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Posted

I wonder if something like 22D~5A would work as an option select on Gadget Finger mixup.

Like, doing GF again to catch backdashes and jumpouts, but it won't work if they don't jump, right. So then the 5A would come out and hit them instead. That could be useful against Arakune and Lambda and such, since you have to deal with their backdashes.

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Posted
I wonder if something like 22D~5A would work as an option select on Gadget Finger mixup.

Like, doing GF again to catch backdashes and jumpouts, but it won't work if they don't jump, right. So then the 5A would come out and hit them instead. That could be useful against Arakune and Lambda and such, since you have to deal with their backdashes.

Wouldn't you just get a 5D if you couldn't GF?

If not, that would certainly be nice. And easy to do. Heck I could autopilot into 5B > 5C > etc and it wouldn't matter if the GF landed.

Posted

Can't you still do GF before they fully recover from your initial GF? So if you tried that, wouldn't another GF always come out unless you delayed it? If you did delay it, I would guess that 2D would come out (I've had 2D come out way too much when I have tried to GF).

Posted

Oh I get what you mean. I misunderstood the ~ part.

Still I'm afraid a 5D or 2D would come out, even with the advanced input. Even if you can't do GF I have to imagine it'd still remember that you pressed D and do a D move.

Posted

I think the second GF would only come out if they try to jump or backdash, etc. Otherwise I don't think anything would happen just like if you were just standing around and did 22D (no GF, just a D move).

But I don't think it would give you a D move either if you did it during the first GF since it would be in the middle of Gadget Finger. Gotta try it and see.

Basically, if they jump or backdash, they get Gadget Finger'd again, if they don't then 5A comes out. And you could just keep doing it forever if it works.

Posted

If they stand there doing nothing after you hit them with GF and you do another GF, then they are still sucked in.

And if you try to do a raw 22D, then 2D will definitely come out.

Posted

You mean even if they try to block?

If they just stand there and do nothing it's not really a problem. As in, literally doing nothing.

Raw 22D, I know 2D would come out, I mean that you won't get Gadget Finger unless they are in a state where it is possible to get hit by Gadget Finger. So you don't need to worry about Gadget Finger coming out unless it will snag them. Only question is if 5D or 2D comes out instead when you are in the middle of the first Gadget Finger.

Posted

Damn. I need to test that out. I've never been Gadget Finger'd while trying to block before. Always caught me out of a jump.

Posted

You guys should seriously test it, sounds hella useful.

Posted

Someone who can do double Gadget consistently needs to do it. I'll try anyway when I get home though.

Posted

I remember trying it sometime ago after one of my SSF4 friends tried to make some option selects for Tager (SSF4 dudes love OSs) but I couldn't get any of them to work. I could have been timing it wrong though. I just was always either doing GF or 2D (if it was too late for GF to come out).

Posted

aight. time for serious info

you can input gadget finger after a successful gadget finger and the animation for gadget will come out. whatever they are doing, if you reversal the GF after the first one it will successfully go into startup. and you can hold it for as long as the move lets you do it.

now, if they are jumping while GF is active, it will catch them and go into the usual hit animation. so if by chance you are holding GF and they jump half a second after they get hit. looks funny.

whether they block, backdash, hit a button, reversal or mash, they will get pulled in like usual and Tager gets CH for it if they tried to press a button because GF recovery is now that great on whiff.

its a really big gimmick that usually has a better risk reward against any murakumo unit or arakune since their backdash keep them on the ground and are somewhat long overall, making you able to 360 if they aren't paying attention or 5A if they know they can jump and try to jump out.

thats pretty much it.

Posted

it's only because you have 3 frames in frame advantage on GF and during those three frames the opponent is still considered "down" hence why you can do GF a second time so it's either you do GF during hose 3 frames (reversal being optimal imo) or the game doesn't let you do GF and you either get 2D 5D

I don't think option selects for oki is worth it in BB mainly because of the rolling option making the only really viable

one the 1A>1B then hold to bait a roll, block a reversal attack and hitconfirm easily on oki

that is my opinion though if someone can point me otherwise I'll be happy to learn new stuff

Posted (edited)

Do we need a guide on this? I'm really surprised by how many people did now know how GF worked in GF mix ups, like at all. It doesn't catch all jumps and it interacts weirdly with some backdashes. It technically does not give you a punish on a reversal murakumo backdash, but totally does on Arakune. For some things you have to hold it which makes it super bad on whiff. it normally takes at least like 24 frames to whiff a GF, so it isn't very safe to just throw out there.

If you hit them with the GF because them jumped or something, you cannot do it again because they lost downed state. You may RC it to combo them into another downed state to do it again.

Anyone want to help me with a guide of unusual GF mix up options? I used to have some for most match ups but I'm kinda out of practice what with all the other games I'm playing lately.

Edit: Not all of them are exactly option selects but tager can put people in bad positions. You can very slightly do a late GF if they already have plenty of mag and if they roll you can get a throw and if they neutral tech you get more frame advantage than if you had GF'd them, if they don't tech you just GF. Against jin you can option select his C dp because 5A recovers fast enough to block/backdash as described. Of course there is the throw reject barrier thing. OS's have to be weird because they need to involve whiff or barrier.

Edited by Osuna
Posted

I used to know them by heart from playing Axis practically every day, but then he stopped and pretty much every Tager on XBL died. My brother mains Tager though but he hasn't played in forever either. Although he doesn't even own Extend and does CS1 combos and still manages to win a lot against me. He just knows me too well. why.jpg

How does it give you a punish on Arakune? Since it would just put him back in GF.

Posted

lol Gadget Finger magnetism pushes Tager and his victim towards the corner. I'm mid screen and doing it and they both just slide left across the screen.

Posted
lol Gadget Finger magnetism pushes Tager and his victim towards the corner. I'm mid screen and doing it and they both just slide left across the screen.

lol try it with 6A hold at close range. Tager on backwards rollerblades!

Posted

Aw snap. I can do 2C > 2C > AC > AC whiff > MTW > TB for 6k. Even I can do this. Awesome. :P

Also against GF it pretty much boils down to 5A, 360 or AC against Hakumen. You have to either block / counter or jump.

6A can be good for baiting Hotaru though.

Posted

Also against GF it pretty much boils down to 5A, 360 or AC against Hakumen. You have to either block / counter or jump.

Hey look, Hotaru beats every single one of those options! (not so sure about the 5A, but it sure feels like it, I really hate using GF on Haku-men)

Posted (edited)

5A hits him out of his jump startup. :< Same with jumping. 5A beats everything but counter.

I guess I might as well break down how to deal with Haku and GF:

5A beats everything but counter and blocking.

6A will beat Hotaru if you time it right and jump outs. So will Atomic Collider. I think 2B will even make Hotaru whiff too. Backdash beats Hotaru.

360 beats both blocking and counters but loses to jump. Oh and it beats pokes too.

Edited by mAc Chaos

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