Going back to the topic post, here are some observations, mostly old:
Zaarock wrote:Air dashing:
The length of an air dash depends on how high you jump. If you air dash before you reach the apex of your jump you won't automatically rotate towards your target.
Quick Step attacks:
Quickstepping around your opponent in melee range is now much easier to do, but you cant do it without attacking. Just move left or right while doing a melee attack...You can cancel the attack by blocking.
Quickstep turbo attacks can also be performed from a guard (see advanced techniques)
Watari Dashing:
Watari dashing is much slower than in VOOT...has strange properties in that you can start a forward dash attack even though your VR is still turning to face forward...boomerang attack...
Jump melee:
- causes bigger blockstun
Rapid Dash Cancelling
Doing extremely small dashes while holding the movement direction can be an efficient and safe way to move around, since you can jump out of the recovery and quickly access normal attacks while covering a lot of distance.
The reason air dashing too low prevents rotating to the target is that the auto-rotation while jumping is much slower in Force than in OT. Most VRs have to jump to the apex to guarantee 180 degree rotation. When you jump, your VR first rotates to face the enemy while the camera stays still. After your VR faces the enemy, the camera quickly rotates to catch up. Your VR dashes in a direction relative to where the camera is facing, so if you air dash too early it will be as if you never rotated at all.
Note that in both OT and Force, some VR have quicker auto-rotation during jumps than others. In OT it doesn't really matter as everyone is fast enough. If anything, slower is preferred in OT for better vector angling. And even in the case where the rotation is too slow, in OT there is the option to do the
Instant Low Air Dash Attack. Force has a more limited version of that: if you attack immediately after air dashing, your VR aims where it rotated to prior to the dash, ignoring the camera direction.
In Force, Fei-Yen has the fastest jump auto-rotation, and does not need to reach the apex of the jump. Except Fei-Yen BH, who has the second slowest jump auto-rotation. It is so slow that even a jump cancel does not turn BH a full 180 degrees. (Jump canceling is slow in Force, so most VR can turn 180 degrees). Most other VR like Temjin, Kagekiyo, Angelan, and Guarayakha are average. BH can speed up her jump rotation slightly by inputting turbo rotate. In OT, Fei-Yen Kn has among the slower jump auto-rotation. Jump auto-rotation speed is not necessarily related to other rotation speeds.
When doing quick step turbo attacks, you need to hold down Turbo for a certain length of time to empty the input buffer and prevent a dash from coming out when you release guard. You ideally start holding Turbo before you press guard. VRs do not have the same guard animation length. I tested a few today and think Fei-Yen < Guarayakha < Angelan < Kagekiyo < Temjin from shortest to longest. The guard animation is faster when you use it as a cancel.
Watari dash effectiveness varies with the VR in Force. Fei-Yen BH is one extreme, performing similar to OT, changing dash directions almost instantly. The other Fei-Yens also change directions quicker than average. Most other VRs take time to change dash directions. Heavy VRs change so slowly that it only serves to alter any dash attack. If you need to change directions quickly to dodge something, use dash cancel instead.
Jump melee can be started against airborne enemies that are too high for the yellow CC bar to appear, like in OT. Might be useful for punishing heavy VRs upon landing? Remember that heavy VRs have the shortest of the punishable landing freezes after doing an air attack.
Dash cancel is more prevalent in Force than OT because the alternative (jump cancel) while still good, is slow and vulnerable. I've even seen some players do rapid dash canceling followed by brief manual turning in between. That is especially popular with Fei-Yen BH to avoid her poor jump rotation. However, Fei-Yen BH's jump cancel is still not bad, turning about 150 degrees. It's her jump into air dash that is really limited by the rotation.