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Fireryda

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Everything posted by Fireryda

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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)
  6. 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.
  7. 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.
  8. you'd have to press C again.
  9. 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..)
  10. if you're in range to 2c. they're in range to dp you.
  11. 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.
  12. 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.
  13. 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 ?
  14. 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.
  15. 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.
  16. Your 22C isn't hitting meaty enough or your combo went on for too long.
  17. Well thats pretty much all you want to do as Plat anyways. Get somebody near the corner and go crazy. And for that combo. Most people would burst before 236B to not get the big damage otherwise it'd be after it when you're otg'n but everything after is just massive burst bait.
  18. 22C can only be done after knockdowns. So Hammer, j.frying pan, 3c and mami circular. Anyways, for me I found the best time to do 6C > 22C is when she's at her maximum height from doing the flip. If you play around with it and mash buttons you'll realize you can cancel into an aerial before then but you cancel into specials only when you're a little higher up. Apart from that just mess around in training mode till you get it.
  19. Not just that, I've sometimes whiffed and crossed up with my dead angle against stuff like dash 2a.
  20. It's also something to note that FoG (j.236236D) is fully invul and if you're utterly destroying him with swords from full screen, by the time he's almost dead he'll guaranteed have 50% from getting beat up so be careful with that. But yeah just run around and 6d/2d him out of the sky and 6D his bellbug when you can cause he can use it as a shield to set up a cloud which is.. annoying. 214D is used sparingly in this matchup as he can just nullify with 2d and j.d. Watch out for j.d's (not good if he hits you before swords) and 3C's (which is about 3/4 screen distance low ?). He can only cross-up teleport when he's on the edge of the screen and it'll move him to the other edge at the same height so just 6d/2d him. If he does a 2C to catch you landing from a whiff'd sword or something, just block it. That land shark has stupid priority that any chances to stuff it outside of 5c/5d/3c will probably earn you a FATAL. His blockstrings aren't that troublesome as long as you remember your no.1 priority is to get away. Don't try to fight him up close when he has momentum as j.b shits all over 6A and will probably stuff 2c before it comes out, or he can bait it with a j.d into 100% curse. If he ends his blockstring with 5D you could probably get out there as it's massively negative and he has to jump cancel. Backdash beats iad j.b,j.a but loses to j.6a/b/c. If i'm not mistaken, these things lead into 100% curse. FoG Low Air throw j.D 2A 6A
  21. If you block a chain and he does a C or D follow up. Early 6A beats D Slightly delayed 6A beats C 2C beats both. God forgive if he baits it
  22. Was just being sarcastic :P His 2c is terrible and he has to super yomi that to catch you. Feel free to dance over his head with swallow moon. I think he could only stop that stuff via IB > 5a.
  23. General things Don't AA him with a normal when he's in human form. His j.c will absolutely murder anything. Jumping in without any protection (236d/214d) is a big no-no. Wolf 5b is broken. He can't block while in wolf form so swords are awesome while he's jumping around. I find that if he does wolf form I throw out a 214d to get him to go around it and try to 2d/6d him out of the air.
  24. If jin does 236C on the ground. 236236D that shit. 236236D > 236d~c > (214d~c >) 236C > whatever. = Massive damage. If he's doing other swords, just jump over them or duck if it's a slightly high j.236C his 236C ground sword is really the only solid way for him to approach. Other versions, the sword will be way ahead of him so he can't really use it as a shield. What? How do you even punish with a 236D. Nothing is that slow to get hit in recovery by that unless you yomi a tk sword or something. blocked 623C is too close to be punished with 236D and what the hell is with that combo ? Instead of doing fancy stuff why not just 5c1(ch) > 236C or or 3c gravity or 4b.
  25. 2d punishing ice swords?? Im not seeing how that would work. 6D is good if you're trying to predict ice cars but if it's already up, chances are unless they're doing it from full screen, 6d won't come out in time.
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