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Everything posted by fragile
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comments are in bold thanks for the comment.
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Some matches from our last Ranbat... at the moment I'm ranked #1 as result from the latest Ranbat. vs some players I played more predictable compared the others because they're weaker players and have hard time dealing with certain stuff so I abused some stuff. I need to play vs Tager more, despite the win against him, I need to learn to defend his offense properly and do the correct teching to his setups to avoid resets. VS Bang VS Ragna VS another Ragna VS Taokaka VS another Taokaka VS Noel VS v13 Vs Tager VS another v13 VS Hakumen
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I'm trying to replicate the combos Buppa does, I saw him performing the following combo on Noel: jump-in combo jB jC close 5C jB jC jD close 5C (might be a dash to 5c) jB jC jD ice car I can't seem to connect the last jD in this combo, any tips?
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bang's jA beats jin's jB and jA easily.. and it allows him to connect a seal in the process.. I think overall this match is in jin's favor because he can outpoke bang and handle his offense pretty good. In this matchup dpA is great, especially when you corner bang you can make him thing twice before he jumps on you(care from double and triple jump baitings). I try to bait alot bang's drives with j236D for a free combo..
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5B vs a backroll tech whiffs and the opponent is safe. Is there anything else? I can use 5C but it is baitable and quite risky. Maybe using 236C/236B?
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a question @ MikeZ How do you overcome that everyone after playing v tager for a while stop teching after/in your combos to avoid the dreadful 720? Even if I continue the combo with a black beat sign the extra damage is minor compared to the 720 they could've eat. In general, once people start to learn how to play vs Tager it's much harder to get those nice combacks. I like to think of Tager as a guy witha solution to everything an opponent can do to him but the solution is SPECIFIC for a single move/choice the opponent do while he can do numerous of things that will beat that option. For example, Tager vs Noel. After noel does her general rushdown and now she has been pushed back from tager she can do the following: 1) Shot Tager 2) run to Tager and poke with jabs 3) run to tager and poke with 5B 4) IAD him 5) run to tager and jump 6) jump at tager from her current position 7) do 5/6 with a double jump forward/neutral/backward 8) in her jump use her drive/super in case Tager does some anti-air while Tager have a solution to each of these options he cannot cover more then two of these options on the sampe choice (Except blocking which he will be resetted the the same situation). That's why Tager is so weak in this game IMO... the lack of universal solutions to certain stuff (Anti-airs, clumbsy movement, slow throws, blabla..)
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How can I punish a backward/forward roll after a combo ending with icecar? (after air/ground combo) After doing the blockstring 5C, 5D what good options do I have to punish opponent backdashing and to be relatively safe on block assuming I was wrong?
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What do you guys usually do when your B sledge is IBed? My friend started to that alot and then he mashes 5a (he plays noel) 360a loses to it since I'm at -2 frame disadvantage and his 5a comes out in 5 frames and beats it easily. If I backdash his mash 5A stuffs that, the only thing that counters is a well timed 720. (assuming he mashes 5a and will eat a counter) got anything else in mind? I think barrier the first hit and do something afterward will do some good.
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What do you guys do vs dives ? :S
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It's amazing how the matchup turns when she doesn't have the staff, keep the pressure as much as you can with magnetizem and using 6A, I love 6A. Try to bait DPs as much as possible, If you see an opportunity to jump at Lichi, do that, only empty superjump or an early superjump jC, she can't really do much, and if she decides to DP as an anti air (her ground anti airs suck) just block and you're good to go, Lichi is now staffless. Some random notes, on some ranges 5C is really good and will be her pokes, on hit combo to bolt! Also, once you got your bolt ready Lichi will stop throwing random pokes at you (6B 5C w/e) since it will be really risky of her to do that when you can counter hit her easily with bolt. Cool thing I've found, if Lichi is magnetized and she tries to poke from far with 6B do an early backdash and right afterwards 5D, this will punish her whiff.. I really hate her DP, I can barely pull 720 setups on her when she is with the staff, she DPs almost everytime in those situations, I just need to pull more sledges and make her guess. oh and most important discovery I've made 2D GOES UNDER 6B on the right timing!!!!
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I use wineglass, 360s are no problem with that grip. when I go for the 720 I change my grip to a generic stick holding grip, much easier for me this way.
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Nu's 4B is throw invincible, really fast and even beats your backdash if you bait it. only solution is 5a vs this shit
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I got some nice findings in nicovideo, it's a couple of sessions of 30 minutes of a very good Tager vs some character. You can see by their gameplay they have high understanding of the matchup. Tager vs Lichi - http://www.nicovideo.jp/watch/sm7282035 Tager vs Nu13 - http://www.nicovideo.jp/watch/sm7430713 Tager vs Rachel - http://www.nicovideo.jp/watch/sm7230605 Tager vs Taokaka - http://www.nicovideo.jp/watch/sm7485843 Who's that Tager btw?
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Hey guys, I'm having some trouble pressuring my friends. They started to use jump + barrier my pressure strings, and 99% of the time I fail to collider their jump (unless magnetized) right away, I try to buster as soon as they recover but I fail since they are again jumping. And because they use barrier if I decide to pressure with 5a they are too far for a buster/ collider their jump. Help? tips?
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http://www.nicovideo.jp/watch/sm7430713 Just wow... people start taking notes.
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I have the same problem with her. If she spams 6B I try to sjC or jC to get above it.. other than that, I just try to charge as much as possible and Yomi my way with bolt. :S
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Hey guys I have some problem with a certain combo. First I would like to note that I know of the technique to hold D right after releasing to negate Nirvana's activation animation. First I practiced in the corner the combo (jC 5B 6B (6D))x3 to get used to this method. What I noticed that if I hold D as soon as I released it, it won't work and Nirvana didn't attack. If I waited for Nirvana's attack animation to begin it would work. Now, I try to do this basic combo (2a 5a 5b 5c (6d) 66) x n For some reason Nirvana doesn't attack on the second iteration, any idea why? I also having a hard time to dash, and sometimes I try to combo this without the dash. Edit: Okay I just figured out why Nirvana didn't attack, he was still in recovery from 6D, I omitted alot of times the 5a and that's why it didn't attack. Still anyone got some pointers regarding the dash?
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True. Lichi tries to zone with 6B (with pole) and jB and jC and Rachel needs to zone her with her projectiles further away and use wind to stop her movement as much as possible. Btw if you happen to catch her without her pole, take advantage of it!! she can't dp you = free rushdown.
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+1 I agree, Lichi's long range pokes are far more superior to rachel's pokes, in air and ground. For now, in this matchup I try to zone her as much as I can with cannon, pumpkins, and whenever there's an opening I try to get some damage from mixups/combos, but be careful from her dragonpunch
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[CT] Carl Clover Tactical Discussion/Questions/Help
fragile replied to Alternate275's topic in Archive
Oh just as I thought, thanks! D holding with my finger and releasing doesn't that difficult, the jumping timing and 8D timing i have no idea, I'll find out in a week -
[CT] Carl Clover Tactical Discussion/Questions/Help
fragile replied to Alternate275's topic in Archive
I've hard Carl is really hard technically, I would like to know how hard are is combos? clap-trap and the summoning alle~cancel combo aswell. What are the difficult parts of these combos? -
Hmm just experiment on her till you get it. I just got the groove when I BL loop and do it be 'feel' lol 95% of the time it works vs everyone.
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Easy, On wakeup don't place a trap above her, mixup right away, since blocking the net gives her counter abilities. Remember to end strings with a JCable move, like close S. then jump and block. Try to keep a net between you and her, that way when u poke her she cant do H counter. Throws are great on baiken, about 30% of her life from that
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Yeah I know Millia v Pot can be a tough matcup. But the local Millia is kinda lacking... dropping combos/mixups opportunities so I'm having easy time when I play pot.
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There's another thing that probably most Eddies won't be aware of(Probably because most chars can't deny him from doing this without taking too much risk/meter) is that if they try to summon the shadow by doing some *random poke* > K summon you can IB the poke and 2HS through the summon and hit eddie / Kill shadow and keep the pressure/combo him. It's really nice and nerfs his offense quite abit. You can do this only vs a few of his pokes. Try it out on some matches and you'll see it for yourself where it is safe to do it and where not. You gotta force them not to try to summon after poke with a hole for testa to 2HS :D Also, eddie can approach you by the air very well, the solution to this is a preemtive 6k or jump back jS (hit confirm for a BL hit for knockdown and oki) this is vital. Every knockdown v Eddie counts, he can't really do something vs your offense like you can't do vs his. Curse Eddie whenever you can, curse hurt his game and give him hard time to summon his shadow while he's on the offense If Eddie likes to do AD jS jHS learn to parry the jHS and grab him for damage. This is all about taking the initiative. Fancy combos and stuff like that are irrelevent IMO, just make sure you don't mess up combos, knock him down, keep on doing mixups and resets and win