Cryingvoid Posted September 1, 2011 Posted September 1, 2011 SolarMisae Cute stick mod! It's a pity, those plexi's are so fragile. Mine cracked when I was inserting buttons. Doubt they will stand my input assault. In terms of quality - original TE plastics bar is the best. Pity, they don't paint'n'cut plastics.
YukiBlue Posted September 1, 2011 Posted September 1, 2011 Instead of fully custom palettes, I'd like to choose the 3 colors at least. Allowing a full custom selection would suck. Because Y'know. Who wouldn't love fighting a completely Black + Red Mu on Rachels level?
SolarMisae Posted September 1, 2011 Posted September 1, 2011 SolarMisae Cute stick mod! It's a pity, those plexi's are so fragile. Mine cracked when I was inserting buttons. Doubt they will stand my input assault. In terms of quality - original TE plastics bar is the best. Pity, they don't paint'n'cut plastics. Mines is still totally fine. xD I'm not exactly gentle with it either. I've since changed it though~ I love my new layout way more.
C0R Posted September 1, 2011 Posted September 1, 2011 Yo. I hope I don't have to take out Aginor at NCI. That mirror is RPS to the max.
Aile Posted September 2, 2011 Posted September 2, 2011 Dumb question, but is it okay to do arrows of heaven right after setting up a stein? Assuming opponent is halfway across the screen while I set the stein up : o
FlyingVe Posted September 2, 2011 Posted September 2, 2011 It's actually pretty darned good. Use the static ball alot, that move is very good.
SolarMisae Posted September 2, 2011 Posted September 2, 2011 It's amaaaazing. Keeps rushdown characters from just running at you and keeps you covered for a bit if you wanna rush for a change. I abuse that move, but theres no reason not to. xD
YukiBlue Posted September 2, 2011 Posted September 2, 2011 Arrows of heaven really messes up your opponents basic options for a while, giving you time to space them. Or you can be a mad man and try and throw them if you use it as an AA. Anywho, I'm sure there is a situation where you can punish an air tech with Arrows of heaven and green throw them right off it.
Aile Posted September 2, 2011 Posted September 2, 2011 (edited) Thanks guys , tried it out today with a couple of my friends. It worked wonders, it made it somewhat easier for me to set steins up . However, I think I relied on it too much , since a tager player just sledged right through it a couple of times ;w;a I tried baiting the sledge as well, but uh, 5C just won't come out edit: also I kind of have a bad time trying to keep tsubaki at bay. Luckily she was using a stick so she didn't really play as well as she usually does. Otherwise it would probably be...durp |D;; Edited September 2, 2011 by Aile
BloodyRootBeers Posted September 2, 2011 Posted September 2, 2011 habakiri is the way to go against tager
SolarMisae Posted September 2, 2011 Posted September 2, 2011 Lol yeah but he can't Sledge through 2B. xD Dash up 2B while he tries. Go into BnB, thow him away...6D/4D...Habakiri rinse repeat. xD He'll stop sledging carelessly after that and then he pretty much only has Spark to rely on.
Aile Posted September 2, 2011 Posted September 2, 2011 ahhhh, didn't realize 2B works as well |D; I'll try it out later when I get the time. Going to a con today and I probably can't play much since bbph's booth is gonna be busy >w>
YukiBlue Posted September 2, 2011 Posted September 2, 2011 If the Tager uses B sledge anywhere closer than Midscreen 6C that shit all day. If he is really dumb and uses nothing but B sledge bait that shit with 5D / AoH. Also, Use C0R's Universal Godlike Oki setup against everyone. It's made everyone mad salty on my Friends list.
Aile Posted September 2, 2011 Posted September 2, 2011 I don't think I've played with a dumb tager player, at least not anyone from my scene I suppose :T Will keep that in mind. do I 6C him when he ends the move though? the same applies for AOH after 5D The Oki setups you mean are the ones mentioned in another thread? yeah, currently learning them. Hopefully I can implement some of it today
SolarMisae Posted September 2, 2011 Posted September 2, 2011 (edited) Also I kind of have a bad time trying to keep tsubaki at bay. Luckily she was using a stick so she didn't really play as well as she usually does. Otherwise it would probably be...durp |D;; I fight a pretty decent Tsubaki regularly. She's annoying but Habaya, Totsuka, and 5C are pretty darn good against her. She's stupid fast, so empty Habakiri is pretty bad against her, cause she can run past it depending on how close she is to the stein and counter you out of it. Your moves are slower than hers, but you also have better range. If you space yourself correctly you will beat her out every time. Basically, get to know the range of your normals versus hers, and stay at that range. Also know how far from her you have to be to be safe to throw out steins, totsuka, or habaya. If you guess wrong she runs up and hits you for free. tl;dr: Tsu's real fast, stay far from her. Zone with ranged normals and totsuka. edit: Oh, yeah...regarding Tager...don't 6C till he's in recovery after the move cause 6C is a projectile and Sledge goes through it. Edited September 2, 2011 by SolarMisae
bakahyl Posted September 2, 2011 Posted September 2, 2011 Tager's sledge followup also has projectile invincibility. I rather use a safer 2b or 5c against his sledge depending on the range. The only time that i safely can punish tager with 6c is at long range a whiffed super, especially a baited magna tech wheel.
Aile Posted September 2, 2011 Posted September 2, 2011 I was aware 6C was a projectile (the hard way lmfao). which is why I asked if I should do it after he does it. ah, thanks for the tsubaki tips as well : o Whenever I get to play with the tsubaki player again, I'll try to keep it in mind.
YukiBlue Posted September 2, 2011 Posted September 2, 2011 Y'all know what Yuki meant about the 6C. I just prefer to keep in 5C range and no closer. When he inevitably Super Jumps I just dash right under him as long as it's safe to do so. It's not a hard matchup, Because proper, spaced 5C does really fuck all of his shit. I play Netplay, So take everything I say with salt. (Not that all Netplayers are bad) Also, I landed my first 8.5K corner combo today. Nothing feels better than watching the Red pile up when your opponent has no bursts.
SolarMisae Posted September 2, 2011 Posted September 2, 2011 There are Tagers who actually use the followup? xD But yeah it isn't really advisable to 6C sledge unless you know you're at a safe distance. I wouldn't recommend it. I too prefer 2B/5C for punishing it.
FlyingVe Posted September 2, 2011 Posted September 2, 2011 An easy punish for the sledge if your unsure of 6C would just be something like 5C(CH)>6C>habacan>Dash2B>2C>6C>2D>SoD(slight charge)>(small)Dash6D>214d. You get the oki, and Tager has no answers. I use the followup, its a okay trap if you have meter.
YukiBlue Posted September 2, 2011 Posted September 2, 2011 SoD works just as well if he tries sledging out of / near the corner, Too. Anyway, I'd say 3/4 of the way to the corner from Midscreen would be okay. Just gotta have a good dash on you.
Aile Posted September 2, 2011 Posted September 2, 2011 There are Tagers who actually use the followup? xD From my own experience, I believe one tager did the followup after I started spamming lasers late into a match and I happened to be within range for the second hit
bakahyl Posted September 2, 2011 Posted September 2, 2011 Some tagers might use sledge and it's followup to cover more of distance when he notice you being too predictable. Also it's an overhead (sometimes for rapid gimmicks, just like the 2nd hit of magna tech wheel) and on a counterhit , he can get a combo from it in the corner or use 2d when not close to the corner. But it's a horrible move in general, because it's really unsafe on block , while both of his sledges are pretty safe on block
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