Sixfortyfive wrote:Just to be sure that I'm reading this correctly, the freeze time at the end of a dash attack (not just a dash) can be cut short by doing this?
Yeah, dash attack. You can do freeze canceling at the end of a regular dash, too, if you let the dash end by itself (i.e. you don't press turbo to cancel the dash). I personally never do this, though, and I don't even have the timing down, since I virtually always cancel regular dashes before they would end normally. If you cancel a regular dash before the normal end, you can then walk out of it without freeze time. This is actually an advanced technique in VER.5.66, but I'm still working on perfecting it.
Sixfortyfive wrote:To what extent is it cut, and do you know the specific timing for it?
I don't know the specific amount, but I'd guess about 75%. Note that this estimation is a comparison of the standard (uncancelled) freeze time, and the freeze time between the end of the dash and the
beginning of the freeze cancel attack. This time of the attack should also be considered. VRs have different attacks; some have attacks more suitable for freeze cancels (the best attacks are quick and/or can be canceled themselves). Also, the dash freeze time varies by VR. So, the exact benefit of the dash freeze cancel varies by VR.
As for the timing, it is tough to say exactly. Basically, you do it when the dash ends. However, in online mode, there is input lag, so you have to compensate. After playing online, if I switch to offline mode, my timing will be off for a minute.
Knoxximus wrote:maybe the newbs around here would appreciate a glossary of sorts...so maybe "they" will know what "cLTRW" stands for.
My post actually has a quick summary of the conventions, and includes a link to an actual conventions FAQ by Scott Robinson.