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Posted

Your job in gadget is to escape, Don't be too worried about punishing, just be glad you're gonna reset the fight to neutral.

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Posted

Noel is never happy about being back to neutral.

Because we just have to find our way back in again.

Posted

AXIS said what I wanted to say. I'd rather be in neutral than in gadget oki, maybe it's just me.

5C beats backdash. Like I said, backdash doesn't beat everything, it beats two things. There is no catch-all option against oki, otherwise what would be the point of offense?

Posted
AXIS said what I wanted to say. I'd rather be in neutral than in gadget oki, maybe it's just me.

5C beats backdash. Like I said, backdash doesn't beat everything, it beats two things. There is no catch-all option against oki, otherwise what would be the point of offense?

Tell that to Axis he's the one always saying "Gadget Finger isn't really oki".

I think he's just so used to being DP'd that he forgets what Oki really is.

Posted

Gadget isn't real oki, I rather have knockdown with mag than gadget finger.

I only use it for magnetism.

  • 2 weeks later...
Posted

Well, GF is +3, but if you have a normal knockdown you have a lot more time to set up some move. On the other hand, GF basically forces them to neutral tech. What's the difference other than that? I used to have an idea but it's been so long.

Posted (edited)

If you're trying to jump away from command grabs on wakeup, remember that you cant not jump if you're barrier blocking IIRC. That might help.

The only character i know I feel safe with backdashing out of Tager's face is Mu-12, and by derivative probably Lambda but i dont use her. And even with Mu's godly backdash, it's still risky if he knows you're gonna do it and goes for the sledge. I say you should only Backdash out of tager's face if you know he's using a move you can backdash away from. Which is like, what? 5a and 5B? Anything else gets you a tasty reset.

Noel doesn't have many scary ways of making tager second-guess what he's going to do to you without meter. My advice is to pay attention to what he tries to get away with and react accordingly. Getting baited is never fun though.

If he keeps catching you with 5C on gf, then you can take a faith leap and jab him out of it i think. but too much of that and you'll be eating 3/5k on wakeup, soooo

I believe 4D will hit him out of anything other than a command grab...maybe. If he does a low attack it'll definitely hit you though, since 4D will be hit by any low attack.

Edited by Remius
  • 2 weeks later...
Posted (edited)
I believe 4D will hit him out of anything other than a command grab...maybe. If he does a low attack it'll definitely hit you though, since 4D will be hit by any low attack.

All of his command throws will beat her 4D clean. It doesn't grant her any invulnerability to throws, and her moving back during 4D does nothing against the pull of magnetism. Also, Tagers are very unlikely to go for low attacks such as 5B, 2B, and 3C after Gadget. 5B and 2B doesn't reward Tager a lot. In fact, it gives him about the same as doing 5A, except 5A doesn't lose to Noel's 2D like his 5B and 2B would. 3C is more rewarding but it is slow as hell. It can get beat by a quick jab and 2D.

For options with meter, Noel can try Fenrir. It will be anything except MTW, a well timed A Buster, and block of course.

Edited by Tae Seong Kim
Posted

So quick notes:

A) This is a tricky matchup basically because good Noels can rushdown and never stop rushing down. Tager stops that completely: not only will a good Tager basically setting up their command grabs before you arrive (causing inescapable throw counters), or setting up whatever it is he has that consistently beats Noels 2C and 3C-approaches (Although you can surprise some Tagers with how far 3C actually goes). That's basically my summary of it.

B) I've had some relative success online experimenting with countering close Tagers with 214A's into Mission #5 style combos (OTG with 2B instead of 22B or 22C or 22BC), and countering turtles with 236B/C. Opinions on this?

Posted
So quick notes:

A) This is a tricky matchup basically because good Noels can rushdown and never stop rushing down. Tager stops that completely: not only will a good Tager basically setting up their command grabs before you arrive (causing inescapable throw counters), or setting up whatever it is he has that consistently beats Noels 2C and 3C-approaches (Although you can surprise some Tagers with how far 3C actually goes). That's basically my summary of it.

B) I've had some relative success online experimenting with countering close Tagers with 214A's into Mission #5 style combos (OTG with 2B instead of 22B or 22C or 22BC), and countering turtles with 236B/C. Opinions on this?

Online it may be fine, but Tager's can reaction Sledge Optic Barrels, so use them sparringly. Also, whenever you get the chance to after 214A, go into the Tager specific haida since that nets an incredible amount of damage and heat gain for you. If you don't know the haida, then just do the standard BnB combo. You'll need to be patient in this matchup, play hit and run if you have to, and make sure you can adjust to what the Tager is doing.

Posted
Online it may be fine, but Tager's can reaction Sledge Optic Barrels, so use them sparringly. Also, whenever you get the chance to after 214A, go into the Tager specific haida since that nets an incredible amount of damage and heat gain for you. If you don't know the haida, then just do the standard BnB combo. You'll need to be patient in this matchup, play hit and run if you have to, and make sure you can adjust to what the Tager is doing.

Is this an appropriate place to ask about the Haida Loop? Where can I find some more info on it on Dustloop?

Posted
You're welcome. :3

The computer I'm on at this moment can't do youtube video, what does the term "Haida" refer to specifically?

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