TvC Ground Dash Glitch (vid)

Wow, great find.

It’s wavedashing ppl. Read Buktooth’s post.

Lovely, now read Lord HDL’s post about 16 posts ago.

Yeah he actually has a point here. I was thinking wavedash too, but I forgot TvC already had the Marvel wavedash.

Buk: I dunno why you’re surprised this forum is full of smashers, that’s like all the fighting-game players that own Wiis. I suspect they’re part of the reason Evo made TvC an official game right off the bat…

The old crouch cancel style wavedash barely worked in CGoh, and doesnt work in UAS.

Has anyone tried extending / creating new combos with this? like comboing off some attack that you normally couldn’t reach in time to follow it up?

Can anyone consistent do this with the GC analog and if so what is the method?

This is a pretty silly attitude, pretty much no fighting game ever made has been balanced the way the developers intended, players will always find some kind of element that makes certain characters or techniques stronger than others, and fighting games are made with that in mind.

I’ve been able to do it doing 669, letting it go back to neutral in-between each input and then sliding my thumb down to 6 afterwards. Last part probably isn’t necessary but my thumb slips after that 9 input anyways so…

Anyways its definitely possible to do it with GC analog, just have to time it depending on the char.

Now Joe the Condor can combo off his wallbounce from anywhere on the screen without assist, amirite? ;x

Hm.

So it seems like you do a 6, pause, 6 again and you have to time 9 somewhere in the middle of the dash. Is there any reason why you have to go back to neutral after 9?

Can this work with ABC?

Oh good find Smurvis. It’s pretty hard to pull off though.

The few scattered times I managed to luck one out, the input was 6669 each time (well, 4447). However, I started to get them more consistently when I *tried *to pull off 669.

Wasn’t that always true?

Edit:

  1. From what I’ve tried, if you don’t go back to neutral after 9 fast enough, you perform the jump that 9 was meant for, effectively ending the dash.

  2. Infinite got it to work (his post is on page 3). IMO though, but you might have more trouble getting the timing down. Maybe.

I can get this about 80% of the time now with 6669, but I haven’t been able to get it work with ABC at all. If there’s a trick to getting the latter to work, I don’t know it.

Same here, only I’m just using 669.

I get it to work more often now. It never works when the input comes out as 6669. Only 669.

The hardest part is going from 6 to 5 to 9 without hitting 6. Retardedly hard to do consistently on a GC controller.

Damn, this is hella frustrating. I can get it occasionally (using the CC), but I keep on interrupting the wavedash/super dash/smurv by jumping in the middle/end of it. I’m probably holding 9 too long, but yeah. . .no idea how I’m doing what I’m doing. Frak.

I’ve found I get best results if I do it like this:
66, pause, 9 with a slight pause between the 6 and the 9 and doing the 2 6s really quickly. I do it on stick though so that might help.

If you’re jumping, you’re probably holding 9 too long. I’ve been practicing for a while now so I’m figuring out why the little things aren’t working.

You could also be jumping because you’re accidently hitting 8. You may also be jumping because you aren’t going to neutral from your 6’s.

Doubledash, nice. I’d try it out, but to the royal mail, 3-5 days means 8+ days.

I just did some serious testing, and I found that EVERY character can use this glitch (with both Forward and Back dashes) except:

Gold Lightan
Morrigan

The key to this glitch seems to be canceling a character’s dash with a ground jump and then canceling that ground jump with another dash before they leave the ground (which increases the characters speed and distance traveled). Gold Lightan is unable to cancel his dashes into jumps, so he obviously cannot perform this glitch. Morrigan is put into the air instantly as soon as she dashes, so when she cancels her dash with a jump, she is wasting her air jump. As a result, she can’t do the glitch. If I’m wrong about Morrigan, however, and she remains grounded for even a few frames, then you should be able to perform the “wavedash” if you do it fast enough.

So what about Tekkaman Blade, Zero, and Roll?

Tekkaman Blade, unlike Morrigan, stays grounded for a short amount of time at the start of his dash. As a result, if you do it fast enough, you can perform the glitch. However, this doesn’t achieve anything except make his dash slower. When you cancel his first dash, he hasn’t gained any momentum, so the only thing you achieve is more startup on his dash… and that’s probably not a good thing.

Zero may have a run instead of a dash, but you can still jump cancel it. As a result, you can perform the wavedash on both of his dashes. Is the wavedash faster than just running? I honestly couldn’t tell, so probably not.

And finally, Roll. This was confirmed earlier, but I’ll repeat it now. She can perform the glitch, but like Tekkaman Blade, you haven’t gained any momentum by the time you’ve canceled her first dash, so its almost completely pointless. The difference is that she stays grounded the entire time, so is it possible to cancel her dash sometime later when she has gained some momentum? I was unable to do so, but if someone else can, this opens up even more possibilities. In theory, you would be able to perform even more dash cancels, or wavedash indefinitely, constantly gaining speed after each dash.

For the characters that can already perform a wavedash normally (aka, the ones not listed above), I see no reason as to why you can’t do two wavedashes in a row to gain even more speed. When a wavedash is performed correctly, the character clearly does the startup animation of his dash twice, which leads me to believe he is dashing twice. Why not cancel the startup again (if that is the only time it can be canceled, that is) to add an additional dash for more speed and distance? I only have a Gamecube controller, so my hands are tired as is. Someone, please test this theory out!

EDIT: In theory, the input would be 6565695 for the initial wavedash and then rapidly inputting 695 to wavedash more afterwards.

And if any of this is old news, sorry for wasting space lol.

A couple things:

First off, I think that the “glitch” really only applies to adding momentum to your dash from another dash, so like, blade wouldn’t really count, even though he can jump cancel his dash. Same thing with zero, he can cancel it into a short second run, but the momentum doesn’t carry over

Secondly, check your timing with roll. If you cancel later, you can actually carry over the momentum and make it faster.