Hurricane Rev Posted July 6, 2009 Posted July 6, 2009 Edit: Does anyone have some tips against v-13? Well, When I'm facing a nu, I use my drive so I can avoid her projectiles. Also, you can duck some of Nu's projectiles (Including Nu's 2 supers). I hope this helps a little.
naikou Posted July 6, 2009 Posted July 6, 2009 Well, When I'm facing a nu, I use my drive so I can avoid her projectiles. Also, you can duck some of Nu's projectiles (Including Nu's 2 supers). I hope this helps a little. Same here. Use your drive to get in her face and then combo for massive damage. j.2d is really useful - you'll sail right over a lot of her projectiles.
Renz Posted July 7, 2009 Posted July 7, 2009 Well, V-13 has a slight learning curve which is very apparent to me. A V-13 who has his combos even somewhat down seems to tear me a part no matter what range, it's really just a battle of who gets initiative and v-13 is really good at getting the first hit. Edit: Of course, the scrubby ones with cookie-cutter ground combos aren't really the ones I'm worrying about.
2dfighter Posted July 7, 2009 Posted July 7, 2009 Hi. I'v been having issues with jin as well. It seems the only way i can beat decent/good jins is to basically turtle the whole match and counter attack into combos when ever he uses a move with long recovery (any special move pretty much). While this strategy works, it's really not my style. I'm looking for advice on a more offensive way to beat jin. As it stands now, whenever i go on the offense, i end up attacking invulnarability frames. Then i'm knocked across the screen by rehhyou or fubuki slashes. My most used combos are variations of the drive loop because they are the most reliable for me. I usually get between 1800 and 2500 damage from these combos. Starting with 3a>3c is the variation that connects most often. I try to avoid aiming drive attacks directly at jin (unless its mid combo) because they are usually countered by a slash. So for my offensive game vs jin, what am i missing? Should i lay off the drive loops and try to master bigger combos? Is my aproach wrong? (usually i jump towards jin while air blocking or crawl). Any tips on a good mixup game?
viewtiful Posted July 8, 2009 Posted July 8, 2009 Edit: Oh and can 6a be used as anti air and start up a drive combo? IMO 6A sucks as an AA. Generally, people are jump in with an attack that has a huge hitbox or some kind of invulnerability, and that often beat out 6a whenever I tried. So just use it in a combo. I think it's better to meet your opponent in the air with j.C and try to get a CH (into a drive loop or 6C). I wonder if 22C is a good aa, I never see anyone use it. Hi. I'v been having issues with jin as well. It seems the only way i can beat decent/good jins is to basically turtle the whole match and counter attack into combos when ever he uses a move with long recovery (any special move pretty much). While this strategy works, it's really not my style. I'm looking for advice on a more offensive way to beat jin. As it stands now, whenever i go on the offense, i end up attacking invulnarability frames. Then i'm knocked across the screen by rehhyou or fubuki slashes. My most used combos are variations of the drive loop because they are the most reliable for me. I usually get between 1800 and 2500 damage from these combos. Starting with 3a>3c is the variation that connects most often. I try to avoid aiming drive attacks directly at jin (unless its mid combo) because they are usually countered by a slash. So for my offensive game vs jin, what am i missing? Should i lay off the drive loops and try to master bigger combos? Is my aproach wrong? (usually i jump towards jin while air blocking or crawl). Any tips on a good mixup game? Nothing wrong with having to adjust your style depending on the character you play if that gets you consistent results. Sometimes being patient is rewarding (ever play SF4? lol). Now I think that you can punish some of his stuff with 5B (or 2B, since that ducks much of his stuff), which will give your combo a higher damage cap than if you had started with 2A (which scales like a bitch but is easy to confirm). Anyway, just remember that any combo/string that ends with 236A can be cancelled with a drive so you can use that for mixup
2dfighter Posted July 9, 2009 Posted July 9, 2009 ty man. after taking your advice (starting combos with 5b and using drives after 236a) i been able to add a lot more damage and improve my mixup game. one of my favorite new mixups is 5b-2a-236aaaa-d(cancle with b)-3c-d-c-6d-c-9a-c236bbbb. even if everything up to the 236a is blocked, my combo usually lands after i drive cancle through em. i'v been working on different variations of this mixup online with good success. 5b-2a-3c(2hits)-d(cancle b)-c-236aa-d(cancle b) is another i'v had success with. i'm still playing mostly defensive against jins, but its much less tedious now that i'm doing more damage durring each opening. unfortunately, i still haven't found anyway to deal with rehhyou/fubuki other than to bait with D(cancle a) or just jump in while blocking.
2dfighter Posted July 9, 2009 Posted July 9, 2009 sorry for the double post. i forgot to mention i saw the 5b-2a-3c(2 hits)-d(cancle b)-c-236aa-d(cancle b) mixup on one of the videos on the video thread. i'v been using it since then.
AsterLudkweiz Posted July 9, 2009 Posted July 9, 2009 Any tips against Tager? Yeah I'm having the same problem. I'm still n00b but it seems that scrub tagers have a huge advantage. I'm just having trouble getting in close and keeping up pressure without getting eaten by sledgehammer and magnatech wheel spam. Sorry if this seems like a scrub thing to say. I just need some advice. Everyone's gotta start somewhere amirite?
penguin Posted July 9, 2009 Posted July 9, 2009 Yeah I'm having the same problem. I'm still n00b but it seems that scrub tagers have a huge advantage. I'm just having trouble getting in close and keeping up pressure without getting eaten by sledgehammer and magnatech wheel spam. Sorry if this seems like a scrub thing to say. I just need some advice. Everyone's gotta start somewhere amirite? Tager is slow enough that it's easy to hit and run. Use your triple jump to your advantage to bait out some whiffs and then move in. Tager's shouldn't be much of a problem at all unless you give them unnecessary opportunities. He is huge enough that you can approach high with a j.C and low with the usual 2A spam. If you can dodge behind him while he whiffs it's easy to go into a throw and you probably already know how big the combos starting from 4B+C can be. Plenty of options.
MacArthur Blunts Posted July 9, 2009 Posted July 9, 2009 Jin: Crouchwalk is good... Goes under icecar, 5C, other ice thing, sometimes scarf if he does it too high... 5B his forward kick looking thing for combo, don't try to beat scarf in this air it's really good. get out of ice... Other than that just watch for his overhead and break throws. Neutral situations should be you actively baiting shoryu and dicking around just outside of his 5C range so he's gotta throw riskier stuff.. anyD~C (bait shoryu) CH 2D~B taunt combo 2D~B falling j.C dash 5B->6A(1)->taunt combo for shoryu bait... you can IB icecar followup and get 5B into taunt combo, IBing the other ice thing doesn't put you at that bad of a disadvantage so 2A is pretty good or 2D to get out...
ShakunohaChaos Posted July 9, 2009 Author Posted July 9, 2009 Any tips against Tager? Just play hit and run and when you have the chance go for a big combo, if you stay close to tager for to long he will try to throw you so just keep moving at at all times
MumMum Posted July 9, 2009 Posted July 9, 2009 One small, maybe big thing about Tager is watch out on awake up. Anytime you get him on the ground he might try to back dash & 360 you or just 720 when he gets up. I would never try to attack Tager from the air when he down. Stay on the ground anytime you knock Tager down. Remember that you can do any combo[?] on him, so mix it up & make him have to guess what you are going to do next. For what I can see Berserker Barrage beats Tech Wheel. Anytime tech wheel about to come out, Berserker Barrage that if you think you are fast to pull it out. [i've only done this two times, so maybe I've just been lucky.]
RinHara5aki Posted July 9, 2009 Posted July 9, 2009 Any tips against Tager? Yeah, usually huge advantage against Tager. If you 6D~B around him, you're uuussually sure to get an attack in since most of his attacks are long start up and ends. The only other advice I can give you is WATCH FOR HIS SPARK BOLT METER. It'll completely throw you off if he hits you, because its an extremely fast, and it covers across the stage. As long as you see he has a full meter, you can be a little more careful with it.
MumMum Posted July 9, 2009 Posted July 9, 2009 Yeah, usually huge advantage against Tager. If you 6D~B around him, you're uuussually sure to get an attack in since most of his attacks are long start up and ends. The only other advice I can give you is WATCH FOR HIS SPARK BOLT METER. It'll completely throw you off if he hits you, because its an extremely fast, and it covers across the stage. As long as you see he has a full meter, you can be a little more careful with it. Pretty much play a little def when you see his spark meter max. You can duck that!
tallwhiteninja Posted July 9, 2009 Posted July 9, 2009 I'll admit my Tao's still a work in progress, but even computer Arakunes are handing my butt to me on a silver platter; I have no clue how to approach taking him on without it ending in a painful loss.
Koozebanian Fazoob Posted July 9, 2009 Posted July 9, 2009 Be careful doing 6D~B because if Tager is on the ball he can 360A that. Just don't be predictable with it and you shouldn't have much issue. Really if you just stay in your optimal poke range he's going to have a hell of a time doing much of anything to you.
Final_Round Posted July 11, 2009 Posted July 11, 2009 yeah welll is you every played sf2t then you have to play a vega vs gief match in the tager vs taokaka match.... poke poke poke and never get to close or be to far away... her 5c beat's almost everything he does .... also her j.C6 and her j.b5 if your in too close and want to get out..1c is guaranteed three hit's and a drive loop but beware because that's spd range.. most of this match is poke poke poke... in and out .never stay in one position too long or let him out of the corner
Aya_Fentara Posted July 11, 2009 Posted July 11, 2009 I envy you guys. I was thinking about Tao as a second, too. It's a shame not all the boards are accepting of discussion of this.
Final_Round Posted July 11, 2009 Posted July 11, 2009 I envy you guys. I was thinking about Tao as a second, too. It's a shame not all the boards are accepting of discussion of this. man we are that's what seperate a community tao players from a bunch of tao players... from the way i see it, we are here to help each other that's what a community is
CrispyTacoz Posted July 12, 2009 Posted July 12, 2009 I really don't think that Arakune has THAT much of an advantage against Tao.
TaoFTW Posted July 12, 2009 Posted July 12, 2009 I really don't think that Arakune has THAT much of an advantage against Tao. Only when he curses you is when the difficulty happens.
Timy Posted July 12, 2009 Posted July 12, 2009 Okay - we can pretty much agree that Tao v Arakune is a bad match. What I see a lot of Arakune's do online is: Just fly around and do mixup with the dive into the ground, which doesn't seem punishable (though it does force them back onto the ground if you block it and guess which way they teleport... whoop de do!) Set up a perimeter (because I can't keep in this guy's face with his teleports...) with the bell, the cloud and just spam the worm spit. They just sit there and wait for me to get cursed. Then when I try to get in... I inevitably get cursed. And when I get cursed, there's just too much going on-screen and Arakune's difficult to catch when there aren't bugs flying everywhere. Anyone have any tips, had any success with hunting down Arakune's? My only success has been in the fact that Arakune's nearly always jump backwards at the start of the round, so I often run up and air grab at the start and they eat it =P The floatiness is generally annoying... I guess I should be trying to learn to do drive pressure in the air? That's the only thing I can think of, since, in my experience, Arakune's generally don't spend much time on the ground...
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