Landing lag: Difference between revisions

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(Adjusted wording to make landing lag usage in 012 clearer in combos.)
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== Applications (Dissidia 012) ==
== Applications (Dissidia 012) ==


Landing lag is one of the methods for catch characters with relatively safe air dodges (e.g. {{012tid}}), but it is also used in solo combos. Namely, attacks with no knockback such as {{012squ}}'s Beat Fang's first hit are dodge cancelled to put the opponent into a landing lag state before following up with another attack.
Landing lag has two main applications: Hitting characters with safer air dodges (e.g. {{012tid}}) and setting up solo combos. With solo combos, attacks with no knockback such as {{012squ}}'s Beat Fang's first hit are dodge cancelled to put the opponent into a landing lag state before following up with another attack.


Example: {{012pri}}'s Raging Fists 4th hit > dodge cancel (Prishe) > landing lag (opponent) > One-Inch Punch (uncharged)
Example: {{012pri}}'s Raging Fists 4th hit > dodge cancel (Prishe) > LL (opponent) > One-Inch Punch (uncharged)

Latest revision as of 05:39, 9 May 2024

Landing lag is when an airborne character reaches ground, they will enter a transitional state during which they are unable to perform any actions that do not involve EX or Assist. It is abbreviated as "LL" in Dissidia 012 combo notations.

In Dissidia 012, the landing lag lasts for 16 frames.

In Dissidia NT, the landing lasts for 20 frames.

Applications (Dissidia 012)

Landing lag has two main applications: Hitting characters with safer air dodges (e.g. Tidus) and setting up solo combos. With solo combos, attacks with no knockback such as Squall's Beat Fang's first hit are dodge cancelled to put the opponent into a landing lag state before following up with another attack.

Example: Prishe's Raging Fists 4th hit > dodge cancel (Prishe) > LL (opponent) > One-Inch Punch (uncharged)