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RushDownScrub

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  1. Also, on a side note for a ompletely different topic, is there anything I should beware a Tager player doing on wake up besides 360, 720, or tech wheel. Suddenly my friend is scrubby and can't get any of his moves off, while I feel sorry for him I can't really pity him since he used to brag so much about defeating me. Now that the tables have turned he's reverting to Nu, whom I now crush without as much thought. The main point is should Jin try to rush Tager, or keep a good distance and watch for spark bolt?
  2. I figure we can be more creative if we don't look at the knowledge of the enemy, makes for more interesting matches if you don't know conventional methods of escaping. The problem is that I'm either teching and being sucked into even when I'm not magnetized, or I'm not teching and simply falling into it. Serioualy, I'm a scrub when it comes to this stuff so gimme a break. Granted, thanks to all the advice you guys give I can now kill Tager most of the time without much effort, I just want better ways to get out. I also have a big problem using jump canel moves for some reason, and I am no good at super jumping putting me at immediate disadvantage against online players. =( And wouldn't the 5B start combo be useless if you are blocking. Most Tager's I've seen turtle for the TB and ET for when the string ends, and I'm terrible at getting good combos off. (Too lazy to practice.)
  3. Could you 6A her assault through? Most annoying move in her arsenal and I have a really hard time since Jin doesn't have command grab like Bang for her to rush in to. I usually end up wasting heat on DP since I almost guarantee a hit with it with reaction. As for throwing her most Noel's are looking for that since they can go for a low, or immediately into Drive after recovery from break and take another chunk of health for free unless she forgets what to do in which case feel free to combo her to death in response. From what I can tell aerial ice sword is a good way to keep her on the ground, and is a good answer to her rushing since she has to jump it or block it.
  4. Common sense, but keep a really close eye on Haku's meter. The moment you think stars are vanishing, and he happens to be close, throw out a DP. Since all Haku's special can cancel into each other he is really dangerous up close, especially after infinity. ou beat him at range and in the air, and somehow you can beat Snow Storm with a DP, don't know how but I have done it... somehow.
  5. I plan on testing this out, but does anyone know if you can TK Ice Car? I looked around, may have missed, but didn't see it in combo list or general discussion.
  6. Well than maybe I just suck, but it always seems that I can't get proper punish when I blocked it. Also, like I said he no longer plays Jin since I picked him up, reverting to Tager and Nu whom I can now crush thanks to all of you guys' advice.
  7. All right, figured out the problem. Barrier blocking is a bit of a habit, so I keep getting pushed out of range, granted my friend no longer plays Jin since I picked him up and went DP crazy. I thought if Jin did C. I.C then he could go into his rapid his C move after landing.
  8. All right, you do speak the truth in the fact that BK is a monster reversal and a bitch of an offensive pressure distortion. My problem is that every Haku I fights simply throws out Snow Storm while I'm coming in swinging with my kickass ranged jump swing and then eat half my health along with the rest of BK drain because he is now on the other side of the screen and throwing specials since his meter NEVER STOPS! -.- Granted I'm not that experienced, and I usually go for a throw since TKGH is a good and fun way to make people really mad at you. =)
  9. I've looked every where but the Tager forum, and may have missed it, but can someone PLEASE tell me htf I'm supposed to avoid an AC without teching? I've done variation after variation, but AC can be delayed, buffered, and timed so awkwardly that so long as I'm in the air I'm in it.
  10. Well, then maybe my reaction is slow, and I don't button mash, but every time I try to retaliate one of two things happens. 1) He blocks immediately, and I asdjust my attack to either a low or high depending on how he's positioned. 2) He swings back and Ch me somehow, no RC, nothing, just pure damage, and w/o a DP mind you. Granted we think it might be the controllers, since sometimes the character simply walk in the last direction pressed for a few seconds.
  11. Blocking IC is never and option, specially his C version since they can come out mashing, plus he has wicked dp, and he stays on the ground, unlike ragna. And recovery is only terrible if the do it in the air, if you block he can touch ground and block if you aren't fast enough. Always beware a smart Jin with 25 heat.
  12. Think about how little we use HF against characters. Of course you never use it when cursed, let him come to you and then beat him to death. HF is good when used opportunistically, such as when he throws a cloud and decides to teleport, if you wait just a second you can throw it, if he teleports away and then back to you, follow-up will catch him. Its also good to RC it or to NOT do follow up on block, as hundreds of people have stated. You're not really looking for invinc against Ara, you're looking for shutdown.
  13. This match up is wrong. One end is a blob, the other a ninja. One has bugs, the other has nails, one can fly, the other can, move really, really fast. Is there any guaranteed way to knock ara out of the air? Or should I just wait until I have to block low and punish when he whiffs? Weird thing, 2C has actually beaten out daifunka several times for me, don't know why and don't care, but t gets real ugly after knockdown.
  14. How long is autoguard on daifunka? I've looked around and might have missed it, but my friend used a full power judgement on me, the big slash that crosses the screen, and it knocked me out of daifunka. He didn't win, but that was gonna be the game winning blow and somehow I haven't been able to block it since....
  15. Fun instance of a glitch: If you go into FRKZ and throw daifunka just before Tager's tech wheel, his invinc frames will go off, there will be a one hit clash, and then you can dash away. This has only happened twice, but it looks ridiculous if done right, plus you can REALLY punish afterwards. Sure fifty heat is wasted, but the fact that you can out run something after a clash hit is awesome. You will porbably get a negative penalty for it though... =(
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