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Posted
2.Gadget Finger RC, Collider (whiff)

Notes: The infamous “Gadget Flinger” setup. Allows you to crossup ambiguously if you fling your opponent high enough. I didn’t post a “catch move” here since this setup offers a lot of possibilities. 2B and 360B are some of the more standard and reliable options. Timing on the Collider is pretty strict so practice up. Only character it won't work on is Tager because of his gigantic hitbox.

Video link: http://www.youtube.com/watch?v=QP7DvaeiTQ8&playnext=1&videos=DUYm9h4TNl0#t=7m08s

The second half of this video goes into great detail about what can and can't be done off of this particular trap including what can go wrong against certain characters (lol @ Hakumen): http://www.youtube.com/watch?v=zpvrafHIyhw

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Posted

here's one that i use everytime i can because i never see it...

(any air tech) : Magna-tech Wheel > Tera Break > 2B > 5B (tech goes here) > AC

note : works with or without magnetism, although it's a bit harder without the mag. you need to delay the collider just a little bit for it to catch, because if you do it at the first possible moment and your opponent tech it'll whiff. also you need to hit with tera break so the bounce on the wall makes the other guy land at your feet and not flying everywhere.

i find it so powerful because you could say, just use tera break when it'll kill, but everybody thinks this way, and it happens to me all the time : i'm in a combo and i just don't know if the tera break will kill, so i'm like ok go, he survives the hit and he's at 2hp, he thinks he will tech and try a comeback but wait tech trap that ends the match.

also the dumbest of tech trap that will work once in a match:

need magnetism

(ground roll tech only) (anything that ends in AC with mag) > AC (whiff) > 8 (empty jump) > 720

note : stupid as you can go but surprisingly, people tend to roll away when you pull them with AC and get hit the most ovious trap

also, if you trap them, the second time they'll surely neutral tech and try a DP or a jump so you can fake your tech trap and AC or bait a DP

obvious, but a once in a match opportunity

Posted

here's my random gimmick for the sake of fighting mashy

360b>2b>collider(whiff)>360/720

must be magnetized though. it beats a generic 5a and works generally on quick air techs. If they don't tech, they'll eat a bluebeat collider and collider combos ensue. Not sure about forward or reverse air rolls yet though.

  • 3 weeks later...
Posted

Found this one out recently.

Need teh magnetz (Preferably 5D).

BSledge > 2B > 2C > AC > AC whiff > 6C > Jump cancel > j.2C > If opponent neutral techs: 720; If opponent backward techs: 6A > 2C > AC > AC whiff > 6C > Jump cancel > j.2C > 2B > 2C > AC > BSledge to Gadgetoh Fingah!! Does around 3880 dmg or something on Ragna lol.

As for forward techs, I didn't try that out but will do so tomorrow cause I gotta get some sleep for my second day at UofT babi.

Posted

I found out a nice one, works really well for neutral tech in the air, but will catch back and forward tech in the air. its throw > Bsledge > 5c > 6a > AC > spark bolt > 5c > 6a > AC (whiff) > 360/720

The great part about this is that they tech right where your atomic collider actually is and just get pulled down a short distance to you. And if they decide not to tech, or fail to you get a blue beat combo you can setup into gadget shenanigans. Only problem is back and forward tech, people can mash out of the setup from those, but neutral tech is screwed no matter what, you can't even hold up to avoid it.

Posted
I found out a nice one, works really well for neutral tech in the air, but will catch back and forward tech in the air. its throw > Bsledge > 5c > 6a > AC > spark bolt > 5c > 6a > AC (whiff) > 360/720

The great part about this is that they tech right where your atomic collider actually is and just get pulled down a short distance to you. And if they decide not to tech, or fail to you get a blue beat combo you can setup into gadget shenanigans. Only problem is back and forward tech, people can mash out of the setup from those, but neutral tech is screwed no matter what, you can't even hold up to avoid it.

That bit sounds interesting. Can someone else confirm this?

Posted

Air tech -> recover airborne -> has jump landing recovery, so yes they can't hold up to jump out. They can doublejump, but most people aren't good enough to get it.

Neutral tech -> has no landing recovery, which is why if you do a 720 early they can land after the superflash and jump out.

Posted
Air tech -> recover airborne -> has jump landing recovery, so yes they can't hold up to jump out. They can doublejump, but most people aren't good enough to get it.

Neutral tech -> has no landing recovery, which is why if you do a 720 early they can land after the superflash and jump out.

That explains it. Thanks.

  • 1 month later...
Posted

I'm having a hard time figuring out when I can GF after MTW, I've only ever pulled off the MTW GF 360 trap once and the timing was by fluke.

Assuming no lag, what visual clue is there to tell me when tager can take action again?

Posted

um there was timing to it?

just get a feel for MTW's recovery, thats the only advice I can give.

now if your asking for gadget whiff recovery then you just let go of D while buffering 360 but hit the A a after gadget recovers...recovery isn't that bad.

  • 3 weeks later...
Posted

I have one I personally love, I've never seen anyone else use it or even comment on it.

Whenever you land an AC, 6C>AC>6C>4D, looks like you messed up a combo, and 95% of the time the person will Air-tech to punish, you can immediately AC and it will catch them and put them back in to whatever mix-up you want. Meter isn't needed unless you want to MTW them in the corner after the reset AC.

Exceptions:

1.Arakune falls too fast for AC to pick up from the tech.

2.Tager will ALWAYS be caught by the 4D.

3.Hakumen gets hit by 4D is magnetism is on.

4.Makoto and Tao can't be hit by the second 6C, so you need to do it after the first.

5.Rachel can use Silpheed to get away from the AC if they realize it's a trap before your AC.

6.Noel is tough to catch on tech because of her size, if she's magnetized, you need to hold the AC, if not then you will probably never catch her. (Haven't been able to test on her much, don't have any Noel friends.

Works perfectly on Ragna, Jin (Move forward for second 6C), Lambda (Easiest to do this on), Mu, and Litchi (Very easy to do it on Litchi assuming you can get the set up.)

This generally works on neutral air if they aren't magnetized, if they are, it works on any tech. I've never seen it used, or mentioned. The set up is a little hard to spot, especially if you set it up with only one 6C. Even if it is spotted, you have to try hard to make sure you don't tech, it's a natural reaction to tech out and get away if it looks like Tager messed up.

The AC combo will do around 2.8k, then the reset will do a minimum of about 2-3k if you follow the AC up.

Posted

You can also do a far 6C xx GF whiff, which will get you the same effect but not have them be hit in the air...

  • 3 weeks later...
Posted

Anyways Tae Song Kim made this awesome video going into detail about collider whiff.

I had to ask him for the link because I couldn't find it here.

Also good because people have been asking me how to do it and I just can't put it into words.

http://www.youtube.com/watch?v=zpvrafHIyhw

Posted

I think it's worth mentioning that in

Any 6 hit+ combo, Gadget Finger RC, delayed 6A>2C

the 2C can be substituted for a 360B. Especially if you do a full length optimal combo like

2B > 2C > AC > AC whiff > 6C > j.2C > 2B > 2C > AC > Bgadget

then the hitstun of 6A will be scaled back so much that you can throw incredibly quickly without it going pink. Since it's a lot faster than you normally can throw after a 6A opponents (well at least, my opponents) will tend to block, especially since you're still in the 6A animation. And also, if they're aware of the setup and know to delay their dp/reversal super or w/e....6A can be jump cancelled. Good times.

Posted (edited)
I think it's worth mentioning that in

Any 6 hit+ combo, Gadget Finger RC, delayed 6A>2C

the 2C can be substituted for a 360B. Especially if you do a full length optimal combo like

2B > 2C > AC > AC whiff > 6C > j.2C > 2B > 2C > AC > Bgadget

then the hitstun of 6A will be scaled back so much that you can throw incredibly quickly without it going pink. Since it's a lot faster than you normally can throw after a 6A opponents (well at least, my opponents) will tend to block, especially since you're still in the 6A animation. And also, if they're aware of the setup and know to delay their dp/reversal super or w/e....6A can be jump cancelled. Good times.

Here's a fun tidbit if you do any 6+ hit combo and goes into Gadget RC>poke the next hit auto resets which is great, especially if you decide to use 2B>2C which I found to be just as good and harder to punish than 6A>2C.

I found out about this a while back

Edited by A.X.I.S.
Posted

I find that I keep throwing out the AC too late whenever I try to Gadget Flinger. Should there be a special way of hitting the buttons or do I just have to input the 623 motion really fast after I rapid?

Posted

Um its hard to explain.

I managed to do it by doing the collider as their legs are about to go past tagers man belt.

Posted

Yeah, it's weird because you can actually RC at different times during the gadget animation. For timing's sake I tend to RC when he brings his arms back for the pose, then do a slightly slower than as-fast-as-possible collider. >.>

Posted

It's like Pot Buster FRC. If you do it on the last frame 2S won't connect.

If you RC too late AC comes out and they punish you for it because you failed.

I just RC as the snap sound happens and hold collider a bit.

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