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someonewhodied

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  1. Yup. In the corner on any character. You have to back up perfectly to follow up though. (Too little=opponent out of corner. Too much=Opponent techs) And I can probably achieve more damage. I was just screwing around so I did:2C(CH)>236C>Back up>5B>6A>2147D>6A>6C>236C>Dash under>6A>j.5DD>j.2DD>dj.5DD>j.2DD>j.214D I could have done the 4B(2) corner ender or skipped the TK loop and did 5C>6C>236D>214D~C>236C instead. Also, I can't seem to find any 8K burstless combos. =/
  2. Hmm. You can go 2C(CH)>236C in the corner and that can lead to 5K meterless.
  3. -situations where he could throw a D nail and forces me to block into a mixup. 236A out to under him if you have time and follow up with 6A. Or 5C clash the nails if you are full screen away. Dunno what to do midscreen -situations where he could double dash and its hard to decide to 6D and 2D (6A or dashing forward/backward solution?) 6D if he is far, 2D if he is close, 6A if he is right next to you. -situations where he is very far and what Drive move should i use to be able to block his guard point drive Use a wheel, and follow up with 2C(3 to 5 hits only, the guard point will make it easy to count) and then if you gatling into 5C, you will get a guarenteed counter hit. If he blocks instead of using drive, you still have time to get him into a 5A>followup blockstring. -should i use gravity seed for zoning and against command throw? Use it for big damage and to counter command throw. Its useless for zoning since Bang can teleport out if you hit him on a guardpoint or make it dissapear by hitting you with a nail -how to specifically counter/interrupt/punish each of Bang's drive move When I am up close (When bang has under 50% heat) I ALWAYS go 6A>2B>2C because then I can get a counter no matter which drive he uses, or I can go 5C>4B for high, 2147D for high, 3C for low, or 236B for low if he blocks. -what do i usually do when Bang jumps against my spike chaser Don't use it outside of combos. Bang can safely teleport to you and get a free CH or he can poison nail you and run all day for ~1K damage.
  4. I have no idea how I manage to pull wins out of my ass, even when my opponents aren't trying too hard. http://www.youtube.com/watch?v=QgmtMm8O8ko
  5. Oh. Well I knew that much, but anyone that I play does a normal tech when I shoot 5D so I never gave the pickup much thought.
  6. I just block low, wait for a 5C and Mash 2A out. (or 2B if hes too far) OR 6A if he tries to aerial overhead me. And yeah. 6A didn't always work for me. When it does though, I get ~3K and get Bang across the stage into the other corner. (I normally have 50% heat by then) Clashing 5C with nails leaves me open though when the bang is too far and tries to cross over and hit me, he just gets hit. (Airhit 5Cx8>4B(2) anyone?) But yeah, the few times that those things I stated work is enough to net me enough damage to win. (2C CH=Big damage as you all know) The most you can do is 5DD. Most people I play know never to forward or backward roll against lambda.
  7. Ok. I think I've gathered enough info for this matchup from battling a very good bang player and getting my ass kicked across the pacific. (I'm SOOO close to beating him sometimes) Just 6A Bang's aerials and then you can combo 5C>2C>Air Ender. When you are on the ground blocking, Mash Block and 1A(2A but with blocking still). You can knock bang out of some of his C and D attack segments of his blockstrings. Bang teleporting to you using your sickle? Follow up sickle with 2C. Nails? Space yourself and 5C the nails.
  8. You get to be the attacker instead of the defender in this matchup. I still play fisher though. 4DD punishing Mu's J.D's leads to HUGE damage.
  9. Against carls, I normally try to nail carl with the 2nd sword of 5DD or J.2DD. Or just nail a nice 4DD>236B It usually works too, And carl doesnt have many options for getting out of corners. (Even less than lambda I think, since you can hit his spindodge on startup I think, or the carl I play against does it wrong, while lambda has a DP distortion)
  10. http://www.youtube.com/watch?v=srFVu0eWelE I'm a failure. ^_^
  11. I would only use it when I'm SURE it will lock tao down. (Like to stop walljumps)
  12. 2C is the best move for this matchup. It shouldn't be your only move of course but: 6C? 2C that for a nice counter. 2D? 2C that. Stops all air approaches. 5D? 2C that. 4D? 2C that also. Just delay it a bit. Wallbouncejump [i need to learn my BB terms still]? 2C that shit. You won't always have meter for 2C(CH)>5CxN>6C>236236D>ect or gravity for 2C(CH)>j.5C>j.2C>2DD>Gravity>ect, so you can also do 2C(Ch)(1)>airdash forward j.2C>2DD>Air Ender. Any good tao will use moves other than those though. 2C is just useful for punishing most of taos faster approaches.
  13. I always 6A, 6B, or 2C Ada for killing her meter. 236C when i see carl airdash at me, in order to hit both carl and ada. The second sword of 5D can still hit carl behind the doll sometimes. 6A can punish Carl's godly j.5B and j.5Cs. Thats all I got, that wasn't previously stated. edit: Dunno how I forgot this, I play against a pretty good carl player all the time. Even when the doll is dead, carl has 2 very safe options for approach, with careful use. Airdash to get past 5Ds, and 236B to dodge any attack with proper timing. Of course, neither is 100% safe, but generally works.
  14. Tao a bad matchup? Just run and 2C the lunges.
  15. I'm fine with the changes as long as you can still do her midscreen combos and she doesn't lose any gatlings.
  16. Alternatively, you can jump the deadspike and airdash out. Or IB his 5C/5D and attack him during Dead Spike's super slow startup.
  17. Heres a nice Distortion Fatal combo: 632146D(Fatal)>662DD>214A>Gravity Combo>236C>6DD>2DD>Air Ender And 4B(2) CAN be comboed from a DD Fatal. You need to buffer the dash and 4B immediately, or else the first hit will also land and your opponent will be too high to combo.
  18. I just did 3C in that for a quick start. I normally use gravity after 236C>2DD
  19. Oh. http://www.youtube.com/watch?v=tmj0UEwsfyU It too me two tries, but I did it. On a DPAD, not a stick O_o.
  20. Another thing, I found a couple of usable options after Gravity Airhit: Standalone 6C>236C (Useless) 5CxN>6C>236C (Useful for lower gravity hits) 2DD>2147D>Dash>6A>6C>236C (Mid height, good damage output) Back up a tiny bit>4B(2)>2DD>TK Crescent>5DD>236C (By far the highest damage output. You can almost always land this) <----Yes it does work. I'm uploading a video right now. Its hard to land 236C after 5DD though.
  21. I guess that all of the tons of hakus I beat just sucked then....None of them ever got past my 6D....
  22. Oh ok.... So...nothing beats missile.... We just...uh...jump over em? blocking em leaves you open go get pressure applied...
  23. We are missing grab combos in the opening post O_o Edit: Nevermind....I missed em....I must be tired.... But I'll keep the ones NOT listed. I'll list a few: Midscreen: Grab>2DD>Wait>6DD>2DD>Air Ender Grab>Dash>Jump>j.5C>j.2C>j.5C>[Airgrab>Oki OR j.2C>j.214D] Corner Forward Throw: Grab>j.5C(1)>j.214D>5B>6A>2147D>6A>C Air Ender Grab>4B(2)>2147D>5CxN>6C>236D>214D~C>236C>Dash Under>6A>Air Ender Corner Backward Throw: Grab>6A>Tk Crescent Loop x2>6A>Air Ender Grab>6A>2147D>6A>6C>236C>Dash Under>6A>Air Ender Grab>6A>2147D>6A>6C>236C>Dash Under>236D>Blockstring Grab>6A>6C>236C>Dash Under>5CxN>6C>236C>Dash Under>236D>Blockstring
  24. You can only get 5C CH off of an instant block. IIRC 236236D beats cat missile. I'll need to double check that one though. (or someone do it for me. =))
  25. Have you seen how fast 6D comes out over and over? If Haku tries to airdash after a whiffed 6D, you can easily get another one out to hit him. (or if he blocks it, 236A under him and repeat) If he tries to command dash, after 2 command dashes, he isn't within range to attack you other than 4C, and you still hit him with 6D after. If he tries to 623A623A623AA you, you can still hit him with 6D before 623AA. If you mistime, well, your options to get away are: 236A (If haku is airborne), Backdash (If haku is too close already to 236A away from and in the air), Instant Back Airdash (If haku is too close and grounded) Think up a way for haku to get around this without a lucky bind, and I will tell you why it doesn't work.
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