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Manta

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Everything posted by Manta

  1. It was more, "I'll try to be unpredictable with it" And then used it after every spark bolt. And got rejected every time. His 360 combos went 360B, 5B > 5C, AC. I wanted to hit him. I really did.
  2. 5D CH, 5C > 6A > AC Was always going to be a bit of a better option and is much less scrubby. Honestly don't know why people even use 5D > 236B. Even saw a guy bluebeating into Bsledge at that tournament from 5D and 6C during combos, made me die a little inside. I also caught him practicing purple throws in training mode, saying that it's good to use them if you're unpredictable, only the only time I saw him use them was after spark bolt. Damn guy was making us Tager's look bad.
  3. People were saying 6A pulls less but the super armour was coming in earlier I think. Seems a fair trade in some sense. Still want my 6A cancel though.
  4. How are you grasping it? are you leaning the bridge of your hand on the base of the stick? If so, lift up, grip that thing.
  5. There's what you said, but the 720 bounce is really that the animation sprite says that your opponent ought to be where he is, but the designers don't want Tager to be so close to a recently 720'd opponent. His astral looks the silliest on Rachel of course "Hmph, Looks like I'm about to meet oblivion, how inconvienient". Potemkin has flaming hands to cover up the contact points during his potemkin buster. He needs to adjust his glasses, guessing they can fall off and that there's eyes behind them (Tiny tiny eyes). Even if they don't fall off during MTW or other such fast moving moves. Rule of cool of course, otherwise we'd in theory have the highest superjump of all the cast.
  6. Had an idea for that for ages. Basically, they don't bounce away from the 720, and Tager doesn't get up from his pose and makes his win comment there. While we're here, anyone noticed that that little bounce players do after being 720'd looks really weird if you watch it and try to make sense of it.
  7. It chains as well.
  8. Frame data says it is. Not on whiff like 5A, but it can gatling into itself.
  9. 2A is self cancellable too.
  10. They removed the self cancel on it.
  11. Actually wait, making Tager less beginner friendly. They might actually be on to something.
  12. I liked my A mash, then again, there's probably some batty shit you can do with 5A now on hit.
  13. I seem to be able to do it consistently by making deliberate use of it. Maybe it only applies to special moves. Easy enough to test. Press 8~[A] and see what move comes out. EDIT: Pulled this quote from the system data:
  14. The timing's also trickier on the j.D j.2C method. You have to have the j.D the frame you leave the ground (go go gadget advance input) and if you do, any j.2c is guaranteed to be the instant elbow version. I find that trickier than the slightly more forgiving AC attractor, particularly as doing 2B > 2C is still an option if you think you did the AC too late. Incidentally, if you're okay with tight timing, the AC, AC, 6C, j.2C, 2B > 2C > AC combo still lives.
  15. It's not like we're going to get a frame data mook for a loketest. Just have to work with the opinions of those who get to play it.
  16. You never know, charged sledge might be one of these bizarre forced Fatal Counter moves.
  17. ugh, yeah, I always had trouble with this on pad. The temptation when doing 236236 on pad or thumbstick is to do 2363236, because it's easier to slide the thumb like that. Problem is is that you have to make sure you come off the diagonal each time, or it will register something like 233236 or 23636 or some other duff input. Best thing to do is to go into training mode, get it to show your inputs and just see what really happens when you try the 236236 motion.
  18. Aren't those combo paths kinda weird? 5D > 5C? Whut?
  19. New one for you: Magnetised, Long ass badly prorated combo....623C, 623[C]. Ultimately catches all asap techs. Might be pokable though. Examples of long ass combos: blah blah...Terra Break, 2C 623C 236B, 2B > 2C > 623C, 623C, 6B > 623C The trick is, if it's still possible to 4D them to the ground, then it wasn't long enough for this trap.
  20. Just came back from my english tourney, ran afoul at the top of my group when I had to rematch a hazama (and there were two in my group) as a tiebreaker. Fuck hazama.
  21. It has to be from the 5th active frame onwards to be precise.
  22. That'd be hard. What would be easier would be a replay system that pauses on key points such as "overhead struck here", "crossup occurred here", "reversal could've happened here"
  23. 5B only needs one more frame of untech for 5C to hit, they could've done anything. Might even have been accidental. But holy shit. I likes that. Also [Tager] Tager can get 4000 damage from a Voltic charge counter into sledge. Very good proration maybe? Asledge actually doesnt prorate down to 50% anymore? Nice.
  24. If that's how it ends up yeah, but otherwise it might be okay.
  25. Actally, Voltic Charge Sledge is more legit than you think. There's probably a large window where you can put in the sledge, and there's nothing to say you have to when you can. Lows are still a bitch though, so you probably want to reserve it for the airborne enemies.
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