GGAC/Movement: Difference between revisions

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'''IMPORTANT:''' Because of this property of teching, it's important to practice your combos with the enemy set for Forward/Backward tech, as otherwise some combos may seem to work even when they really wont! The 'Beat' indicator will also turn black to help remind you that your combo isn't entirely solid.
'''IMPORTANT:''' Because of this property of teching, it's important to practice your combos with the enemy set for Forward/Backward tech, as otherwise some combos may seem to work even when they really wont! The 'Beat' indicator will also turn black to help remind you that your combo isn't entirely solid.
== Cancels ==
=== Gatling Combination ===
Every character has the ability to chain basic attacks together. This technique is called Gatling Combination. Each character has a different set of Gatling Combinations available to them, but it generally progresses from Punch to Kick to Slash to Heavy Slash. There are many exceptions, but you can usually find simple Gatling Combinations by following this rule. Performing Gatling Combinations is relatively straightforward. Press the first button in the attack sequence, quickly followed by the next. The first move will hit, and the recovery will be cancelled into the second move. This can be continued as long as you stay within the characters Gatling Combination path.
=== Special Cancels ===
The art of the 2-1 ("two in one") is an age old combo technique which has appeared in almost every 2D fighting game to date. It involves cancelling a Basic Attack into a Special or Overdrive Attack. To perform the cancel, attack your opponent with a Normal Attack, then quickly perform a Special or Overdrive Attack before the original attack finishes. If done correctly, the Normal Attack will connect, and then be instantly cancelled into the Special or Overdrive Attack you chose.
In most cases, it's best to perform Special Cancels as fast as possible. Beginning players may want to start out by performing them off slow Basic Attacks such as a standing Slash or Heavy Slash. Since the slower attacks usually have a a larger set of hit frames, cancelling into Special or Overdrive Attacks will be easier than starting out with the quick attacks. As you become more adept at cancelling using this technique, you will find you can cancel almost every Basic Attack in the game. This will greatly open up your combo options.
===Jump Cancels ===
Many of a character's normal attacks can be Jump Cancelled. Jump Cancels are exactly what they sound like, they cancel an attack into a Jump (which can then be canceled into another attack of course). They can be used to enhance combos and mix up offense / defense options. To perform a jump cancel, hold an upwards direction as a Jump Cancelable move is connecting. After the move connects, your character will cancel into a jump. Generally Jump Cancels still follow the same double / triple jump and air dash rules. While you can Jump Cancel on either guard or hit, you can't jump cancel a move if you whiff it completely, so don't get careless!


== Roman Cancels and Force Roman Cancels ==
== Roman Cancels and Force Roman Cancels ==

Revision as of 04:11, 23 December 2011

Walking

Walking is the most basic of all movement options. It is also the least effective. Walking can be useful to move short distances in the place of a dash or run. Setups and combos benefit from walking.

Dashing

Dashing is a highly used movement technique within GGAC. Not only can dashes be performed on the ground, but they can also be done in the air. Dashing can be performed either forwards or backwards and is done by quickly tapping the controller twice in that direction. Since dashing is typically faster than walking, it is often the quickest way to get around. Take special note that a forward dash can be cancelled at any point into any ground attack. This is very useful for Gatling Combos as your character will retain their forward momemtum. This helps add additional hits for Gatling Combos and keep you close to your opponent while rushing. Holding forward during the dash will put the character into their run. Forward dashes can also be canceled into jumps as well.

Backdashes cannot be cancelled and must complete animation before you can do anything else. Remember this when backdashing to evade attacks, as opponents will be able to attack you without fear of being countered. Though you will be unable to attack during the backdash, one bonus is the fact that backdashes all have invincibility on startup. This can be a very useful tactic if mastered because you will be able to avoid / evade some attacks that would otherwise force you to block. You can also reversal backdash because of this, which allows you to escape some wakeup pressure.

Air dashes have much different properties than ground dashes. After the start up frames of the air dash/backdash, characters can cancel into any air move. If a dash is used, after a Jump or Superjump, your character will be unable to double jump (unless you are using Chipp, who has triple jumps). If a double jump is used, then your character will be unable to air dash (unless you are using Millia or Dizzy).

(note: Potemkin has no dashes aside from backwards. Also, because Johnny and ABA (in regular mode) hop forward instead of dash, they cannot cancel their ground dash into other moves the same as other characters. Johnny's dash does become cancelable (into a Faultless Defense too) after a certain point before he recovers however. Slayer teleports and does not have traditional Dash options either, although he is unique in that he can jump cancel both his forward and backward dash. Millia and Dizzy can both perform two air dashes in a row. After a double air dash, they will be unable to double jump.

Running

Running is another excellent movement option within GGAC. The run can be used to cover a lot of distance in a short amount of time. This can be useful for punishing whiffed moves and getting close to rising opponents after knockdowns or knockbacks. As with the dash forward, the run can be used to add additional hits in Gatling Combos and also to remain closer during rushdown.

As mentioned above, to perform the run, double tap forward and hold the second input to dash into the run. In general, the longer your character runs, the faster he or she will get. This will give more forward momentum and allow longer Gatling Combinations.

Johnny, Slayer, Potemkin, and ABA (in regular mode) have no run.

Runs usually have a period of 'recovery' where the character will slide to stop. During the slide, you are completely vulnerable to ground attacks. As noted in the Dashing section, you can cancel the dash or run at any point with a Jump, Super Jump, or any attack. However, if you just want to advance quickly for position without throwing any attack out or jumping, the other option is to Dash Break.

Dash Brake

Dash Brake is a very simple technique but should not be overlooked. It is performed by doing a Faultless Defense (FD) while running to instantly stop a ground dash, skip the vulnerable sliding animation, and put your character into a blocking state immediately.

Jumping

Jumping is a key part of GGAC gameplay. All characters can double jump, and one can triple jump (Chipp). Jumping can be performed in any upwards direction by simply pressing up, up+forward, or up+backwards. If no moves are performed while your character is in the air, you can double jump by pressing and upwards direction again. The triple jump works the same way for Chipp. If a jump attack is used, characters may be able to continue with their double / triple jump and air dash options. Each character is unique so it's important to know which moves prohibit further air options.

Certain ground and air moves can be cancelled into another jump. This trick is called Jump Cancelling. In each characters move section, a list of every move with their Jump Cancel options is shown. Jump Cancels can be used to enhance combos and mix up offense / defense options. To perform a jump cancel, hold an upwards direction as a Jump Cancelable move is connecting. After the move connects, your character will cancel into a jump. Generally Jump Cancels still follow the same double / triple jump and air dash rules.

In addition to the standard jump, there are two special jump options within GGAC. The first option, Super Jumps (also known as High Jumps), can be used in a variety of ways. A super jump is performed by first pressing any downward direction, then quickly pressing an upwards direction. The upwards direction will determine which way your super jump is aimed. If you use a super jump, your character will not be able to use double / triple jump options. You can, however, super jump, then perform an air dash. This can be a key tactic to get out of a rough corner trap or away from an overly agressive opponent.

The other special jump option, Homing Jump, can only be performed after you have connected a Dust Attack. After a Dust Attack successfully hits your opponent, hold any upwards direction to "home in" after them. This is a prime opportunity for an air combo! Each character has a special frame of animation during the homing jump. Also, the homing jump shares the same double / triple jump and air dash rules as a regular jump. This means you can still utilize double / triple jumps, as well as air dashes after a homing jump depending on the options available to that character during a regular jump.

Both the super jump and homing jump are signified by a blue aura surrounding your character as they leap. While a super jump can be performed in any of the upwards directions, the homing jump will always jump towards your opponent no matter which upwards direction you press.

Teching

Tech, also known as "Ukemi", is an option to lessen the effects of certain throws, knockbacks, and combos. To perform a tech, press any button in while in the air after being hit. Depending on the attack your character is hit by, teching may or may not be possible. Also, each attack inflicts a certain amount of float stun which allows other moves to follow up without characters being able to tech out. As a general rule, the stronger the attack, the more float stun it inflicts.

After a tech, the double / triple jump and air dash options are reset. This means, if you double / triple jump, or air dash, are hit out of the air, then tech, you can perform another double / triple jump or air dash again.

As an added bonus of the tech, you can actually choose to direct it either forward, backward or neutral. This can help get out of traps, and allow you to reposition your character for a better angle of attack. Forward and Backward teching is also faster than neutral, however these techs will pop you up into the air a bit (unlike neutral teching), which can possibly be even less safe, especially against fast characters with a dangerous air game (like Jam). Make sure you know when and where each type of tech is useful, and make sure not to be too predictable about it.

An important feature of the tech is the fact that, as it starts, characters become invincible for a few frames. By timing your techs, you can actually wait for attacks and then tech as they are about to hit. The incoming attack can actually be teched "through", which can leave your opponent highly vulnerable to retaliations. Keep in mind that you must wait for the tech to complete before before your character can do anything. However, you can actually tech and then guard since the tech is invulnerable until it finishes and guarding takes place instantly after it recovers.

A very important thing to remember is that some combos cannot be "neutral" teched, but they can be "side" teched... either forward or backwards (see below).


Different Untech Timing

The amount of time a move is air untechable for decreases with each hit of the combo. The rate at which this happens actually is different between Neutral tech, and Forward/Backward tech. For Forward and Backward tech, the untechable time actually decreases faster, meaning you can break out of combos easier with these techs. The downside is that Forward and Backward tech will pop you up into the air more, meaning you are an easier target for continued attacks.

IMPORTANT: Because of this property of teching, it's important to practice your combos with the enemy set for Forward/Backward tech, as otherwise some combos may seem to work even when they really wont! The 'Beat' indicator will also turn black to help remind you that your combo isn't entirely solid.

Cancels

Gatling Combination

Every character has the ability to chain basic attacks together. This technique is called Gatling Combination. Each character has a different set of Gatling Combinations available to them, but it generally progresses from Punch to Kick to Slash to Heavy Slash. There are many exceptions, but you can usually find simple Gatling Combinations by following this rule. Performing Gatling Combinations is relatively straightforward. Press the first button in the attack sequence, quickly followed by the next. The first move will hit, and the recovery will be cancelled into the second move. This can be continued as long as you stay within the characters Gatling Combination path.


Special Cancels

The art of the 2-1 ("two in one") is an age old combo technique which has appeared in almost every 2D fighting game to date. It involves cancelling a Basic Attack into a Special or Overdrive Attack. To perform the cancel, attack your opponent with a Normal Attack, then quickly perform a Special or Overdrive Attack before the original attack finishes. If done correctly, the Normal Attack will connect, and then be instantly cancelled into the Special or Overdrive Attack you chose.

In most cases, it's best to perform Special Cancels as fast as possible. Beginning players may want to start out by performing them off slow Basic Attacks such as a standing Slash or Heavy Slash. Since the slower attacks usually have a a larger set of hit frames, cancelling into Special or Overdrive Attacks will be easier than starting out with the quick attacks. As you become more adept at cancelling using this technique, you will find you can cancel almost every Basic Attack in the game. This will greatly open up your combo options.


Jump Cancels

Many of a character's normal attacks can be Jump Cancelled. Jump Cancels are exactly what they sound like, they cancel an attack into a Jump (which can then be canceled into another attack of course). They can be used to enhance combos and mix up offense / defense options. To perform a jump cancel, hold an upwards direction as a Jump Cancelable move is connecting. After the move connects, your character will cancel into a jump. Generally Jump Cancels still follow the same double / triple jump and air dash rules. While you can Jump Cancel on either guard or hit, you can't jump cancel a move if you whiff it completely, so don't get careless!

Roman Cancels and Force Roman Cancels

Roman Cancel (RC)

The Roman Cancel is one of the GG series' most innovative features. By pressing any three attack buttons simultaneously during a move that connects or is blocked, you can cancel all of the recovery. The Roman Cancel has many great uses, the primary being for extending combos and increasing damage. Any normal attack, and the majority of Special Attacks and Overdrive Attacks, can be Roman Canceled which lends itself to some devastating options. Using a Roman Cancel requires 50% of your Tension Gauge. Since not all attacks can be Roman Canceled, it's important to study the character movelists to learn what can and can't be canceled.

Roman Canceling blocked attacks can be an effective option as well. Though it still takes 50% of your Tension Gauge, it can often get you out of impending trouble, or set up unexpected follow ups. Since your opponent may expect to block your attack and retaliate as you recover, Roman Canceling the recovery can catch them off guard and allow you to continue your attack rush. Projectile attacks cannot be Roman Canceled.

An important facet of Roman Canceling to be aware of is trajectory. When a move is canceled, whatever direction and speed your character is traveling will, for the most part, continue. For example, if an upwards moving attack is Roman Canceled, then your character will continue traveling upwards. This also holds true for forwards, downwards, backwards, and diagonal movement.

Force Roman Cancel (FRC)

New to the GGXX series, the Force Roman Cancel (FRC) (or "blue cancel") is very similar to the regular Roman Cancel. However, there are two major differences. The first is that FRC's only require 25% meter to perform. The second is that they can ONLY be done on specific moves, at specific times. Usually the average frame window to FRC is about 2-4 frames (that's 1/30 - 1/15th of a second), but some are only 1 frame, and some are really long.

A major advantage of FRCs is that they do not require a move to hit to do, and in fact can be done with Projectile attacks as well (unlike RCs). FRCs can be used to make unsafe moves safe, extend combos or pressure, or be used as a fake out to bait bursts or mixup. Make sure you check your character's movelist to learn which moves can be FRC'ed, it's important to understand when and where FRCs can be used, they can dramatically improve your gameplay.

To find the FRC point of a move, you can go into Practice mode and turn on the Display Input. The display bar will flash white where the FRC point is, and fade to blue for a bit afterwards. These points are very small, yes, so keep practicing. Template:Navbar-GG