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Ctrlaltwtf

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Everything posted by Ctrlaltwtf

  1. 6C (Corner) 6k Meterless DM: 6159 6C > 6DB > 2DC > 5DC > 5C > [4]6B > 66~2C > 5C > 6DC > 5DA > 2DA > [2]8C
  2. Do not roll against Tager. GGs netplay people.
  3. In the lobbies now. https://twitter.com/Ctrlaltwtf/status/417787917201719296
  4. And then your conn asplode?
  5. Just BBCP is all I really care about.
  6. I'll give you a set lime. EDIT: Sent invite.
  7. Best I've got right now is: 3273 AC > RC > sjf jC whiff > jB > 5A > jA > jB > jC > sjA > jC > jD > GP 3646 AC > RC sjf jC whiff > jB > 5B > jA > jB > jC > jA > jB > jC > sjA > jC > jD > GP Midscreen: 3820 AC > RC sjf jC whiff > jB > 5B > jA > jB > jC > jA > jB > jC > sjA > jC > jD wallbounce > sjA > jB > jC > GP Worth considering (triple magnetism + GF oki): 3429 AC > RC sjf jC whiff > jB > 5B > jA > jB > jC > sjA > jC > jD wallbounce > sj2C > 5B > 5C > 4D > GF I'm sure it can be better. It's the only way I can find to follow-up though. It is -key- to delay that first jB as much as possible.
  8. Yeah, not sure if that changes at all based on distance or anything, but basically you won't ever be backdashing it on wakeup. If she holds it til the "Lock-On" stage it's actually invuln too. She's + so long as she has Heat Up on too. +9 on the max level, +4 on the first level. She's only ever - if she does it without Heat Up (a really stupid thing for a Bullet to do). The reality is you've just got block her stuff. It's annoying but you're pretty much required to just sit and block and wait til she runs out of Heat Up, then she becomes vulnerable.
  9. Really the only difference I'm finding is non-mag combos. For those we can't do our 5A jA link. Instead we just do GF after ASledge. Do as many hits as permissable by distance beforehand. i.e. 5A > 3C > Asledge > GF As you get closer progress to: 5A > 5B > 5C > 6A > 3C > Asledge > GF Apart from that, she requires a delay on 6C links. i.e. in the corner AC > 6C > jC you need to delay the jC a bit here. She's not the only character that needs this though so I'd recommend just doing it all the time anyway. If you land a non-mag AC...just use oki-time to gain distance or spark meter. Really nothing you can do on it without SB.
  10. Call it "Salt In The Water" What anime con are you talking about, precisely? I have to conserve leave for the most important events.
  11. Hoppin on for a bit.
  12. Happy New Year's Utah. May it be filled with animes and DPs
  13. terumi.mpeg j22A terumi.mpeg j22A terumi.mpeg j22A terumi.mpeg j22A terumi.mpeg j22A cheer up man! terumi.mpeg
  14. Ok, better write-up now I've got good XP with multiple Kaguras. Summary: -Uber long range pokes -Incredible damage, easily some of the highest in the entire game -Weak to 360 reversals -Charge-based, so weak to overheads -Powerful flashkick -If you block his stance strings, he's very vulnerable at the end. His Neutral 5C & 2C: These are his pokes, he doesn't really get anything on them without either CH or meter. However, he'll use these as a buffer and use orbs on block or raw hit to get his momentum going. jC: A very annoying overhead that's usually safe. Has huge vertical range but little horizontal. He can use this almost immediately on a jump and it will hit anyone. It hits Tager even if he uses it instantly. 6A: His go-to overhead on orb oki. It's super short range but leads to very real damage on hit. 6C: This move is an anti-air that pushes you really far away on block with and has a massive hitbox. This can be a real problem for Tager because you have no aerial movement options on Tager once you've jumped. It's hitbox is so big you can forget about baiting it with j2C. I am not sure what the blockstun is on this move (no frame data) but usually it's long enough you can't punish it if you block it in the air, not to mention the huge knockback. The exception is 720 with magnetism, but even this can get reversed by a Flashkick gatling. Good Kaguras will be charging this move the moment they use it. Orbs: He throws this out all the time in order to put up a shield while he advances. It is not safe to try and sledge these. His pokes are way too long range. You can Sledge them if he tries to use them for oki though and usually get either a CH or a block. Aerial Stances: If he's feeling threatened on the ground he may go for these. Try to pay attention to which stance he's in to gain some insight on what he might do. He's capable of zooming down away from you, then rushing towards you. It can be very unpredictable and difficult to punish due to our slowness. Cross-up/Cross-up Feint: His 6D~B and 6D~A are highly similar animation moves, except one of them suddenly crosses you up at the last moment. This is a pretty legit cross-up and should be respected. Even when you predict the cross-up his hurtbox will disappear deceptively quick and you may attack the wrong way and open yourself up for a CH. The best defense is to 360 it with good timing. He will usually use this either in the middle of a stance pressure string (very risky) or he'll use it as oki once he's knocked you down. Flashkick: A constant threat and a real nuisance. It's pretty much an incredibly good DP that needs charging. The upside to this is that we can use overheads and force him to block high, which cancels his charge for a DP. You'll get some mileage out of 6B in this matchup. Compared to other DPs it has really short recovery, especially if you blocked it in the air with Barrier. Usually your best bet to punish it is just a 360B Important Tips Outside of OD, he only ever gets to use 3 stances in a string, and only 1 of each type (5, 6, and 2). 5D has the command throw in it. 6D has a cross-up and a relatively safe, fullscreen projectile-guardpoint charge. His 2D is the dangerous stance with either a fast low that can be RC'ed for good damage, or a decent overhead that will obliterate you if it hits. He cannot cancel into specials on blocked Stance moves. So if he expends all his stances he cannot throw an orb onto you at the end. His 2C has a delayed gatling into 5C. I'm pretty sure it works even on block. So even if you block a 2C, don't rule out the possibility of a second poke coming. When he uses stance moves from the air, he can pass through you on his way down making even more cross-ups possible. This isn't too much of a threat to Tager though because 360 is universal. Fighting his stances is sort of like fighting Noel's D moves. He almost always ends up having to move towards you when he uses them. This opens him up for a lot of 360A reversals. There is one specific move to look out for and that's 2DA. He's off the ground when uses it and can't be thrown. Not to mention it's an overhead that leads to intense pain when he lands it.
  15. I was backrolling his 6A oki on reaction. Backroll actually has decent invuln you just have to use it with timing. People have gotten to the point they just assume all backrolls are punishable. They're 1-10 invuln and you can guard from frame 18. If you don't predict a backroll and try to "predict-react" to it, you only have ~7-8 frames to use a move that will connect guaranteed (this is why I get people all the time with 360B and 720, 6 and 5 frame startups with holdable active frames). If they cross you up with the roll, which is unpreventable, you have only that strict 8 frame gap (because you have to wait for them to go behind you so you don't attack the wrong way). So anything slower will be guardable/reversable. When I played Hakumen way back when I used Renka as an option select for both rolls, because if they went behind you you'd get 2B instead. But Renka really sucks now so not sure I'd recommend that.
  16. GG brett's lobby lmao that was one hell of a night of netplay and drama and awesomeness.
  17. GGs demiazn, Hunted Chimera, someone else who played Valk
  18. Midscreen 6C (mainly for punish) DM: 5602 - Gains 40 Heat 6C > 6DA > 66~3C > 6DC > delay 2DC > [4]6A > 66~2C xx 5C > 2DA > 5DA > 6DC > [2]8C Whoa! Just found a new combo route I didn't know existed. Testing for character specificity. DM: 5637 - Gains 40 Heat 6C > 6DA > 2DA > [4]6B > 66~2C > 5DA > 6DC > 2DC > [2]8C For smaller characters, replace 66~2C with 66~3C. (5448 damage) Great damage and huge corner carry.
  19. Hoppin on for a while.
  20. ggs lime. I can tell you are extremely demotivated lol. Time for work.
  21. We're scheming schemes for a casuals on a Wednesday sometime (definitely not this one, though) at Jojo's place. I assumed that'd work for everyone if Shar gets a Wednesday sometime.
  22. Difference in Online vs Local in my opinion: -overheads and throws are stronger online. They require reaction which is harder -IB'ing is less reliable because there's a good chance it'll cause you fail a block instead -Gimmicks are usually better. Some gimmicks are pretty much equal across both types of play due to their nature, but if it relies on an opponent not reacting in time it's usually stronger online.
  23. (Midscreen) DM: 4589/4411 - Requires 25 Heat. Regains 22 Heat. 5B/5BB > 3C > CT > 66~3C > 5DC > 3DA > [4]6B > 6C > 6DB > 2DC > 5DA > [2]8C (Corner) DM: 5226/4976 - Requires 25 Heat. Regains 27 Heat. 5B/5BB > 3C > CT > 2C xx 5C > 6DC > 2D~delay~C > [4]6B > 5C > 6DC > 2DA > 5DC > [2]8C Way better use of Heat:damage as opposed to 50 heat routes. Here's an interesting hybrid of two previous midscreen bnbs. It's a lot easier than the optimal route but still relatively good damage. (Midscreen) DM: 3648 5B > 3C > 2DC > [4]6A > 5B > 3C > 5DC > 3DA > [4]6B > 6C > 6DB > 4DA > [2]8C Microdashing the 5B after the [4]6A makes the cross-over link much easier. It's not necessary though.
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