The Impossible Dust (ID) technique is an interesting feature of the combo
system. It basically makes it "impossible" for your opponent to tech out
after a Dust launch, hence the name.
ID basically serves only one purpose: combos. Instead of using a standard
air combo after a Dust, the ID lets you add a little flair and sometimes a
bit of extra damage.
There are two main ways to follow up an ID. The first is to use a move that
brings you to the ground quickly. This way, you can land much earlier than
your opponent and follow up with a relaunch combo. The second way involves
double jumping before the actual ID. Both are explained below.
To perform the Impossible Dust technique, you must first understand why it works. Directly
following a Dust launch, there is a 29 frame window where your opponent will be unable to
tech. Basically the time before the screen begins transitioning to the red background. If
you hit the opponent during this 29 frame window, they will be unable to tech for the next
48 frames. The object of the Impossibile Dust technique is to strike the opponent as close
to the 29th frame as possible (must be before the 29 frame window ends, not after), so the
opponent will be unable to tech for another 48 frames. For most characters, 29+48 frames is
more than enough time to prevent them from ever teching, and ultimately ending up hitting
the ground. This is where you the rest of the ID combo comes into play.
Obviously hitting on the 29th frame is the best option due to the amount of total untechable
frames you are rewarded with, however, usually striking between the 25th-29th frame will still
allow most ID combos to be performed. This 5-frame window is called the "safe-zone". In order
to take advantage of the untechable frames of the ID, you must land before your opponent does.
This can be done 2 ways. The first uses Double Jump Gravity, the second uses any maneuver that
travels downward quickly. Both examples are shown below.
Remember, you must strike before the initial 29-frame launch period is complete or you will
receive no untechable rewards. Even striking on the 30th frame will allow the opponent to
tech normally. Learn your character to determine what the best sequence of maneuvers are for
taking advantage of the Impossible Dust technique.
|Application 1: Double Jump Gravity
Character Example: Ky
ID Combo: Dust /\ dj, j.H |> dash, jump > j.S P S -> JC, S,H -> 623H
Ky performs his Dust and immediately follows with a quick double
jump. He then hits the opponent with a H during the "safe zone". Since
Ky was in a double jump as he struck the opponent, he falls as he normally
would from a double jump H. However, the opponent is still in the Dust
launch which makes them fall much slower. Ky is then able to land and
connect with a dash - rejump combo. Very stylish!
TODO: Get a better example since Ky doesn't use this kind of combo anymore
|Application 2: Downward Movement
Character Example: Millia
ID Combo: Dust /\ j.S S 236+K |> 2H > ...
Millia performs her Dust, follows with the Homing Jump, quickly hits with
the (hold up) S-S and cancels into the Turbo Fall. The opponent is unable to
tech, and Millia rushes to the ground to meet them as they fall. From
here, she hits them with her 2H and goes back into an air combo. The key
to this ID combo is the Turbo Fall. It brings Millia down while her opponent
is still falling. The only problem with this variation is the fact that not
all characters have downward movement air maneuvers.
|Application 3: Faultless Defense Gravity
Character Example: Johnny
ID Combo: Dust /\ FD, j.D |> ...
Johnny performs a Dust, and then shortly into his homing jump will Faultless Defense
and perform a j.D. The Faultless Defense is similar to the Double Jump in that it causes
you to cancel your homing jump and fall as normal. So essentially the FD just causes you to
start moving downward, and then you tag the enemy with an attack while you are falling. This
pops them up, and puts you down on the ground.
Using the ID technique not only gives you an opportunity to score more
damage (in some cases), it also allows you to show off your technical
ability. Since ID combos, especially the Double Jump variation, require
extra precision, people can't help but give you respect!