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Posted (edited)

It's just a preference thing.

I only waste my time on it unless I land a good starter.

Edited by A.X.I.S.
mistakes...mistakes.
Posted

J.D whiff Seems a lot harder than it is, so it definitely scares people, but it's worth doing off a surprising number of situations if GF isn't bad to get in the match up. Thanks to 4D whiff building up proration a little higher than before isn't a problem and nets more meter and damage usually.

And no you should not settle for what is easier in fighting games. Difficulty should not be an excuse. If you can't do it come tournament time, don't. But don't avoid learning it and eventually using it. Especially when it's actually pretty easy compares to actually difficult stuff.

Posted
In normal conditions, aka midscreen not close from corner, why do people always do colider whiff? -_-

Please explain me.

Edit : - 5D pull from magnetism lasts longer, we got our 5D back? :o Re magnetism option enhanced :D

5D lasting long probably means there's more pull in the recovery time, meaning if you land it on block, they're drawing even closer, whereupon you have either 2 frames of advantage or special cancels to play with.

Posted
J.D whiff Seems a lot harder than it is, so it definitely scares people, but it's worth doing off a surprising number of situations if GF isn't bad to get in the match up. Thanks to 4D whiff building up proration a little higher than before isn't a problem and nets more meter and damage usually.

And no you should not settle for what is easier in fighting games. Difficulty should not be an excuse. If you can't do it come tournament time, don't. But don't avoid learning it and eventually using it. Especially when it's actually pretty easy compares to actually difficult stuff.

Amen.

Osuna, what do you think of j.D link online? It's just a PAIN IN THE ASS to do...

I practice a lot to have the online timing but it's just so painfull that my eyes just bleed everytime I try...

Offline I'm doing very well but on the psn it's a so different world...

Posted
Amen.

Osuna, what do you think of j.D link online? It's just a PAIN IN THE ASS to do...

I practice a lot to have the online timing but it's just so painfull that my eyes just bleed everytime I try...

Offline I'm doing very well but on the psn it's a so different world...

I do the actual J.D through rhythm. You also need to get a sense for how long it is between inputs rather than visual cues. But online will be online. It shouldn't be impossible.

I haven't played in a while either though. so I don't know how confident I am with it right now, I'll probably practice it tomorrow morning.

Posted

I don't know which is precisely the frame window between j.D and j.2C but it's not more than 4f I think (correct me if I'm wrong).

So online it's not so easy.

I practice a lot on that but I think I'll have to anticipate more to input the j.2C, since there's a little lag between input and detection with netplay.

Tell me your results by pm Osuna please so we don't flood this topic.

Posted
I don't know which is precisely the frame window between j.D and j.2C but it's not more than 4f I think (correct me if I'm wrong).

So online it's not so easy.

I practice a lot on that but I think I'll have to anticipate more to input the j.2C, since there's a little lag between input and detection with netplay.

Tell me your results by pm Osuna please so we don't flood this topic.

Why shouldn't he put it here? I want to know too. Alot of Tager players have this problem online.

Posted
I don't know which is precisely the frame window between j.D and j.2C but it's not more than 4f I think (correct me if I'm wrong).

So online it's not so easy.

I practice a lot on that but I think I'll have to anticipate more to input the j.2C, since there's a little lag between input and detection with netplay.

Tell me your results by pm Osuna please so we don't flood this topic.

According to the frame data it is a 1 frame link, or rather however many buffer frames we get.

It's ok to talk about junk here, it's for general Tager discussion.

Posted

1 frame link? God...

Online I can't even whiff a j.2C after a (whiff) j.D loooool (when trying to practice with friends on netplay timings).

It really piss me off since I loose everytime 200 damage and a lot of tension when I know I can do it offline...

And there isn't any tournament in my area -_-

-_______________-

Posted (edited)

Why can't I do the micro walk combo on anyone but Hazama? It feels like it should work because I actually do the micro walk but 2C always whiffs by half a millimeter. I'm pretty sure I'm doing it right but the combo just doesn't work. I omit the 2C on some characters like I'm supposed to but it still won't combo.

Edited by Zeron_X25
Posted

Usually you don't use the 2C at all. it's just microwalk, 2B > AC. It's a 6 frame walk and you need to move your stick from the 6 to the 2B pretty damn quick. I find it incredibly hard as well.

Posted (edited)

If you find the 360 microwalk combo hard, just try the microwalk > j.C > j.B > ... combo for second colider on non mag char.

Good luck -_-

Oh I forgot, don't forget the microwalk combo has character specific modifications. Have a look a the cs2 combo topic.

But well it seems that in cs extended 3C > AC will be possible.

Edited by Tetra - K
Posted
If you find the 360 microwalk combo hard, just try the microwalk > j.C > j.B > ... combo for second colider on non mag char.

Good luck -_-

Oh I forgot, don't forget the microwalk combo has character specific modifications. Have a look a the cs2 combo topic.

But well it seems that in cs extended 3C > AC will be possible.

Odd, I find those j.B combos easier. A microwalk into a forward jump and advance input j.C is easier than a microwalk to 2B.

Posted
If you find the 360 microwalk combo hard, just try the microwalk > j.C > j.B > ... combo for second colider on non mag char.

Good luck -_-

Oh I forgot, don't forget the microwalk combo has character specific modifications. Have a look a the cs2 combo topic.

But well it seems that in cs extended 3C > AC will be possible.

I hardly have any trouble when it comes to Tager combos. It's just micro walk.

Posted

Which char are you trying to micro walk on? the difficulty depends on the charachter your doing it to. valk, makoto are effortless, lambda, mu, noel, tsubaki are the next easiset and hazama is a little harder. everyone else that you can do it to is either to hard to be worth trying on unless there magnetized. in CSX we will be able to effortlessly do it to the entire cast without microwalk but only if there magged. I think its a decent trade off compared to what we have now. but ill still be very upset if we wont be able to do it non magged anymore midscreen.

Posted

The combo proration seems so bad after a 360 that 2B will be more or less instantly techable. That sucks a bit, but at least if they're magged, you have a tech trap there.

Posted

Double post for the lols.

Forward throw is special cancellable and bounces them less distance. So either we have the CS1 forward throw back, so somewhere in between. My hope is for the latter since what would be really cool would be:

B+C > 236B (Whiff), 5C > 6A > 2C > AC, Ender

Posted

Not sure if you would be able to do that, they say you need to special cancel to hit with the Bsledge. and that implies they still fly away a fair bit, and if you need to special cancel, you probably don't have time to wait for the throw to recover fully before jumping and doing j.2C.

Posted
Not sure if you would be able to do that, they say you need to special cancel to hit with the Bsledge. and that implies they still fly away a fair bit, and if you need to special cancel, you probably don't have time to wait for the throw to recover fully before jumping and doing j.2C.

We might even have to fully charge B-sledge to catch them. i hope fully charged B-sledgehammer goes full screen and non charged B-sledge has a much faster start up. Since forward throw B-sledge would cause deadspike spinning knockback effect, forward throw maybe throws them close enough to the corner on purpose so we can combo off of sledgespike. i hope sledgespike has the same proration as deadspike too :keke:. I like how 6B forces crouch without fatal, so we can combo from it anytime when hitting a standing opponent. And the new 2D is gona make its combos so much easier to do.

Posted
Didn't they say in one of the loctests that lambda was punishing charged Bsledges Anyway?

Charge Bsledge was a troll change so I am not surprised.

If B sledge was 25F and fully charge Bsledge was the current start up as our sledge now, it would be amazing.

Posted
Didn't they say in one of the loctests that lambda was punishing charged Bsledges Anyway?

well, there goes another attempt for buffed mobility. :/

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