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Everything posted by OrionXElite
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Theres a really hard way to pick it up. You have to RC then instantly Air Dash, immediately turn back into Human, Land and link a 2C. Can't remember if its character specific or not, if anything, how tall the opponent is might matter. Will double check later.
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Manta is right, you're hitting a grey area of untech time from Collider. Since Collider works by pulling them out of the air and effectively holding them from the ground longer than normal, it means you need more untech time for the Collider whiff to work. You can create a similar effect using 4D whiffs after Collider. Any combo where they would normally tech just before hitting the ground, you can 4D whiff and it pulls them to the ground faster meaning you need LESS untech time to ground them. Even though a lot of Tager's CS1 combos cause them to tech after the last Collider, you can 4D Whiff>GF to make it work. Its make his optimal 2C Fatal combo work again and it lets you squeeze out extra hits in a lot of combos now. Not to mention its a lot safer to whiff a 4D than a Collider.
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Thats actually not entirely true. His j.B is easily one of the best jump ins in the game. Its one of his better starters, has an amazing hitbox and has 9 fucking active frames. I have flat out beaten moves likes Tao's 6A and Ragna's 6A not by stuffing it, but by clashing it and hitting them after. Doing this a couple times and beating them out can really make someone afraid to try and Anti-Air you which inherently gives you free pressure.
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Dustloop has been down for like a week so trust me, you haven't missed much
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Instant fuzzy guards. Piano CA quickly and get an overhead, do that a couple times then when you feel like fucking with them, delay the A just a bit and he'll land and hit low.
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1D, 2D, and 3D all allow to Brake on frame 12. 5D and 6D let you Brake from frame 14. So in theory, you can use any of these, but 3D is probably the best those 2 frames make it that much faster. Just go 236A>3D>CA But you pretty much have to piano the C and A buttons to get the j.A to come out fast enough. Its all got very strict timing.
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
OrionXElite replied to Chun's topic in Archive
Does that include me since you'll already be down here? :3 -
How easy is it to keep her out with good footsies?? I've only played the matchup twice and we both flail around like idiots :P
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
OrionXElite replied to Chun's topic in Archive
Do we even have any other viable options for a venue?? its too short notice for most business type places so unless someone is gonna offer up a huge house for everyone to crowd into, I dunno hows it possible to find another venue in time. -
You have a couple of ways to get oki and mixup with Valk. You used to able to use 236A to get free Wolf mixup but Wolf is too slow to do that now so thats out. Now you have a couple different options, one that involves Wolf form and one that uses Human form. For the Wolf one, end any combo in [W]j.236B>5C>j.B>j.B>Land>5B>j.B and after the last j.B, double jump and turn back into Human while they tech and you'll get a decent reset. For the Human one, for some shorter, non-Wolf combos(and some combos that do use Wolf), you end the combo with 5B>2C>JC>j.A>j.B>dj.C>Falling j.C. The last j.C always blue beats but it catches rolls and is completely safe on whiff so this is a much more useful oki option than the other.
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You can add a bit more to this combo to really make it hurt when you land a 2C as its his best starter. 2C>6B>3C>2C>5C>Jump Cancel>j.B>j.214B>5D>[W]j.236A>j.236B>Delayed 5C>j.B>j.B>Land>5B>Jump Cancel>j.B>3C>j.A>Land>D>[H]5B>2C>Jump Cancel>j.B>dj.B>dj.C 5239 Damage before the Super, 6359 with the Super.
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I'd call it Valk's favor a little bit, 6-4 at worst. Bang has much weaker pressure now and his footsies have trouble against Valk without nails to help him approach. He also has no easy answer to Wolf approach should you use something like 6B on block or [W]236A to get in. The only real issue against Bang is if he gets a knockdown, you have to respect him on wakeup. Valk's backdash is meh at best and Bang's best baits for that are air moves so reversal supers won't work. 6A obvious things like 5B>6A and whatnot. And once you have meter, mix him up hard since his wakeup options are almost as bad so try and open him up and make it hurt. Valk still gets 4k midscreen, Bang gets 2.5 at best.
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I will let you know when we figure it out. A friend of mine who plays Super called me earlier thinking of going so I may give him one and just leave the last one as packing space since we have a ton of shot to haul around. EDIT: Sorry to get your hopes up blk_mage, my friend said hes going for sure now So the caravan is all full now sadly:v:
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ATTENTION NORCAL: I'm posting here asking if anyone is still looking for a ride to Revelations. We have 2 cars that hold 4 people each and we have 2 extra seats available. The Car drivers are me and CopperDabbit and our confirmed passengers are the following: RinHara5aki 2 GB Combo DacidBro Natearistata Its not a necessity we fill the extra seats, just posting here offering to anyone we know as it would help lower the costs for everyone. We have a Hotel room already. We plan to leave Thursday, stay the night at Dabbit's house about 2 hours away from LA and then leave Friday morning to show up so Rin can setup recording/streaming and get ready for pools. Since Dabbit is the one in charge of housing the entire weekend, he will give the final say on anyone wanting to join but if you wanna tag along, let me know.
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If you need a Tager/Tao write up, I play that matchup nearly EVERY day so I know probably more about Tao than half the Tao forums do :3
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6B Fatal used to yield a really good loop involving 236A but not that theres so much recovery on it, it doesn't work anymore. Your best confirm would be this assuming near the corner: FC6B>2C>5C>Rozen>9D>[W]j.B>j.A>Land>D>[H]2C>6C>2C>Jump Cancel>TK j.214B>2D>[W]236B>j.236A>j.236B>Delayed 5C>j.B>j.B>Land>5B>Jump Cancel>D>[H]j.B>dj.B>dj.C>Konig Flug Damage with Super: 6599 Meter Gained after Super: 15 Damage Without Super: 5479 Meter Gained before Super: 65 Thats your little less than half screen away from the corner combo. If you can make the 6C Wallbound, do this combo. Heres a complete midscreen combo: FC6B>2C>5C>Rozen>9D>[W]j.B>j.A>Land>D>[H]2C>Jump Cancel>j.B>j.214B>5D>[W]j.236A>j.236B>Delayed 5C>j.B>j.B>Land>5B>Jump Cancel>D>[H]j.B>dj.B>dj.C>Konig Flug Damage with Super: 5950 Meter Gained after Super: 4 Damage without Super: 4830 Meter Gained before Super: 54 An easy way to think of it is that Fatals for Valk just let him do his CS1 combos for the most part. But those are the most practical ways I can think of to confirm it without do some weird Fatal only pickup given the fact its quite hard to hit confirm sometimes.
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I'm a personal fan of 6A>Slight delay>4D since people try to just mash out of the mixup. If they block it, you're just back at neutral so much less risk than throwing 6B>6C or 2C>3C. Its only risky in the sense of reversals beating it if they think you'll stagger it but you can just be safe and gatling it as its airtight.
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Tager/Ragna is even now. Ragna isn't meant to mixup Tager since that puts him at risk, pressure is key to Ragna now with his buffed normals and the IB nerf. Dead Spike is incredible and his new 5C is insane. not to mention that even his 5D is safe if you dash cancel it. And 6A for pressure is by no means bad. You can still jump cancel it and go from there. Ragna has to be willing to play footsies against Tager as thats where he's safest. If Ragna can push Tager to the corner, Tager is in real shit as every good hit leads to 3.5-4k and resets. By it goes the other way too. Once Ragna gets stuck in the corner, Tager can wreck him. But thats just me, I feel Ragna has been changed from mixup centered to pressure centered and that makes him a million times stronger than CS1.
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I like [W]5B to AA by I've had his j.B beat it before but I've also had better reads with his 6A so its more of a preference on my part.
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Don't know if anyone saw this but the bolded combo doesn't work. Not because there isn't a 2nd Collider before the B/EGadget, Because you usually can't get 2 Colliders in one combo if 3C is in there unless its the starter or you modify the combo with a 5B/2B starter. Also its probably worth noting in the guide that the Super Armor for 6A doesn't start till Frame 18.
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Ok so your first issue with the video, the 3C>CA>3C>CA part, I looked into it, its REALLY hard to get used to doing it. Fast hands are essential. But the way it works is, you get the first j.A, you then cancel that into 3C and then immediately piano 5C>5A again. You HAVE to make sure you bring the stick back to neutral after 3C or else you just get another 3C Dash. You wanna hit C>A very close to each other but not quite at the same time. Its purely a muscle memory thing, you'll just have to practice it till it feels more natural. as for your 2nd issue, at 8:48, I watched it and replicated it. Its a way to make Wolf pressure safe and continue pressure after you get back in. What hes doing in the video is air dashing back after the 5B and going back into Human form to level out his trajectory and then going back into Wolf form, hitting C to Dash back in, hitting D to go back to Human form, then using j.C to start pressure again. Heres what the notation looks like: [W]5A>5B>744(Instant Air Dash back)>D>D>5C Dash>D>[H]j.C Its a bit weird at first, but once you get the rhythm down, it isn't too bad. On that note, I'd be willing to watch the Tutorial video and break down every part of it if theres enough want for it. It'd be useful to know exactly whats going on so I won't mind going through it and noting everything for everyone. Just let me know.
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OK, so this is literally my FAVORITE matchup to use 6A in because Tager has some very predictable and vulnerable strings to hit him with. Punishes: So essentially, if he throws out a 5C, just be ready to reaction 6A his 6C or 2D. 5D means he'll reset pressure or go for BSledge. BSledge is VERY easy to react to after that so just be ready. If he goes for high/low mixup after 6A by means of 6B/3C, you can IB his 3C and punish it clean with 2B. Caution though, you have a 1 frame opening to do so as you're making 2B hit on the very last frame of recovery. Worth it if you can hit, and if he blocks it, just continue pressure. Best part is the punish has him crouching so you get a full Rozen combo on top of that. BUT if you're point blank, throw him if you're in the corner. Corner throw combos do more damage and its easier to time it. If the Tager insists on using 5D to pull in and he miss spaced it, Call him out with Rozen and you can hit him from nearly full screen with the magnetism pull. But you'd more likely see this around half screen so delay a bit to avoid getting hit on startup. CH Rozen leads to 5.5k if the corner with meter so definitely take advantage of it. Anti-airing: Tager has some very strong air normals. Hes one of the few that can make a trade with Valk's 2C actually bad. But nonetheless, you can't let him do that to you so if you can call out the right normal, you can try and do something. Sadly though, 2C can actually get stuffed by j.B A LOT. But if hes telegraphed, 6A will beat anything he does in the air. Thats your most reliable AA against Tager since hes very linear in his aerial approach despite him having incredible air normals. Zoning: The "Zoning" of this matchup is more or less harassing Tager with 5C and 6C. Tager has very limited options to both of these. With 5C beating pretty much anything he can do and 6C being +2, you can keep throwing these and chip away at his health and Primers. Tager's "Zoning" is going to revolve around controlling movement with Magnetism. Valk cannot run around in Wolf Form while Magnetized because while he can't necessarily grab you with Collider while Dashing around, you can't control where you go at all. If you were to 5C Dash Magnetized and Tager throws Collider and holds, you'll fly under hand but loop back up and go flying off the top of the screen. And if you were to Brake the Dash, you just go right to his hand and eat shit. Their game plan: Tager wants to get in and keep pressuring Valk to get impatient and try and either hit him or get away. Tager will force you to act in some cases or eat shit for it. You NEED good yomi to deal with Tager's offence. Valk has incredibly limited options up close so you must be careful. Tick grabs and yomi Colliders are gonna be frustrating to deal with. Not to mention that Tager will always be looking to AA you with 2C. You get hit by 2C, you're eating 4k into GF and he will then have enough meter for 720. Hes also gonna try and throw 6A to get you to mash into Super Armor and this will probably be his best answer to Wolf approach meaning you need to watch out if hes charging. The Super Armor eats up 1500 Damage total(He takes half of it though) So he can eat any one hit you throw at him, even SUPERS! So don't mash against his 6A, either jump and barrier or just block it. Strategy: 5C is the key to dealing with Tager. Tager has fantastic normals and footsies but there are still a few characters who can beat them: Valk, Litchi and Ragna. So use that to your advantage. Learn to hit confirm CH5C into Rozen and especially learn the Spacing for 5C>Jager(236A) when you have meter as that can make any hit into a strong combo. Slowly push Tager to the corner and build up meter then just go nuts. 50 Meter with Valk means anything can go into 4k. I personally like to run lots of lows on anyone until I have meter then on their wakeup, do dash up into instant overhead j.C. If you're midscreen, mixup is just as potent cause high/low and throws can all be picked up into big damage thanks to Tager being so big that when you Rapid a Back Throw, Valk gets pushed in front of him. Char specific details: Be very careful of tick grabs against Tager. 360B with Tager is 5k EVERYTIME. Valk has a very wide aerial hitbox which means Tager can go 360B>2B>Collider>Collider(Whiff)>Magna Tech Wheel for 5.6k Damage. Or he can go 360B>2B>Collider>BSledge>Gadget for 4.6k. Either way, 360B HURTS Valk badly. One 360B means half his health is gone so you have to be sharp against Tager. Will add more when I wake up, too tired to write up more, ironic its on the character I know the best :3 This will be quite full of info when I finish it so look forward to it. EDIT: Added more info. Will play this matchup later and amend if needed. This is more than enough to know what to do, the rest of the matchup is playing to the Tager player's Style more than anything beyond this.
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Char. Specific Detail: Special Throw combo off of Back Throw(4BC): Back Throw: 4BC>RC>Rozen>9D>[W]j.A>j.236A>j.236B>C>j.B>j.B>Land>5B>JC>D>[H]j.B>dj.B>dj.C (3022 Damage, 23 Heat gained back) I'll add more when I play this matchup more.
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Char. Specific Detail: Special Throw combo off of Back Throw(4BC): Back Throw: 4BC>RC>Rozen>9D>[W]j.A>j.236A>j.236B>C>j.B>j.B>Land>5B>JC>D>[H]j.B>dj.B>dj.C (3022 Damage, 23 Heat gained back) I'll add more as I play the matchup more. This is a really fucking weird matchup.
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Char. Specific Detail: Special Throw combo off of Back Throw(4BC): Back Throw: 4BC>RC>Rozen>9D>[W]j.A>j.236A>j.236B>C>j.B>j.B>Land>5B>JC>D>[H]j.B>dj.B>dj.C (3022 Damage, 23 Heat gained back) Zoning: Lambda is gonna be zoning you out a LOT with Swords as Valk has no easy way around them. His high mobility is very risky due to the fact he can't block in Wolf form. When you have the opening, Jump>D>IAD>D is the fastest way in as he goes nearly full screen. Do this if you catch shes throwing out Pinwheel and fly right over her. If you call it out, you can do Wolf IAD into Valk's j.C for a full CH combo as j.C at that falling speed on CH goes straight to Rozen or 2C>Rozen if you're close enough. As for Sword Spikes, you can Super Jump>D and Dash in from there just make sure you're high enough to avoid the Spikes. Other than that, you just need to be VERY careful moving around in Wolf Form. She can hit any area of the Screen on reaction to where you are so stay in human form till you find the right chance. Strategy: Once you are in on Lambda, you have to be very aggressive and make sure she can't get back out. Her defence has taken a big down turn since her Gravity Seed is no longer a DP. So on her wake up and if she has no meter, go nuts on her. If she has meter, be cautious of Calamity Sword as its now a legit Reversal Super and it leads to big ass damage. She will want to back dash a lot so chase her down or hit her out of it with a 5C and keep going from there. If you wanna incorporate Wolf mixup, the easiest way to do that and keep her locked down is on a blocked 6B. Its still +8 on block so its very hard to mash out of a Wolf Cancel there. If she starts doing her Act Parser shenanigans, just be ready to tech a grab. I'll add more to this post as I play the matchup more. Haven't had enough experience with it to get all the details yet.