Fireryda
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Fireryda
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spin dodge gets stuffed by anything with a foot attribute pretty much vivace A 1-16 head invul (small distance) - 30f vivace b 1-30 head/body invul - 39f B isn't that great because though it has decent invul, it's slow and easy to punish the recovery. if you see spin, press 3c. things to note he can spin through 214D 236D stuffs all wakeup options gears is not a dp jumping in on carl is not free because his 6A is godlike against lambda's quite poor air-ground normals. imo 2C is useful against ada because the extended hitstop from the multi-hit allows you to hit confirm super armor and kara jc into barrier or something. that's all i got.
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If you do 214D super missles is there enough downtime between missles to outlast it? or is the 236236D hitzone big enough that it'll sneak a hit in.
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yes blocked heartcar is 3c gravity, im not too sure on 2c. can you do 2c 3c gravity ? because im pretty sure if you try to punish with a 2c it won't CH and launch so they'll still be grounded. need something more to it. and in a way 236236d beats missle, depending on when missle comes out, it'll trade usually in your favour.
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It doesn't beat it but it outlasts it. If you do 236236D after missle. Missle only stops some of the hits unless she does 214D with missle.
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it's never a backdash. it's always a foward dash that goes underneath them. apart from that, make sure they're pretty high to hit them with 4b(2)
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most of the time yes depending on your positioning when doing the ender. if you're high up and you hit them with the edge of the crescent, not really.
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2C buff amazing 3C CH follow up needs more elaboration on what is possible. maybe 3c > 2b otg ? also good. Not too worried about having 4 primers but having the CA change is a bit iffy. 1 CA then burst = 1 primer left = free guard crush. Not going to be fun.
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you'd have to press C again.
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Personally I find that rushing her down and fighting a normals war is more effective than trying to zone. Zoning feels extremely risky in this match-up where if you miss a sword, you're going to get punished for it. Too much of a risky gamble. Best thing is to know her options at that close-range war. i.e on a 3c on block you can do delayed jump to avoid 236d and auto block 236b while hitting j.2dd to hit her if she wants to go into 214d instead. on blocked 236b you can do dash 6b to catch whatever she's trying to do (does this lose to 3c? not sure..)
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if you're in range to 2c. they're in range to dp you.
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Well to stop him from getting in you have to make him respect your ground game then keep him out of the air. On the ground, don't do 214d's/ 236d's unless you're at full screen. He can reaction punish with a 5C into big damage and corner carry. His best way to get in on you is running 5b/5c when in range so you have to stop him from that. 5D's into 214D's do this, and force him to try to get around it. When he gets into the air just 6D his stuff and keep moving with jc iads and blocked normals into dash command grabs. You don't want him to get you closer to the corner as form then every hit can be easily confirmed into big damage/ -Will get around to dealing with pressure in a bit.
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It's not just that though. Those 2 characters are just impossible for tager to catch as there's almost nothing he can do against their options. Against other zoners like Lambda, he can make a good read and get something (like spart bolt or sledge) but against hazama and ara he has well.. nothing. His "anti-zoner" tools, sledge and spark bolt work worse against them then anybody else. Tager just needs sledge to not be so crappy and some solid way to shut down people trying to jump out. Like.. faster normals.
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Whaaa?? Edit: Gravity is a good ender to pressure but you're not at advantage. He's going to stuff you so hard with a 4k combo into corner and then you're going to get destroyed. If you end in gravity, keep pressure with a 5a/5b or get out. Anyways. IMO, for this matchup you need to keep him off the ground and in the air as he has far more limited options. Throw 5d's and pre-emptive 3c's to keep him off the ground then 6d/214d/whatever his aerial entries. I find it far easier to deal with j.c and friends then 5b/5c. You need to keep him patient with aggressive safe swords. Any specifics you need help on ?
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after a 6C the only thing he can do is 236A/B which i'm pretty sure leads to nothing on CH. Everything else can be punished with a 5a unless he's feeling really ballsy and wants to DP. 6C is not something safe for him to go into on block.
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With the new tier list and arakune being near the bottom. Do you agree with this? And what do you think their justification for putting him so low is ? Having a decent pressure game, floaty as hell and being ridiculously hard to catch for many characters while having crazy damage off one slip-up and curse being a free mix-up into massive damage while also being able to build most of the curse bar through bnbs doesn't seem like a weak character.