LordSpectreX
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Everything posted by LordSpectreX
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99% of the time, Tager is really easy, because 99% of Tagers aren't good enough to punish well. However, I faced a really good Tager today and it was completely hopeless. It was alright pre-magnetised, but when he sent a Spark Bolt at me and I blocked it, there was absolutly nothing I could do to avoid being sent in. Jumping back in the air made me eat a 5D or an Atomic Collider. Backdashing was countered with constant 5Ds which not only made me go to him, but also negative penalty. When I was sent in, the magnetism just kept me in a blockstring that was incredibly hard to get out of. Even when I went on the attack, he punished my IAD j.4B with a backdash and a 720 for god's sake, no tech allowed. 2D > 2D > 2C Sledge Hammer bait didn't work at all, because he only sledged up to a short distance away, which made it risky to 2C. Even when he was cursed, it was a pain in the ass. He blocked all the bugs and the mixups, but at any point where I wasn't doing a true blockstring, he either poked, threw, or 360A/B me. It meant that to get the wheel loop started, I had to hit him the the D bug, break his guard, push him forward and hope the D Bug launches him before he recovers. Not to take anything away from him, he had 100% Win Ratio over 170 games, but still, is there an option for escaping magnetism I didn't know about?
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You lose 1000 damage by just walking him to the corner, doing the j.C gives a little extra damage, but it is harder to do.
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Let go of 6CD around halfway through the animation. For English Arakune, I usually let go at the third syllable. It'll become muscle memory soon. You should start the j.236c at the height of the D Bug's launch, but the timing isn't that strict. If you're talking about 5C in the corner, then that's to do additional damage, and possibly, some untechable time. You should do it when the D Bug is stunning them on it's way down. You can also do it when they touch the ground when the D Bug is about to launch them back up. This is also nessessary to do the wheel loop on Mu. That or 2B. Personally, I don't do the second 5C as it lessens the overall damage (gonna have to learn how to spell proporate ), but Zong_one does the second 5C, and he knows far more than me, so he's probably right, but don't let it worry you. Screen Teleporting by doing 44 at the wall works pretty well if they're far away, you can also use 3C which will send you relatively quickly over half the screen, allowing you to use 6ABCD bugs. D Bugs are good for locking them down allowing you to get to them. Don't spam it of course, as the recovery time is quite long. Feel free to use C Bug to keep him locked on the ground though, C Bugs refresh very quickly. Another tip. If you actually hit them with the D Bug and you're near them, you can try pushing them forward a bit by walking into them, allowing the launch to take them up, you don't need the C bug really. That's only for breaking guards.
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6B? Yes, you can counter airthrow it.
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Sorry yeah, It was like 4am and I was like "Is this...air...good air? air air? Yes good air-air." .
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Note that in able to continue 2A after 214D~A, they must be crouching, countered or the move must be charged.
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If you're talking about short, revolver BnBs, then; 2A, 5B, 5D 5Ax(n), 6B, hjc, j.6D j.4B, [either of the above options] or 5B, 5D. airthrow, (delay) j.D, 5D, j.A, J.C, j.D Those four are the basic of the basic. Learn those, then get used the the curse loops, then move onto Rapid Cancel combos and dive cancel loops. Quick Pro, Con summary on the spot. Pros: High Damage in curse. Good Air-Air play. Fast. Zoning ability. Good Distortions (one is a good reversal and anti air, the other is unblockable and leads to 100% curse.) Cons: Low Damage outside curse. Terrible normals. Meh Ground play. Gets destroyed by better zoners. Hard to get out of pressure.
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Because most Hazama's are scrubs? It was mostly a fun observation. :P
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214D~B beats 236236B if you want to bait it.
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After which moves does Lambda usually throw out Act Parsers? I don't know Lambda or face her enough to know for myself. :P
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You know, it says a lot about Ragna when the only things Arakunes can talk about regarding him is baiting his Inferno Divider. -_-
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Just tested it, yeah, you can cancel, but it's quite dodgy. I've got to learn to run away more. Shucks to Negative Penalty.
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Do you mean 5A on block or 5A on Activation?
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Can anything punish Act-Parser C?
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I'm looking at the Hazama Vs Rachel videos on the video thread and it doesn't look as easy as it seems to be made out to be. The Hazama's in the videos, including Zaks, seem to have an unconfortable victory at best. Plus, the Rachels I keep facing zone more than the ones in the videos. But yeah, I'll try the swing next time. Prehaps that will work.
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How do I flash kick a sledged chain? Sledge comes out way too fast for me to press A and do the command for Flash Kick.
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But how am I supposed to chain george when she's constantly firing lobelia's at me? And there is no space between traps. Going from a Lobelia to Frog and back again takes 2 seconds. To get to her in that time, I have to dash forward about three times and fire a chain so that it hits her in that time. Or else I eat lobelia or sword iris. Plus, If I get into a courner, it is impossible to get out, she just does a lobelia at the end of my blockstun and repeats. I find Ragna easier than this matchup, so I must be doing something wrong.
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How do I zone when she's flying **** at me? Her Barrells have further range and ourboros and have less recovery time. Then I have to worry about the frog as well, while trying to deal with everything else. I can't chain randomly in because of cat chair, and I can't chain in the air because of Sword Iris. I lost the last match by a Rachel because of two timeouts where we practically had full health. Except I had about, oh...800 taken away?
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623D has different recovery time at different ranges. In throws, the 623D is far away, and in the combo you posted, 623D is done close up. Trying doing the 623D the way the combo tells you to do it. I think that's the problem, but if it isn't, I imagine you have to somehow buffer the backdash.
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[CS1] Tsubaki Simple Questions and Answers Thread (Read the guides first!)
LordSpectreX replied to Ginseng's topic in Archive
Didn't I say in my post that I used no heat and yet it was only at 65? Besides, the supers may be garbage, but Dead Angles and RCs are most definatly not. -
Regarding the combo after throw, you should be mashing 6 and D during the throw, and the second it connects, press A. Then half a second later, firmly press 6D again at the same time. Don't go 6 then D or else you'll walk forward and mess it up. The 623 throw can be done two ways. You can press A after the second chain and then do 623 as quickly as possible, but you can also do 623D literally a second after the second (or first) 6D connects. It doesn't work on Jin and Carl, but I find it makes the timing a lot easier to deal with.
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[CS1] Tsubaki Simple Questions and Answers Thread (Read the guides first!)
LordSpectreX replied to Ginseng's topic in Archive
Also, make sure you do 2, then 9. Be sure not to skim over 3 or 6 by accident or you'll do Tiger's Knee j.236C -
Ragna only. Final Destination. No Distortions or Astrals!
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I never said don't try to curse them. I'm just saying I try to use clouds as little as possible because they leave you vunerable to attack and continued pressure. Kill two birds with one stone and try and curse them with moves that hurt them.
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In this scenario, I usually give up on clouds and try to kill the opponent with j.66/4B and Hitbox Bugs (6D etc).