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Fluck

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Everything posted by Fluck

  1. In general, you have to be careful about using 22C. It's all fine and dandy if they respect it and tech immediately, but if they alter their tech times it's a guessing game of its own. Btw, jumping over Dead Spike to punish is always better than hitting them out of it on reaction cause you can confirm the j.C into 5B 6A into GH/TK GH stuff.
  2. I ran some tests and yes, you cannot jump cancel 5C when you hit George. Don't you think 5C will come in handy at times though, KF? Basically when it's possible to nail both Rachel and George since 5C has a much better horizontal range. I'm pretty sure 3C would lose at further spacings since Rachel can safely punish you with a projectile/pumpkin etc. since she's not blocking.
  3. George has 700 health, not 300. That's why you need to use 3C on him :V
  4. Well, Gramas, if they guess wrong and delay their forward roll into an undelayed Dead Spike, they'll take a ridiculous amount of damage, it's like 6k, so risk/reward is still in your favor. But I can understand not wanting to risk lose momentum in some match-ups (Lambda, Tao).
  5. The tournament is taking place on 12th May 2012, at Tough Cookie Parklane Gaming Centre. How to get to Tough Cookie Parklane Gaming Centre: Exit from Dhoby Ghaut MRT using Exit A and cross the road. Turn right and walk down directly past School of The Arts and PoMo Mall and you'll arrive at Parklane. Enter and take the escalator to the 2nd floor and you'll see Tough Cookie on your right. Bus Services 147 and 166 also pass by Parklane. Do come by if you're interested and support the scene
  6. Bang has retarded shit combos too (5B 2B 6C IAD j.4C fire punch does a fuckload of damage and has ridiculous corner carry), but what is the point of all of these stupid posts? If you think that Ragna is retarded then stop playing him, personally I don't think I'm ever qualified to say Ragna is too good until I am capable of beating every player in the game which is obviously not the case now.
  7. This happens too if Jin catches another Jin doing 623B/C/D. JIN FOR S-TIER?!?!?!!?!?!!!!?!
  8. Think of the list as a reason to share new tech discovered with everyone to justify the tier placings. I.E. 'Yuu is A instead of B because of his good mixup, as seen here: '. That kind of stuff.
  9. Hi guys, a few questions about Makoto's combo theory: 1) How do you combo airborne opponents in the corner? For example, after baiting a burst or catching a jump-out. The current route I'm using is basically stuff into j.B j.D into 2D 5D, but I think it's likely that there are better routes. 2) Linked to the first question, what are the ways to incorporate 5D into your combo on an airborne opponent? You can do it after j.D and 2D, but are there other ways?
  10. Was reading the wiki and imo 3C is well worth using in strings, it's a low option after 2B is blocked that can't be mashed out of. If you don't use this move often enough opponents will just disrespect your mixup after 2B and stand up all the time. If you get 3C starter into 22C in the corner, you can RC and it's like 5.8k for a faceroll combo. Edit: Whoops, help me move this to the other thread please KF.
  11. It sounds like you aren't really aware of how movement interaction works yet. My own understanding of it isn't very good yet, but perhaps I can share a few tips from the viewpoint of a fellow beginner (and better players can correct me). Movement is mostly about controlling space. Characters will have different distances that they want to be from their opponent, depending on the match-up. If it's a zoner versus a non-zoner, then this interaction is pretty simple to understand. The non-zoner wins the movement battle every time he narrows the distance, whereas the zoner wins every time he gains more distance. If it's two non-zoners, then it depends on how the characters' pokes interact and where they prefer to be. You win by maintaining your preferred position (this could be in the air) without getting hit. For example, Ragna is pretty comfortable in the mid-range on the ground so characters like Jin who find it hard to outpoke him tend to prefer to be in the air in that match-up. Of course there are also some interactions between attacks and actions that you may or may not be aware of. Anti-air > jump in is an obvious one but there are a few others, like jump-in beating pokes. Another example is running under the opponent while they jump at you, this helps you avoid having to guess between anti-air/air throw/block vs double jump/air attack if they still have an air option remaining and still allows you to win the spacing battle because they are now in a disadvantageous position: if they attack, they'll whiff and be punished; if they don't attack, you can safely poke them anyway as they are descending. Whiffing your air normal is not actually a good idea, you need to understand what is happening to you when you do it. After whiffing your air normal, you have landing recovery and this will usually means that you will lose if you try to ground poke your opponent after whiffing your air normal, assuming he was on the ground, forcing you to block and give up slight momentum. Also, most air normals don't hit above them, so generally speaking you lose the air-to-air spacing battle when the opponent is above you in the air (but BB has huge air throws which helps). The above are just a few general examples, the best way to learn more is to observe videos and think to yourself how moving in a certain way helped that particular player. Understanding and recognizing these situations, judging the risk/reward of these situations, and learning to do that instinctively during an actual match is the best method to improve movement and spacing imo.
  12. Ragna has better average damage than pretty much...anyone else. That's why people complain about his damage.
  13. Why do people keep talking about Haku threatening offense with counters when Ragna is equally or more dangerous with ID? The only reason Haku can be offensive while turtling is cause of passive meter gain.
  14. It's -4, 6C is a level 4 move.
  15. All of the following is in comparison with stronger characters. - Lack of damage and weaker overall reward. Part of this is weaker confirms in EX such as CH j.B air hit nerfs and of course nerfs to 6C. - Weak mix-up. - Neutral is not bad, but not outstanding either unlike top tiers. - Relies too much on meter. Requires meter for good defense (CA, Hirensou), stronger offense (D Ice Car confirms, 6A RC), and neutral (EX Ice Swords) and obviously doesn't have enough meter to support all three. - No reliable anti-air. For example, if you're on the ground Ragna's j.C will eat you alive unless you do B Fubuki. This was fine in CS2 partly because he was so strong in the air, which allowed him to just air-to-air all the time. Now this option is less viable. Basically it's a variety of reasons because he's the balanced character. He just doesn't match up as well in many areas compared to the top tier chars.
  16. The main guy's eyes are fucking humongous.
  17. Yukikaze also can't be bursted out of.
  18. Hey, full corner from throw is amazing, I'll definitely be trying those out. I have no idea how to land 5A 5C after 214B The 5C always whiffs if I do it early and 5A whiffs when I do it late.
  19. Ehh my execution is pretty bad and I couldn't do them so I just went with that I knew did work. Where did you post about these combos?
  20. I've been messing with throw combos, they tend to be slightly character specific in terms of delay and such but: Throw combo (universal as far as I can tell): B+C 214B 5A 6A j.C j.D j.C j.D 623D 236C 214D 2664 damage 28 heat. Really easy to do. You can get this on back throw vs some chars too, but I'm not bothering to check myself. On Hazama Plat Valk Relius Mu Lambda Bang Hakumen Tsubaki Litchi you can get B+C 214B 5A 5B 5D 66 5B 623D 236D 214D for like 10 more damage and better corner carry but 2 less heat. You can do B+C 214B 5A 5C instead on Tager. I couldn't do it on the rest. On Makoto you can get B+C 214B 5A 5B 5D 66 6A j.D j.D 623D 236C 214D instead.
  21. You can't combo after a 2-hit D divider in optimal combos because they'll be too high up and tech before you can land your crossup 3C. In fact, for combos with really stretched proration, even a 1-hit D divider won't work and you need to do C divider. Getting a 1-hit D divider is all about timing, but a visual trick I use is to see the first hit come out before hitting 236C, which usually gets me the right timing.
  22. You can tell Misae is female
  23. There are spacings where 5B 6A works but the Tager loop doesn't. Actually, you pretty much need to be point-blank for the loop to work, whereas 5B 6A works from significantly further away. If 5B 6A GH isn't working then just do 5B 5C 6A.
  24. Just a very minor addition, but it's actually possible to do j.C j.D JC j.C/D BE 6B 2C 5D for some combos. 5B 5C 2D RC is an example of such a combo. Do a normal jump instead of a super jump and delay your 5C after Dead Spike. This will add like 100 damage and 2 more heat to your combo.
  25. 720 is frame 1 invuln, 360A is frame 3 invuln, so there's a difference there. MTW is way better than most DPs :/
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