The Let's Play Archive

God Hand

by mkob

Part 55: Ground Dodging

Ground Dodging

tl;dr time a Running Slide, Sweep, Reverse Sweep and Drunken Sweep to dodge (most) projectiles

Ground Dodging (aka "limbo dance" dodging as I like to call it), is the ability to avoid enemy offensives by using unorthodox ways to low attack. There are certain techniques in the game that allow Gene's hitbox to move so low, they open up-dodging prospects that were impossible before otherwise.

2 hours in mspaint

The ideal position for a Ground Dodge puts Gene beneath his standing-waist height; of course, this entails that whatever weaving can avoid, Ground Dodging is able to as well. The main benefit of it all comes from removing half the space the model takes standing up. This allows you to formulate new strategies to work beyond the scope of actual dodges. As a result, some patterns become easier to counteract without having to sacrifice position.

The moves which reliably use this property are:
-Running Slide (locked move, while running press X)
-Sweep (locked move, up on right stick+triangle)
-Reverse Sweep
-Drunken Sweep

The middle of the animation for Barrel Roll Kick also puts you in this stage, however this doesn't apply to the startup and recovery animation. No other move despite evading high attacks seems to share this specific characteristic. The problem with trying to perform this is that none of these moves can be dodge cancelled, so you need to know precisely where and when using this approach will help. It may require a bit of testing.

To close up, remember this doesn't make you invincible (against grab attacks for example) so keep position and timing for different moves in mind.