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Big Red Tie

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Everything posted by Big Red Tie

  1. i can only do 662B in the fatal combo i do CH 2C > JC and then look at the distance to see what's happenin usually the combo drops because i'll super jump out of habit
  2. backdash = tager needs to approach meaning you can be at a safe distance for j.C 5C steins etc.
  3. why would i 5C at the wrong range? why would i j.C against standing tager?
  4. outrange her try not to get cornered before 50 tension
  5. i didn't seriously mean you should 6C tager. sarcasm? tager cannot jump effectively at mu. she can either run under him, AA JC dash/dj/something else, back dash, dp, j.C, etc. i don't even remember who i was responding to talking about mixup. j.B is pretty fast, though. and you can also airdash out. ...what does tager use to beat 5C and j.C?
  6. tager has the advantage on mu at midrange? and tager can effectively jump on mu? what? if you believe those two things then i suppose for you timed charge lasers are a bad idea, as is trying to mixup with j.B as well. i guess you could 6C all match?
  7. how can tager get in on mu
  8. ohshi- yeah that should be in there then. it's kind of important!
  9. isn't there a terminology thread in this sub forum?
  10. i'm watching: new community, new 30 rock, new office, new parenthood i'm playing dfo favorite food might be young's kalbee
  11. re: the question about how to time dash links instead of trying the dash in the combo, mash A and use that to learn when your character is in neutral, which should help you get the timing down and then muscle memory it
  12. then that's not a buffer
  13. is it just me or does 5C w/o staff not otg mu at least not more than once
  14. as long as you pay attention to what they're doing and can gauge how they're feeling then laser spam can be fine obviously it won't work as a standalone strategy against a good player, but if someone falters or doesn't know the timing/placement to get through your lasers you can gain the lead quite easily
  15. oh it's easily in makotos favor looking forward to 5B buff too
  16. 5C and j.C > tager B sledge loses to 6C iirc unless they 6C while you're starting it up, in which case also i had her DP and omohikane clash with B sledge on the last frames with the electricity, i think, but yeah.
  17. 6B should be early or late if you do early 6B you dash for a long time into 6A late 6B delay dash 6A
  18. you should just mash D as hard as you can because there's no chance of getting accidental charge lasers. as long as you are pointing the right direction at the right time it's pretty easy to keep up. also the 2D 4D xN works if you are at exactly starting length or a bit closer. if you're too far they get pushed out, and too close they get knocked into the air (can probably combo, but it would be less damage and harder than spamming)

  19. or you can do like one less rep, put in 214D 6B omohikane and get 10k

  20. 2D 4D xN works until about 20~hits from midscreen starting point distance and then you can omohikane for 10k damage from across screen i don't think there's anyone that can get through 5D 4D j.D j.D xN unless they readily get hit and juggled into the air -> tech -> dash in

  21. the timing is probably similar for different groups of characters based on their size/hitboxes so i guess you could group em and muscle memory the timing. but i dunno if that's even the case litchi's isn't too hard, you need to time the first 6B so it hits her low to the ground
  22. i don't use the dpad, i use the stick i played ky and roboky and baiken. but in AC i dunno, i'd have to see changes and stuff. probably the same characters though
  23. but... how'd you know i was even in hawaii? anyway yeah i played reload for a while on xbox arcade. problem is there wasn't any information on it (too old i guess). i'd play AC but i really can't play with the ps2 controller (which also means i dunno how i'd play at a cabinet. since i use the 360 controller...)
  24. DP poke grab super
  25. that shit is like 10k dmg
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