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Mike Z

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Everything posted by Mike Z

  1. So uh, the 23rd then?
  2. UGH that's what I get for posting at 3am...I meant 6K, sorry to get your hopes up. :^S I'll be more careful, I promise. On that note, since I mentioned it as part of the mixup it's sort of assumed that Tager has 100% meter, so you can always at least do MTW last hit -> Terra, 6B->2C xx AC, Spark, etc. if you don't want to do anything more difficult; and you know me, I'm all about easy. (Spark won't hit on Jin and some other characters, though.)
  3. I think people covered the MTW RC 360 just fine, but I want to mention the most important part of the MTW RC mixup: vary your RC timing! The good parts about the MTW mixup aren't just the mixup options, it's the fact that you have such a big window to mess around with. RC earlier, RC later. Sometimes RC on the very first hit (this is amazing if you get it vs someone in the air because it's nearly impossible to react to). Sometimes don't RC at all, remember the last hit is an overhead, heh. No, really - I hit good people with that, and the followups can get you 7K. If you RC as late as possible you can even get a 'fake' last hit to come out, like Jin can with the 2nd hit of Ice Car. Anything you can do to be the slightest bit unpredictable will only help. You want your opponent to not only be afraid of what you'll do, but also unsure when you'll do it.
  4. I am neeever online, but if you do see me actually playing in Network, sure.

  5. Haha, you could have just said "the Zangief player." (^.^) I wasn't yelling at you, I was yelling at your opponent. I was surprised that: both people empty jump at the same time right next to each other rubbing their pelvises together in the air, both people land, you Ultra...kept working. I looked up three times during my match and each time I saw that setup work. I mean OF COURSE Zangief is buffering Ultra during an empty jump, what the heck else would he be doing? SF4, I swear...

  6. What? No it's not. They can burst after they get hit by your burst, even after the Astral's superflash. :^) The burst icons get crossed out when bursting is disabled, so it's easy to tell when it is possible.
  7. Dunno if I can bring Skullgirls, being that the laptop I normally use will be unavailable. Anyone can volunteer? Hehe.
  8. So is there a thing this weekend?
  9. I would like to use this moment to point out that for the most part there is no correlation between online level and actual player skill. (^.^) I picked a random spot in that vid (12:04) and saw 5 dash-in throw techs in a row followed by a random spark bolt, 5C to 4D that whiffs, Rachel neutral techs, you Astral and after the tech he stands there and gets hit by it. Congrats on being streamed...!
  10. Well, from frame data: Hotaru - Head attribute attack, active for 2f (11 startup) Collider - 7-16F invulnerable to head attribute Just based on that, yes, Collider can beat Hotaru rather easily. In fact it will beat it clean every time if you both hit the buttons simultaneously...but the AC can be up to 5f earler or 3f later and it'll still work. You do have to treat it like a DP and do it when you need to, you can't hold the Collider and suck in Haku as he then decides to kick you, because by that time the invincibility is gone. From actual experience, ask Shin-ATProof - I was doing it to him a lot a few weeks ago. :^)
  11. It always amazes me how the less people really know, the more arrogant they are. Using curse words to make your point doesn't protect you from being wrong. Hazama got guardbroken, but he also didn't recover from the stun. It is indeed a glitch. (It also happens to be already known.)
  12. tl;dr - Yes, this is a super-easy matchup if you and the Tsubaki player are both good, but that isn't the case here. :^) You need to improve on a lot of basic gameplay first... General: #0 - Learn your punishes. There is more damaging stuff you can do off a throw, but why are you punishing with a regular throw in the first place? You're Tager! :^) 360B, Gadget does more damage than all that junk even without an ASledge in-between, and isn't burstable. Her DPs and shield rush are easily punishable as well. #0.5 - Learn your combos, too. At least practice enough so you don't screw up the ones used regularly off easy starters like a throw or CH Elbow. Some of that was pretty large damage and situational advantage you missed out on. (^.^) #0.55 - Like Heroic says, block more. A lot more. Stop trying to just do something at neutral situations until you know what you want to do. There are a lot of normal throw whiffs and a lot of you getting counterhit for no reason, heh. Matchup: #1 - There is no reason to use BSledge to try to get close in this matchup. She doesn't have anything she'll use from far away that's a projectile! (People do this to other melee chars like Litchi and Tao too, and I don't really understand it.) Remove that from your repertoire completely and you will improve immediately. #1.5 - There is one use for Sledge - if you smell a DP or Super coming (after a Gadget, for example, or on wakeup) you can Sledge it and completely destroy her. Do ASledge in this situation until they stop, getting CH DP'd once doesn't cost you much health. #2 - Why are you impatiently trying to get in, especially by air? Elbow will get you killed, her 2B (or is that 2C? Doesn't matter, the wing one) is one of the best antiairs in the game. #2.5 - If she's waiting around at full screen, charge that Spark...let her get her levels - it doesn't matter, really. You can beat her out of any rushdown she tries. If you get the opportunity, don't start moving in (by walking) until you have that Spark. #2.75 - Yes, she can space the unblockable so you can't 360A her, but you can always backdash it pretty easily if you are ready to, which at least gets you a small retaliation plus making her waste the level.
  13. If you really wanted to put the work in - if he has a first-frame-invincible move as the wolf, or even something where he makes a sound effect on the first frame, you can use those as helpers to find the SD...if the other move or the SFX comes out, then you know the previous move was over. You could also use gold burst if he can burst...
  14. If they run, charge your Spark. Letting them get charge means they try to unblockable you more, which means you get more 360As. ;^)
  15. It you don't know what you're dealing with, she can actually be a very hard matchup. Heck, I got nearly double perfected by Zaido at a tournament because I didn't have enough experience. Basically the advice for fighting her is - play as dumbly as you can. For every hit you land, she has to land 2 or 3, so if you win 1/3 of the exchanges you will win overall. Churn that butter during her blockstrings since the holes between each of her normals are gigantic if you IB any of them...and if she ever stops attacking in a blockstring or combo, an unblockable is coming so 720 or 360A or backdash immediately. And do meaty Sledge on her wakeup, she can't beat it with anything - it even stuffs her super.
  16. AC+ is missing a link for Robo Ky btw (5p->5k).
  17. Seconded, as there seems to be no real point otherwise...
  18. Hell, that was awesome. 6C->Gadget was pretty neat yep. AWWW they did a j.B->C->B reset, I've been practicing those. :^P Also, my new goal is to get an elbow RC burst combo.
  19. BTW ID_asz, be careful on your rules. If there is some way for me to use my 1 character to fight all 3 of the opponent's chars by not losing (Pokemon format) then I'll be doing that. (^.^)
  20. On that note, ID_asz you really should look at the wiring on the side closer to the counter - I felt Slash and Kick not coming out a decent amount.
  21. Sure, I'll sign it if we meet. Feels weird to get asked that. (^.^)

  22. Regarding the backdash vs. INFERNO DIVIDAA, "can do it" doesn't mean "is a good idea to ever even try, let alone rely on when it counts".
  23. I misread that and got excited cuz I thought you were bringing GGAC. (^.^)' Yeah, FFA needs to reorganize their fans something fierce. Also Kyle, good job on doing whatever combo that was, I suppose. All you fools need to learn Tetris Attack!
  24. I actually completely ignore the "X frames of blockstun for a Lv whatever attack" because there are times it has disagreed with the blockstun derived from the frate data...not just times, it disagrees more than it agrees! I use the Blockstun = (active frames - 1) + (recovery frames) - (static difference) to figure out blockstun on the ground, then use the IB = -5F etc to figure out the change in whatever situation.
  25. OK! 2C: 2 active, 39 recovery, -22 on block. Let's say we figure it with just the recovery. 39-22 = 17f of blockstun, and it's probably 18 because of that last active frame getting counted as recovery by frame data. 4D startup is 13, meaning (I think) it actually hits on 14. So we'll go with the numbers that put Tager in the worst position: 17f of blockstun and 4D hitting on 14. That gives you a solid blockstring if not IB'd, 2 frames for the opponent to do something if they IB, and 1f if they IB+Barrier. (If the blockstun is 18, then it's solid if they IB+Barrier, and they have 1f to punish if they IB but they had to do it standing.) This compared to them not even having to IB to punish in-between 5C->5D, which was my initial point. Harder for them = better. Also, Leo, remember you can chain well after the move actually touches them, so if you're doing the 4D on reaction to a simple 2C being blocked, chances are you're chaining later and therefore gave them a longer punish window.
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