the air dash because of the buffer earlier. The momentum from the jump gets added on the the extremely low air dash, making it go really far, really fast.

Finally got it. Well no wonder, I thought it worked the entire match. Still though it was worth it. Thanks man, feels good when get good results from hard work.

Now after doing it, don’t see why people are complaining about it, it only works for a limited of time and it very hard to pull off too

glad you got it dude, and yeah this move is awesome, good for pressure after being knocked back. People that are complaining are the people who can’t do it, don’t realize its not that big of a game changer considering its difficulty, and that almost every character can do it.

Not every character benefits off it since not every character is built for rushdown.

However, it is probably true that it won’t matter at mid-level play.

Still, I worry. Especially since characters who were already looking quite good(Ryu, Ken) have great superdashes.

The superbackdash thing is interesting for roll though.

I don’t know if it should be patched, but it still buggers attempts at balance. I’d like to think that if it does end up affecting balance a lot, they patch it but keep the idea of superdashing as something they could use for a sequel to more carefully add depth.
It may add complexity, but perhaps not depth. Some moves may lose value due to the possibility of the opponent instantly being in your face. Do you think it’ll add a guessing game of “Should I try and poke them out of their superdash, or are they gonna do a normal dash?”

I’d like to see someone like Keits’ opinion on the effect of this on balance.

I think it’s at least a little bit of a stretch to say that a harder to perform, more effective dash adds depth to the game. For while you are right that a technique such as this by nature adds options, you aren’t considering any possible options that might be taken away

Rest assured, it will be accepted/expanded upon, people will discover what this really means and what its limitations are. Right now I personally do not know.

If you ask me, my perfect fighting game neither heavily favors offense or defense. The more varied playstyles that are viable the better, in my opinion. So to me, any discoveries which shift the balance heavily in one playstyle’s favor would make the game a little worse

I’m not saying that that’s what will happen. I’m too new to the game to know right now. I’m just wary of the “the more rushdown oriented the better” opinion that I see a lot, because I think that the chess match that occurs when a rushdown master faces a keep away master is the most beautiful, exciting, interesting, and strategic thing that can possibly be in a fighting game. Much more so than watching two players constantly rushing each other.

I’m interested in what those with more experience think could possibly change as well :slight_smile: