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Everything posted by RushDownScrub
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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?
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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.)
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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.
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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.
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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.
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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.
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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.
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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. =)
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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.
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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.
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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.
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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.
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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.
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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....
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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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Buffer a throw break? You can actually pull that off? So if I go in and she blocks my last attack and goes for a throw counter, if I've buffered for the possibility it will break? What if she doesn't go for the throw and instead decides to hit me, can I block, or will I attempt to grab?
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Can you do command grab from block? I've been trying but it never seems to work, granted I usually whack her with the 5C and then drive through with 6D and then 623B. Fun stuff that it is. Dumb question now, but is it at all a good idea to go FRKZ in this match up?
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Srry, my advice was given after I fought a friend. Absolute lolz since he IC every moment, we have way to much fun with that. And I know that he can do all sorts of things, but if you both do your 5D at start it will clash, granted he can throw his out again for another clash, and then again a third time because his recovery is better on block. =( Dumb question, but can you 6A IC? Been wanting to test it out but I always ID and go from there, worst fucking habit to break.
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I wouldn't use BK unless its a desperation move, losing that 300 health and possibly getting a counter on you is way to dangerous in this fight. And yeah, you shouldn't toss it out every time, just when your in the air and you know he's swinging. 6A is good and all, but there's something to be said about sending him into the ground, or bouncing off a wall, makes you feel manly.
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From what I've seen, I.C is good reaction to counters, and j.B beats his j.2C. This match is really just lolz all day, because you can work and work, and with one move he can fry your ass. Fun way to play it is throw lots of swords and bait that reversal, only to throw a slow sword instead and then I.C after for real fun. I.C A is good for freaking him out, I.C B is good for hitting, and I.C C is over kill. Don't waste heat on I.C D though, better for your DP and supers.
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Jin players have got this so long as they play smart. If your magnetized you can drive by swords for CH, and DP is wicked sick against sledge, and 2D. Since Tager only has back dash and has trouble getting forward momentum you can go for cross up, a lot, or rush under him when he jumps and and either DP or Ice Arrow super for fun. This match can go either way based on how well you predict your opponent, Jin has speed, but Tager has Soviet Damage.
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Ice Car sickle storm, the spinny thing that travels along the bottom. ICB if she's mid range, IC.C if you wanna zip down on her, both work wonders and you can mash C after on both, or go for throw if she blocks on wake up. Jin can also drive by swords with b and throw the c version just before landing to make her 5d whiff. and get CH. Don't be too predictable though, IC.A after about the third or fourth IC, since you might bait either an RC or a burst, but a burst only if she's stupid. THe only time you are at a disadvantage is when you lose patience, or she decides to get right up on you. Nu's so rarely go into melee that when one does we all freak out.
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Good way to confuse a Jin at start is 5D, if he does his it clashes so unless he throws again he gets whacked for good chunk and fun follow up. Id is good vs Ice Car, and your drives can beat most of his, just don't get caught by the 6D or the 2D. For Ice Car, jump, double jump, and GH or whatever, just get away. If they get stupid and IC in the air rush em and kill em. I love playing this match up with friends, the game play is the opposite of each other, and yes HF does clash with ice car, just not often enough to be a good counter since if he does any of them besides AIC, his second hit beats yours.
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Distance is your friend, as is reaction. If your far enough away and they decide to Drive in, you 6A or Id as you see fit. Punishing is really not an option in this match up, granted you do more damage than her most of the time unless she wicked combos you. If all else fails, Black Onslaught.
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From what I've seen, HF and TKGH are your best friends, one gets you close fast, the other hops over most of his ground bugs, fun stuff I tells ya. Can someone explain why Ara's 3hit C loop can put him behind me if I neutral tech? A friend of mine hates my Ragna, but this always cracks us up because i swear I'm blocking and then he's behind me. TYG for ID.