Jump to content
Dustloop Forums

Airk

Members
  • Posts

    4,179
  • Joined

  • Last visited

Everything posted by Airk

  1. Yeah, the new primer rounding means that a LARGE chunk of the cast has only two primers after bursting once, and virtually everyone except Tager has only one primer after bursting twice. And, well, with Tsubaki's enhanced pressure, it's easier than ever to sneak in a 22c... and with 236C seeming safe - at least, if spaced properly (I bet this factors in somewhat - in CS1, all the 236X moves have 10 active frames, which means if you hit with them early, you're at a much bigger disadvantage than if you hit towards the end. It could easily be that in CS2, whether the move is safe/at advantage depends on spacing it properly, to hit late in the active frames.), it should be easy to whittle off a couple of primers. I haven't seen a lot of the Japanese players taking advantage of this though - I see a LOT of matches with someone sitting at one primer and their opponent not making any real effort to break it. Guard breaks are huge in this game. One of the vids pktazn posted recently had Tsubaki landing a guard break, charging for like an entire stock, and THEN continuing the combo.
  2. I think it's safe to say it's at least fairly safe. :P
  3. Magnetism screws with people's spacing and sense of space. What is normally a "safe" buffer zone around them is no longer safe, because a bunch of random moves now pull in. Most people are not comfortable just STAYING next to Tager - they want to land a combo and get out to reset to a neutral game where they have the advantage, and magnetism makes it much harder to do so. As LK says, it's not a problem at fullscreen, but at the range where non-zoning characters like to engage Tager - midscreen poking range, generally - is right where magnetism makes life awkward. It limits your options, and makes it easier for Tager to get a read on you. Which makes people want to back out to fullscreen until magnetism wears off, which makes them predictable, as well as more vulnerable to collider yomi, due to pull, etc. The advantage is probably psychologically bigger than it 'really' is in gameplay, but that's true for a lot of stuff. Especially Tager stuff. :P
  4. If it makes you feel better, I had a devil of a time getting the hang of this too, and sometimes I still screw up and hit the button too early. -_- But yeah, the two options are: A) The one DT mentioned, which works pretty well, but does rely on some visual cues. (i.e. being able to see and recognize the 214A animation B) Do the whole 236A->214A->22A sequence as more or less contiguous inputs, remembering to hold the button for 22A. This is probably harder to learn but easier to replicate. As always, with just about any combo, if the move isn't coming out, you're doing it too early, if the move comes out but doesn't combo, you're doing it too late.
  5. Holy cow! Look at the 236236D here Look how far she lunges forwards. It looks like she would've gone further if it hadn't been blocked? That's practically a whole new move. o.o Also, does anyone have any idea why that Tsubaki player keeps using 236A from out of range? Trying to bait an inferno divider or something?
  6. Not sure why that's a D-face; If you're in range for it, that means you hit them out clean as long as you hit on the first frame. Sure, it's no stupid Inferno Divider where it's invulnerable practically until you go into recovery frames, but it IS a strong reversal, as you doubtless know better than I do. Any suggestions for good stuff to do following 214D, or shall I just get in there and try it? :P
  7. Well, according to the CS1 frame data, it was only 10 frames of invulnerability anyway. So I doubt much has changed. The difference between it and 623A is that 623D is invincible until it hits, while 623A has a frame or so where it can get hit before it makes contact. I still find it vaguely insulting that burning a charge gets us _ONE_ extra frame of invulnerability here, but apparently it's an important frame.
  8. At the level of play you're describing, the answer seems like "There's still a ton you can get out of CS1, because your fundamentals are still weak" (Aside: Please don't be offended. I'm in the same boat.). Spacing, footsies, combo basics, hit confirms, etc are all going to carry to CS2, and while matchups are going to change somewhat, the basics of how each character works will not. So. There is some specific stuff that won't carry to CS2, but the majority of the general skills you can get from CS1 will. Really, the only people who don't have anything to gain from playing more CS1 are the people who are absolutely flawless in their execution, pickups, blocking and reactions. The top fraction of a percent. The rest of us still need all the practice we can get.
  9. 2AAAAAAA for pressure! er. "Pressure" Also, he can't IB->360 5B, which is why it's so critical in this matchup. Everything ELSE though? Going up!
  10. Uh, yeah, if you get predictable, I suppose this might happen, but seriously, who's going to mix random GHs and HFs into their blockstrings in the hopes of catching you out of a DP? That's like putting a sign on your forehead that says 'hit me please'. There's nothing wrong with her DP in these circumstances. A few frames of invulnerability are all you need to make a followup attack whiff and hit him out clean. Where Tsubaki's DP falls down is as a "yomi" tool - trying to just hit someone clean out of a move on a guess. If you INSTEAD guess what move is coming next with an IB, and then just follow through with the DP, you'll be fine because they're committed....and if you miss the IB, you'll just be in blockstun. Yes, this requires you to predict what they'll do, but Ragna doesn't actually have all that many options.
  11. Kiba is spot on; You can IB->DP out of Ragna's blockstrings at pretty much any time. 5B has a large number of active frames, and doesn't gatling into anything with less than 12 frames of startup, so instant blocking this makes it DP fodder. Heck, if you're feeling gutsy, you could probably IB -> 22A for a more punishing counterhit, but that would be cutting it kinda close. Anyway, yeah, Ragna has issues if you can IB and reversal his stuff
  12. When getting schooled by someone better than me, I find it helpful to try to isolate one thing that was screwing me over during the match. Whether that be reversal DPs, trouble getting around zoning, not anti-airing effectively, always getting hit by a certain attack/mixup, etc. Then focus on fixing that ONE aspect of your game. Figure out how to bait those reversals, figure out what tricks you have to get inside that zoning, practice your anti-airs, learn to block that mixup, whatever. You'll still lose the next time you fight them, most likely, but you'll be beating that one 'trick' and the match will be different and you can find a new area to improve. Repeat until you start to win.
  13. If I remember correctly how I beat Unlimited Hazama in Arcade mode, he has no clue how to deal with 3C attacks. Basically, if you're in range for a 3C, you hit it, he does something that's supposed to beat it, but doesn't, gets hit, and you do a combo. Repeat. Not that I've been able to test this in Score Attack, since I haven't got past Unlimited Hakumen yet. -_-
  14. Ah, okay; I didn't see it, but I don't have your eye either, so I'll take your word for it. Edit: Spelling is hard.
  15. Tager wants his turn.
  16. While gomikuzu-san was clearly making a lot of mistakes, I'm really unnerved by the number of times he was inferno-dividered out of blockstrings. I didn't see any instant blocking happening either, so now I'm...concerned about having safe blockstrings again. -_-
  17. Agreed. It was a sortof weird sensation. I kept wondering if the video was sped up or something (I blame increased Nirvana footspeed for a lot of that sensation. :P ). It blew my mind to see how fast Tsubaki got full charge just using 2D as well.
  18. Whoa, reversal (invulnerable?!) super (236236C!) at 8:14 in this video. o.o
  19. No, you're confused. Here's what he said/meant: If YOU are in blockstun, and you push throw, nothing will happen (You're in blockstun, you can't do anything). But if your opponent then grabs you shortly thereafter, you'll get a Throw Reject Miss, because even though you were in blockstun and couldn't initiate a throw, you still hit throw and are therefore in the TRM window. When you get thrown, it might be purple if you're still in blockstun when your opponent grabs you, but it won't matter because you get the TRM. I think/hope everyone is clear on what purple throw means, but that wasn't what advancednoob was talking about.
  20. Seems like it's the 'no trading' DP - you'll either get hit out or hit clean.
  21. That's pretty much the answer I was expecting. I guess we'll be waiting on the release of some sort of official publication then.
  22. How did we get the CS1 frame data we're using, anyway? Anyone know? Because that's...really handy for getting stuff like this square.
  23. There aren't actually very many, if you count Distortion Drives. On those characters, she can maintain a sort of pressure as long as they don't instant block, because she can use charge canceling to be only -a few at the end of her blockstring, but once that happens, her pressure sortof expires and she's back at neutral.
  24. Actually, this is irrelevant except when you stop the string at that attack. You cancel all that recovery as long as you keep using gatling cancels, the problem is that they can reversal you anytime, and once you're done, well, you're at minus something and have to charge/jump/special cancel. The thing about the 1 frame holes is that you can't even get as far as 2b to just be at -1 without leaving yourself open to a reversal that other characters don't have to worry about. And if there were no one frame holes, there would be no mashing out.
  25. I wouldn't call it "very risky" and in CS2, some of the other versions appear to be safe, so... yeah. Tsubaki can fullscreen punish you now. Don't screw around. :P
×
×
  • Create New...