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Fluck

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Everything posted by Fluck

  1. That's Tager and Rachel specific?
  2. It's like this: if you don't do an air attack, you could land (jumping in with no attack is called an empty jump) from the empty jump and do 2B, which will catch them low when they're blocking high. So, people usually switch blocks back to low after a period of time. Good players won't switch blocks so quickly, but lower level players might be lured by a sense of rhythm. For example, let's say you jump cancel and always attack with j.B at about the same time. By repeatedly blocking that string, the player acquires a rhythm of switching back low after a period of time, so when you alter your attack pattern they just go back low instinctively and get hit. A DP or throw invulnerable move vs throw mixup (throw whiff mixups) works because throw break is the same command as throw. So if they weren't thrown and they input throw they will throw and then get hit by the DP or throw invuln move. Basically, it works on people who don't throw break on reaction. Why don't people just throw break on reaction? Well, doing such a thing is honestly harder than it sounds, due to different situations and set-ups. People claim they can throw break on reaction but they still get thrown all the time. One situation where you might throw break as a read is if you're about to die and you read a throw. Why not throw break instead of risking getting thrown cause you didn't react fast enough? There's an extra layer to do where people can OS their throw breaks (1 A+B+C). This protects from throw whiff mixups because they barrier instead of throwing but you can purple grab them for a Throw Reject Miss right after.
  3. 2A 2A 2B Dead Spike kara grab is really strong.
  4. I am not sure at all how winded tech works tbh, I am not familiar with Rachel. But from the way it's described, it should beat those because they're out of range of your move.
  5. She can do winded tech or backdash
  6. I only listed tools to reset pressure.
  7. I apologize for starting this inane convo, all I wanted to do was ask SKD about the colors he uses :V Also can't believe you guys didn't answer his question. Taking a reversal should not be a reason to stop pressuring them forever. There's always a way to beat it (low moves for Noel 4D, block for DPs like ID or Hirensou). The thing that you need to wrap your head around is that you have to guess if the opponent is going to reversal or not and act accordingly. If you guess wrong, tough luck. Such things do happen. Pressure tools: 2A stagger into 2A Random Dead Spikes 6D
  8. Jyosua: You can gatling right after the first active frame that hits the opponent, otherwise Ragna's 5B (8 active frames) would have massive gaps going into almost anything else. So the gap between 5A 6D is actually always 6 frames and frame-traps opponent 2As.
  9. Just popping by to say nice, practical video LK. 6A FC on blue Bang 6D too good.
  10. Good shit on the Belial Edge tricks, looks incredibly cool! Jubeat songs are godlike EDIT: Yo, SKD, do you just pick random colours?
  11. A good bet is that if someone is doing something a lot, he'll keep doing it until you make him stop. This doesn't just apply to obvious stuff like 'he likes to air dash on me so I should probably AA him' or 'he likes to DP so I should probably block more'. There are ways to call out almost anything, even usually safe stuff like jump back, IAD backwards (air throw/IAD forwards air throw), DP RC (backdash), jump-in into normal (DP in between) etc, as long as you know he will do it. Every human has patterns, watch out for them. That's how you make a read.
  12. LK, how much do you think Ragna players should rely on pure fundamentals as opposed to bullying the opponent with certain Ragna-specific options (e.g. extremely strong j.C, kara throws). I understand that it depends on a player's individual play style and that you should use everything available to you, but do you face more problems fighting extremely solid Ragnas or those that abuse the stronger aspects of the character for higher risk/reward?
  13. Ehhh I forgot about Dead Spike's carry midscreen. I'll test both combos when I get back just to make sure but I guess this really makes the DS version much better other than in terms of ease of execution. EDIT: Wow k this thing isn't even that hard, great find KF. As we discussed on IRC can be done after other falling j.Ds as well.
  14. Well, I didn't know of it, at least. Will definitely try it when I get back home. Here's a different version I use for an extra dash cancel's worth of corner carry: 214B RC air dash j.C j.D 5D (2) dash cancel 5C j.D jump cancel j.D 214C (At corner) 6B 214D 623D 236C 236C 3C ~
  15. Ragna is actually the most basic character in the game and thus rewards stronger fundamentals stronger than any other character probably Just to set the record straight for any beginners out there who might be reading this. That said, he is undeniably very strong and has a lower execution requirement than most. But why should that be a problem? He's the perfect character for beginners to use because it allows them to pick up the game well by playing him. This isn't a 'you shouldn't use Ragna' or 'you must use Ragna' thing, it's perfectly fine to play Ragna first and move on to someone else, and equally possible to just start with someone else. Basically, just use whoever you feel comfortable and don't feel like you need to justify your character choice!
  16. 2B has 13 frames of blockstun, 5C has 13 frames of start-up. Since 22C used to be +5 and was a 1-frame link, I'm assuming an immediate gatling is airtight, but you may be right.
  17. 2A to 2B and 2B to 2C/5C are gapless on immediate gatling, but if you IB a gap will appear. 2C to 3C is safe if 3C doesn't whiff. 2A to 5C has a gap.
  18. Let's start with the first match. I'll try to talk about neutral and defence since you already know about your mix-up problems (and also because neutral is one of the hardest facets of the game to understand). You're being too cautious while in the air. I notice that you did a lot of jump barrier and j.A and air throw. Now, being cautious in the air vs Tsubaki is actually very sound due to her strong 2C, but you can afford to bully her more. There's actually no need to do things like jump back j.A because those are strong air-to-air options that you use at the right spacings against other characters with good air normals. j.C already bodies all of her air normals unless you're very close to her so you can abuse that more. At 1:01 you space your ID wrong but I'm sure you are already aware of that. I just want you to know it's not a bad idea to do run up ID RC in that situation where it would have gotten you the kill or pressure to get the kill, so you didn't make a bad choice. You just made a spacing error. I would have IDed somewhere in the closing stages of round 1 since you had meter. At the start of round 2 you backdash which I think is a defensive reflex from losing round 1. Personally I think you'd just want to keep going in against Tsubaki when you can so avoid such maneuvers if possible. Perhaps you had a specific read for that move although I can't think of anything (surely not predicting DP??). Notice that at 2:15 or so you cross her up and she whiffs and is stuck in 2C's crouching recovery. If you had done j.C instead of j.B you would have nailed her for 4k+. That's another way to bully her out of anti-airing confidently, which can help your approach. I don't know why you get hit randomly during her strings, I am assuming you either tried jumping out or mashing ID and failed. Jumping out is generally not a good idea because her strings involve a lot of small gaps that beat jumping out easily. If you mashed ID then you fucked up during the CH. As for the non CH hits like 2A (blocked) 5B (hit), it's cause you were mashing during air tight parts of her string. Study the frame data! 2A is not a good part of her string to mash ID in. You get anti-aired too often after teching in the air cause you didn't block. That's just a habit that you'll have to play more to acquire. The last hit that led to your death wasn't really your fault, Grendy was the one that fucked up if anything. But of course, tech the stagger! At the start of the second match you can actually just ID when she was doing j.D. This is something that I don't remember to do myself cause I'm lacking in match-up experience vs Tsubaki but it helps! When you got cornered you died because of weak defence but that comes with experience. In the meantime, tell yourself to just be patient and block! Also you were too defensive in neutral which is what allowed her to corner you in the first place. You don't need to charge at her with all you've got, just approach her passively yet aggressively. Stick out 5B, you'll win. You baited the DP too often after you got nailed by it once. This kind of mind game depends more on the player and your reads though, so there's not much to say there. At the end you got too cautious again, imo. You can afford to do what you want against Tsubaki, you're Ragna!
  19. Avoid going into 5C during blockstrings against him at a distance when he has 50 meter, because he can IB and punish with Jayoku. You can avoid this if you're close enough to cancel into 2C or 3C without whiffing those moves. Alternatively you can cancel into ID or Hell's Fang but those aren't much safer either. You can probably RC if you have the meter too.
  20. Ah right, my mistake, those unblockables slipped my mind. I was thinking of unblockable setups. I've seen lots of Plat combos end in Mami Circular with lots of repeat proration (for the heat), which is why I think bubble oki may not be valid depending on the combo. You'd need to check this with the Plat boards really.
  21. There are no true unblockables but Carl has an 'unblockable' set-up that is so hard to block that it might as well be unblockable. I am not too familiar with Platinum so you might want to start heading over to the Platinum boards and ask but I imagine bubble oki is done only after an ender that has a lot of untechable time such that you have enough time to do it safely.
  22. 'When did Ragna become broken' 'When I hit the start button' Holy shit bro, holy shit.
  23. Platinum actually has fairly good mixup with the right setups and execution and she has the ability to stop people from rolling thanks to what is known as 'Bubble Oki', so she's not that far off from what you're looking for. However, be aware that most of her power comes in the corner and she's one of, if not the, weakest characters in the game midscreen. Also one tip I have is that when you hit people off the ground, don't just do like 2B. Do 2B 5C or whatever your next move as well, if you land a hit you'll gatling automatically and get your combo, if you don't (because they teched) you don't cancel into the next move.
  24. I prefer j.C j.D j.D instead because you can do D divider with that proration
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