Post by Who? on Sept 9, 2010 18:01:59 GMT -5
ESCAPING
Escaping is a huge part of DF (obviously). Escaping effectively can actually help you gain an advantage over your opponent. The faster you can escape, the faster your cycle will go. Remember, trapping takes longer than escaping. So if your quick, you can get infront of your opponent and trap them. This can potentially confuse them and maybe even lead to a kill.
*Notice that the triple above is actually 5 turns. You have to add either two single binds after the trip, or a VERY precise double. This is to avoid dying.*
*Big thanks to Mew for helping me with this. *
Contents:
Intro
Rules
Trapping
Escaping
iNoob's Tips To Becoming A Pro
BONUS: nyx's Intro To DF
Escaping is a huge part of DF (obviously). Escaping effectively can actually help you gain an advantage over your opponent. The faster you can escape, the faster your cycle will go. Remember, trapping takes longer than escaping. So if your quick, you can get infront of your opponent and trap them. This can potentially confuse them and maybe even lead to a kill.
- LEARN TO READ THE TRAPS AHEAD: Being able to see what your opponent is doing is vital in DF. You don't want to fly into a trap blind. Try your best to see the traps your opponent is setting before you. With time you will not only be able to easily see the way out, but you will also be able to tell what traps are being set just by your opponents movement.
- THE "REAL PATH": When escaping an opponents traps, you want to hug the wall your being trapped against. This will always lead you to freedom and is in fact the "Real Path". This can be done by either very, very precise single binding (not recommended) , double binding (recommended) or tripple binding when you come to traps. Effective triple binding will come as your skill set grows. Heres an example of the "Real Path":
- RUBBER CONTROL: When you are escaping you want to watch your rubber. If your rubber is almost gone, and you fly into a trap, you may die regardless of weather or not you pressed the right keys. You should always approach a trap with an appropriate amount of caution. Use straight-a-ways to bring your rubber down by double binding back and forth against the wall that your being trapped against.
- TAKE ADVANTAGE: Take advantage of your opponents mistakes. If they set a trap that hangs over a lip, use it. If the trap isn't flush with the turn, you can easily escape. Do this by either hitting the part that is hanging over to avoid the trap, or (if their trap isn't flush the other way) double or triple at the turn to avoid it. Heres an example:
*Notice that the triple above is actually 5 turns. You have to add either two single binds after the trip, or a VERY precise double. This is to avoid dying.*
*Big thanks to Mew for helping me with this. *
Contents:
Intro
Rules
Trapping
Escaping
iNoob's Tips To Becoming A Pro
BONUS: nyx's Intro To DF