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evilben

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Everything posted by evilben

  1. ive run into this a few times, the way i ended up dealing with it was sit back with the spark bolt and try to just hit them with it, they will block but as long as you can at least get the mag'd then you can advance and have some capture strat j.D was the best closer i could find when they were trying to run past me, but it is risky because they can blow you up if they see it coming. really though, one good combo and you can let them run away the rest of the match because you will have the life lead. (this is my experience vs online people, not at all comprehensive... but just and idea, critiques are appreciated as i have trouble with this style of match-up too...) really, all i found i could do was be patient and wait, try to get one combo in then sit on the lead and make them take the risks.
  2. basically what Oryan said, your opponents here werent quality to its hard to really judge your skill. my one real big critique is in your vs arakune match you spent a good deal of the time running away from him, if i was the ara player i would have let you sit back and just built curse meter on you, also, j.C opening v arakune is more or less worthless, you wont catch him...
  3. if he is airdashing j.Cing you, you should be able to backdash 360 or just 360a the whole thing, the invuln should get you through it. also 2C is marvelous if he likes to jump in on you, just watch out for the block. if he is rushing you down on the ground 5a spam or a well timed 5b can stop that. if you has you in a block string, IB the 5C and have your way with him. but really, if he is going to try to jump in on you, hit him with a 2C, that FC is great damage for you and it has some head invuln so his attack shouldnt hit you if timed right (also this would have been better suited for the Tager v Ragna match-up thread)
  4. "Your body broke the floor, help me fix it" ~Hugo
  5. also if you know he is going to drive off your volt shoot it full screen and 360a, when the pops up next to you its a buster party and hes the guest of honor. or you know... dont shoot it when you are both neutral, use that for a punish or a combo extender!
  6. cool, thanks zong, now time to go break out carl and figure out what those look like... lol
  7. If carl has you in a ground block string what are the best options for getting out. i know you can IB the pup punch and there is always counter assault, but are there any other good openings to take advantage of? i dont know if this was a fluke but i managed to slip a sledgeA in during a string that pushed him far enough away that he had to command dash back in. he was covering himself with a 6D, but of course the sledge went through it. was it luck on my part or is it an okay idea? (i have unfortunately little experience playing carl and ada and have a very hard time getting out of the block strings... need to work on my IBs i guess >.<)
  8. nothing beats Hugo's from 3s. the belly flop of death that crushed little asian boys (yang and yun) (although i preferred alex and his hyper bomb...)
  9. really with the pounce super you dont need to stuff it, just duck the dang thing and counter after it lands. no need to be flashy when the safe route gets you the same results. random pounce = death to the kitty. the only on reaction move i do vs it is elbow drop if she happens to catch me in the air.
  10. his astral counters everything but projectiles, if im correct. that means all we got that beats it is spark volt, wooo. makes gadget finger practically useless against hakus who can astral, gadget flinger too, because you cannot cross up his astral (charge 28D)
  11. still be careful with the sledge, some of the chain revolver moves are not projectiles, and there is one that gives her invincibility frames. i have had noels bait sledges and use those moves when the sledge comes out to CH. if you are playing a noel that just chain revolver spams chances are the person youre playing doesnt know what they are doing, punish and have fun with free combos... most fun thing to do v noel, sledge through the rocket from the air super, most embarrassing, sledging too early and getting hit by said rocket
  12. qft now that the somersault drive hits mid(used to be 2D donno if it still is), just learn to see that axe kick and that gun drop and you are gold. (either of those overheads, if you see them coming can be 360Ad for fun) also, noels new air drive, the one where she drops to the ground is grab fodder IF she land close to you, else youre out of range and eat a fatty combo. if you are observant you can see which side she is going to land on and sledge sledge sledge to the moon on it.
  13. ^ QFT when ive played them (not very much yet really) a commonality has been get a lead and play keep away till times up... really annoying. and with that stupid chain you can punish them for jumping because snake chain > science the only luck ive had when they started doing this is get into mind games, a friend of mine plays jin and uses ice car way to much to get out of corners, i got into the habit of jump blocking his ice cars for fun (really good idea anyway) and ive kinda used this against hazamas. if you block the chain they cant go too far past you. just approach and try to keep them from getting over you.
  14. other stl players?! awesome, where do you guys play at?
  15. any BB players in the st louis area besides me?
  16. I still dont know all the intricacies of CS, but im fairly certain you could MTW through Jin's DBs in CT. either case, was hoping that the Armor frames would eat the hit and leave her vulnerable to the rest of it a la MTWing through bursts.
  17. also sad note, DP beats MTW if done twice in quick succession (at least im pretty sure thats what happened to me)
  18. xbl: thevilben psn: (tba)
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