Diveman Posted August 16, 2010 Posted August 16, 2010 oh I see...so as long as I do it from a safe distance and use it sparringly outside combos, I shouldnt have much trouble
Mr. Kimura Posted August 16, 2010 Posted August 16, 2010 I have a bad habit of trying to mash Calamity Sword when I feel like I'm in trouble... I should probably stop with that, its not doing me any good. I should use the A Gravity Field more. Also I hate dashers at the start of the match cause usually my instinct is to 5D or 6D but against experienced players it doesn't work for me at the start. Also hate airdash fail and Sledge. Just venting.
St1ckBuG Posted August 16, 2010 Posted August 16, 2010 I have a bad habit of trying to mash Calamity Sword when I feel like I'm in trouble... I should probably stop with that, its not doing me any good. I should use the A Gravity Field more. Also I hate dashers at the start of the match cause usually my instinct is to 5D or 6D but against experienced players it doesn't work for me at the start. Also hate airdash fail and Sledge. Just venting. Goryus mashes super all the time. Look at how good he is. Your best options at the start of a round are airdash back or just sit there an block.
germanturkey Posted August 16, 2010 Posted August 16, 2010 i love mashing out Calamity sword when under pressure. its so satisfying. sometimes i even go out of my way to win with it.
Andru Posted August 16, 2010 Posted August 16, 2010 Depends on my opponent. If they love throwing out meaties then yeah. But there's a lot of people who love to bait that shit too.
Diveman Posted August 16, 2010 Posted August 16, 2010 Depends on my opponent. If they love throwing out meaties then yeah. But there's a lot of people who love to bait that shit too. yeah, sometimes I think lambda really tests your blocking and IB skills, since you can mash gravity seed or calamity sword, but those are baitable and you can get punished really badly.
FoxyAreku Posted August 17, 2010 Posted August 17, 2010 5D is slower, throw>5D does not combo I know this is probably a hundred pages too late, but this does combo. Only a few characters though...but I have hit with 5D after throwing someone when I was goofing around in a game with my friend.
Master Bigode Posted August 17, 2010 Posted August 17, 2010 Yeah, I think this has been known for a while now. The change list on the first post is missing some of the changes too.
FoxyAreku Posted August 17, 2010 Posted August 17, 2010 Would be nice if it could be updated to prevent confusion like mine. XP Sorry about that then~ Didn't feel like reading through all the pages to see if it had been brought up.
Domethieus Posted August 17, 2010 Posted August 17, 2010 TagerPong? Sounds lke fun. Tell us the rules lol. Im assuming try to keep Tager up in the air as long as possible?
Mr. Kimura Posted August 18, 2010 Posted August 18, 2010 The most I've gotten is 3. If you do airthrow to RC etc it doess nice damage (duhhhh). I did it without the airthrow in my first BB casuals Monday night and it felt good. All we have are Tagers, Hakumen, and Hazamas. They mainly play SFIV but whatever. There's one guy who plays Bang/Carl. I'm the only Lambda player. EDIT: Messing around I got to six. I dunno if its worth the damage though... but it sure does seem to bring the salt. Then again any combo is worth the damage if you can do it consistently, damage is damage.
kenja0 Posted August 19, 2010 Posted August 19, 2010 It can also regenerate Heat AND run out the clock very well. 236C x 7 is around 15 seconds.
Master Bigode Posted August 20, 2010 Posted August 20, 2010 This combo is completely worthless for anything other than forcing time outs and bursts. IIRC it doesn't even do over 3k, which is below average for a 236C combo.
tuka Posted August 20, 2010 Posted August 20, 2010 This combo is completely worthless for anything other than lolz ‎‎‎‎‎
kenja0 Posted August 20, 2010 Posted August 20, 2010 This combo is completely worthless for anything other than forcing time outs and bursts. IIRC it doesn't even do over 3k, which is below average for a 236C combo. Playing a character shouldn't be limited to just 5~10 different combos that the Pros memorize and learn to hit with. If I just so happen to 236C out of combo and hit a Tager/Arakune and 'accidentally' 236C after that via this hand seizure called "muscle memory", it would just so happen to be in my best interest for myself and the combo to continue doing these '236C' until proration kicks in.
Master Bigode Posted August 20, 2010 Posted August 20, 2010 Wha... there's no reason to do 3 236Cs or more in a combo, and I don't think you can even do that by accident. After 3 236Cs you will be dealing crappy damage and a lot of your stuff will start to get techable.
zaeris Posted August 20, 2010 Posted August 20, 2010 Playing a character shouldn't be limited to just 5~10 different combos that the Pros memorize and learn to hit with. If I just so happen to 236C out of combo and hit a Tager/Arakune and 'accidentally' 236C after that via this hand seizure called "muscle memory", it would just so happen to be in my best interest for myself and the combo to continue doing these '236C' until proration kicks in. You shouldn't even accidentally hit 236c after 236c that just means bad hit confirm ability and has nothing to do with abare ^^, sub-optimal ccombo are just sub-optimal~ 236c has a same move force poration of 75% the poration already kicks in when you use it more than once.
zeech Posted August 20, 2010 Posted August 20, 2010 When are good times to be using Spike Chaser? And what should I be thinking about doing afterwards?
Master Bigode Posted August 20, 2010 Posted August 20, 2010 You do it when your opponent is a full screen away (how safe this is is character specific of course), after a knockdown, and after your drives/6C are blocked to force them to jump.
ryu-bi Posted August 21, 2010 Posted August 21, 2010 just wonder when u guys do the TK feint in aerial combos, does it happen after J.DD or dJ.2DD?
zaeris Posted August 21, 2010 Posted August 21, 2010 just wonder when u guys do the TK feint in aerial combos, does it happen after J.DD or dJ.2DD? that depends on position, most people should be able to see/focus if your opponent is low or high or far. Both works jdd and j2dd, I find it irking calling it Tk feint since it is A not at the TK height and B there is no feint involve only canceling your attack to connect another jdd/j2dd. When are good times to be using Spike Chaser? And what should I be thinking about doing afterwards? use it when people don't have an answer to 214d or when you dont have an answer at range ^^.
Fireryda Posted August 21, 2010 Posted August 21, 2010 that depends on position, most people should be able to see/focus if your opponent is low or high or far. Both works jdd and j2dd, I find it irking calling it Tk feint since it is A not at the TK height and B there is no feint involve only canceling your attack to connect another jdd/j2dd. Not following what you mean by this.
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