Jump to content
Dustloop Forums

HiagoX

Moderators
  • Posts

    1,151
  • Joined

  • Last visited

Everything posted by HiagoX

  1. You really shouldn't be usiing AV like that just to avoid getting hit. lol
  2. I am doing everything in my power to attend it this year. Just need a good promo for flight tickets...
  3. I am too.
  4. It DOES catch long-range moves, though. Try parrying Litchi's m.6C or even m.6B.
  5. Still the same as EX in CP. I think parry is ok and in a good place right now, actually. lol
  6. remember when parry was stupid
  7. ????? Drive got more untechable time; oki is now good again; midscreen damage is insanely good while]/b] retaining good corner carry; combo routes are now more stable and easier; OD allows her to deal stupid damage by using a lot of resources but in a much more viable way; OD also gives her corner-to-corner carry; proration values also buffed her overall damage. Her normals are good/ok for the most part and there's more you can do with them now. New specials are okish like all of the other ones. Unless I'm missing something, the only blatant problem she (still) has is lack of tools to deal with matchups such as Taokaka but that wouldn't be as much of a problem if Tao wasn't strong like she is right now. She's definitely not very strong compared to the higher tier characters but she's 100% ok right now and saying she's bottom tier is fucking stupid. Implying she sucks because you need a good use of fundamentals is just balls-to-the-wall levels of retarded. EDIT: Oh yeah I forgot to mention that barrier pushing more works well for her now too because she can pressure with strings without commiting too hard and getting punished for using gimmicky options so that's a plus too.
  8. why do you all complain so much even you haven't touched the game lmao most of her problems were fucking fixed in bbcp
  9. The benefit of doing 6B > Orb is forcing a neutral tech. However, as it gives you more disadvantage it's not really all that good and both late tech and roll options can be easily punished anyway. There's absolutely no reason to do 6B > 236A instead of 5D > 236A in BBCP; look at how japanese players stopped finishing combos with 2D > 6B > 236A two months after the game was out.
  10. Hello. Do you mean overheads as in ground overheads or aerial moves? I'll base my advice on the understanding that you refer to aerial moves. You can either 6A (as you've been doing), j.B or j.A, or keep a safe distance from them. In case you opt for a 6A, remember you can't do it too early or they'll react to it and just block it (that's still advantageous to you as you get offensive advantage); if you do it way too early you'll whiff the move and take a Counter Hit from your opponent's aerial which is not good. j.B works well if he's above you when you input it and j.A if he's not above but horizontally closer to you. You can also keep your distance from him and wait until he whiffs one of these moves; once he does you go in and attempt a 5B punish and if he blocks it you can just apply pressure. Oh yeah you can also just block them. If he's already jumping in and he's too close to hitting you just block it because none of these options will work in time and will only prejudice you as they you get themselves a free CH on you.
  11. They're better in CP; Eclipse Turn is still just a gimmicky move as it should be.
  12. No, unless you mean faster. Both 5B and 5C have P1 100 in BBCP. As you may know, 5C is a frame faster than 5B but 5B covers more range which means you'll probably be using 5B rather than 5C in that situation to avoid sad whiffs due to distance miscalculations in a microdash 5C.
  13. All of her tools are useful in certain situations; her damage output without OD is very close to EX's but everyone else's is toned down so that's actually good; her abare is a LOT better than before; she actually has good okizeme setups this time.
  14. Do 2C > 214A~D as early as you can. The higher your opponent is in the air when you 214A~D, the easier it'll be for you to dash 5CC before they tech.
  15. It also catches projectiles which is the reason as for why it works.
  16. This "IZAM" person is Takeyama.
  17. It does definitely work iirc, it's just a little strict. It's as useful as it was before - that means not much. Also I didn't notice any differences with 3C when I played, but I also didn't notice any buffs which means 3C is a pretty terrible move and shouldn't be used at all except in very specific situations. Not to mention the reward you get from 3C is worse now.
  18. It's just a matter of getting used to it, though. Also the 6A > 2D route is possible with a jab starter if you go "6A > 2D > j.B > dj.D...".
  19. He's referring to this: http://www.youtube.com/watch?feature=player_embedded&v=hztTet_MEMs#t=0s
  20. This is supposed to be posted in the matchup section, so I'll move both our posts there once I get home. Anyway, Tao is a very difficult matchup to deal with. There's not much to say as far as EX goes. Try not to mash randomly and get hit by a CH drive; j.A and j.B are great and should be used to deal with her. Remember that she has no good meterless defensive options - once you're in it becomes a rough on her too so capitalize as much as you can. Her only defensive options are her super and CA, which whiffs in a lot of situations, but be aware that it exists. Dealing with her when she's in a advantageous position is hard so remember to use your own CA - especially when close to corner because she doesn't get much from a midscreen ground hit unless she hits you with specific starters.
  21. You can't do 3C > 2C anymore and even so it's not worth it at all. Editting here to make it clear There are some situations where dropping it becomes a little easier - when you do 5B > 6C > 236D midscreen against characters such as Taokaka you need to be more on point with the Level 3 charging or you drop the combo.
  22. You can hold some Level G moves such as Cosmic Ray and Lightning Arrow, actually.
×
×
  • Create New...