Kinda stupid… but for people who have trouble doing it on the CC you can do it very very easily by doing 6,6 on the d-pad the flicking 9 on the analog stick. All you need is 669.
Thank you very much for this video. I finally am able to consistently perform the glitch on the gamecube controller thanks to the sound of the motion. (Analog, not d-pad)
it probably would have been a good game for its time, but I don’t think it would have the same longevity.MvC2 is at Evo this year 10 years after its release. There’s no way that would have happened without the dynamic nature of the game which is due in large part to the unintended system mechanics and glitches.
PTX gets so much use out of this. Now that I’ve got it down, I can get in the opponent’s face after a chainsaw from anywhere on screen, which is frigging lovely.
Hey it took me a few minutes to figure it out but a super freaking easy way to do this is input your first 66 to dash then with a slight pause then input 963 very fast. After doing the inputs like this it was way easier than trying to do it with just inputting 96.
Hope this helps everyone
Confirmed that method works pretty well. Was messing around with it. Sometimes it registers as 66, 6982 or 66,6923… but it definitely works smoothly.
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This seems to be very applicable also in game. Helps close the gap almost instantly between me and anyone trying to stay safe and spam projectiles.
iono if anybody else realized this but, after doing the wavedash for awhile i found doing full screen projectiles>bbq>wavedash is especially good for pressure/connecting far combos. I especially like doin this with yatterman-1. Fully screen kendema to dash in full combo!
Hmm definitely got to try out that 6963 part and see if I can get this thing down more consistently. Not really worth using for me so far since I can’t do it at will. Can’t wait to see the reactions I get when Tekkaman is suddenly up in their face with this.
66 6963 is definitely a million times easier to get consistently. Thanks for finding it out!
It didn’t me that long to figure out 6963. I used my ssbm logic to figure out the jump cancel into the instant dash I guess haha This wavedash will add to the game’s depth I hope.
For anyone wondering, it’s basically the same thing as all of Viper’s cancels in SF4. Do a move that lets you jump out (in this case, a dash), then buffer in another move during the frames of the jump (another dash). This is what allows you to link Viper’s normals with an Ultra, even though you can’t cancel into ultra. c.MP, super jump cancel, soon as the super jump registers, it considers the ground normal cancelled, but there are still frames of jump start-up before going into the air, and thus, she can perform an Ultra. You see people abusing this by doing repeated Seismo cancels. DP~sj cancel, DP~sj cancel.
Interestingly enough, this specific utilization of the age-old technique keeps the trajectory/speed from the air dash(so it seems).