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Ctrlaltwtf

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Everything posted by Ctrlaltwtf

  1. You are doing it far too slow then and off of the wrong normals. Hazama can't 5A it and Hazama's 5A has a 5F startup. He can't even 5A it on IB. Try using it off the first hit of 5C. If you're doing it right you can actually do 5C > jC 2D > 5A and it all red beats. The reason it's "auto guarding" is because it's so fast it blockstrings on normal block. That's basically the definition of a non-grappler command throw. And the reward is a giant pile of meter. Should only ever be using if it you're not having success with your mixup and the opponent is getting used to blocking everything.
  2. He has one of the best overheads in the game imo. Use j2D off of a jc during his pressure strings. Very quick, combos, and is + on block enough to allow you to continue pressure. Combine that with the constant threat of a command grab and decent oki with 2D and his pressure/mix-up is actually pretty good. jD is a pretty useful spacing tool during neutral and beats out a lot of stuff. Not to mention it pops projectiles your enemies might throw out to try and catch you. His toolset is just a bit awkward to get used to, but I can see him doing alright for himself. 6C is a huge damage buff as a RC combo filler move, which also has massive corner carry. You can link it off of 5B, 2B, 5C, 2C, 3C, and CH 6A and it allows you to spend 50 heat at the very beginning of a combo, gain the heat back and end with a super. As far as I can tell, you always want to 6C ASAP. To the point that 5C(2) > 6C is actually less optimal than 5B > 6C because 5C has two hits.
  3. It's for oki, you can use it after Orochi most of the time. You can also use it after 3C if the enemy was on the ground and it times itself pretty well on an emergency roll. It's also a risky mid-pressure reset that can be called out with just about anything (not recommended). After you land it continue pressure with whatever you want. It's really + on hit.
  4. Staff oki DD (13 Orphans?) is insanely faster now, to the point that it's not remotely as intimidating as it used to be. She still gets a few free hits of pressure on oki though so get ready to block mixups as usual. I can't imagine she'll be looping you into this over and over like she did in CSE unless there's something about it I don't understand (not a Litchi player). For the record I'm talking about the ground one not the air one, not sure which one is which. I haven't seen the air one yet. Haven't seen the OD version. Apart from that this MU seems very similar. Expect lots of rod oki and ultra-long range pokes that you don't have any solid answers for.
  5. Gurren=Crimson and yeah it's him falling out of the sky on you so it fits (seeing as Tager is red in canon too lol)
  6. Wow seriously? Zanshin just became 15x better holy shit. 6A has enough hitstun to just let you continue after hitting it. It combos into 6B on launched with can be followed up as well
  7. She can teleport cancel her reversal. Not sure this technique is actually 100% reliable. Although, I think (Izayoi players correct me if I'm wrong) she needs 2 stocks in order to D Teleport (behind you). So if she doesn't have the stocks you should be able to get her reliably with this.
  8. Two directionals at the same time. That's exactly how normal pads work and how the game calculates diagonals. i.e. 3 = 2+6
  9. GGs lime. And wtf there's a tiny ass char limit on player match lobby chat lol. SUPER SNAKE KICK!!
  10. That crossunder MTW was intentional. I knew that would happen.
  11. That's your punishment for blocking that cross-up too much. :V
  12. Already done. I invited Psykotik too.
  13. You're suddenly 0 bars badlime.
  14. Darth Vader now bitch get outa here agito
  15. You're gonna feel the pain of my shitty CP Haku after you beat this guy, lime.
  16. So, Grand Punish is actually Gurren Punish, and it's english title is Crimson Meteor.
  17. I had most success just jA'ing over sonic sabers or super jump + barrier blocking. It is annoying though cuz there's really nothing you can actually "do" about them. Her corner saber oki seems to be reliably countered by quick sledge on tech though. What really sucks is that Spark Bolt can actually whiff on reaction because her teleport is that fast She can do it in the air too.
  18. ggs thebrett's room, and badlime.
  19. OD has enough invuln to ignore his ID on wakeup. This is a powerful tactic for finishing him off at the end of the round. Tager doesn't need any kind of HP % to make this tactic dangerous because you can just 360B/720C and kill him instantly anyway. Ragnas with 50+ heat tend to get careless with ID cuz they're relying on RC'ing if you block it into further pressure. Especially when they're feeling desperate towards the end of a round and usually have Heat to spare due to taking a beating from you. This can counter that strat. Backdashing can work too obviously but I find that backdashing ID is a bit tricky cuz the last hit often nicks you.
  20. Love the way new English dub Tager says "Power of SCIENCE!!" now. Really emphasizes the SCIENCE more lol.
  21. Yeah, I'm getting it now, but the microdash timing is insanely strict. Easier at close range when you don't have to microdash. What's everyone's preferred method of getting a jC loop off? It seems to me there's several different ways of doing it. I'm getting it fairly reliably with jC1-2-3-4--pause-5 and jC1-2-pause-3-4
  22. It does. Rath just forward dashed through my Spark Bolt It's F7-10 invulnerable.
  23. Hittin the Arcade Lobby now.
  24. When I say Wisdom of the Divines I meant Divine Light of Punishment. -_-; I'm always getting her move names mixed up. I'll edit it when I get home later but it's a huge pain on my phone. For the record, Wisdom of the Divines feels exactly the same to me. EDIT: Done.
  25. Tryin to find some good CT combo routes. What I've found so far: 5C 6A 2C CT 3C AC whiff 6B 6C Asledge 5C 6A 2C AC GF [DM: 5104] HG+34 (-25) It combos off of: 2C 6B on launched 6C on launched Spark Bolt Probably lots of stuff on CH.
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