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Everything posted by Manta
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It's a bit of a scrubby way to move, particularly as Tager has no air options. Try to rely on your surprisingly fast walking speed. Also, has anyone noticed that on the frame data, the second hit of AC has a P1 of 60. Surely that never ever gets applied.
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Maybe I can do the commentary for Super VS Battle in a few weeks. Ever want to hear some proper British commentary?
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Yeah, I get that with Mu. I remember pulling some 5k corner combo out of my arse with no prior training mode by just doing basic relaunch into a finisher, and then noticing I had the time to tack 632146C onto the end (Damn that move has nasty minimum damage). But then I think Mu was given deliberately simple combo paths because the art of the character is turning neutral into advantage from anywhere and it means it's easier to make new impromptu combos on the fly. Rushdown characters require a certain amount of study beforehand because there's a world of difference between a watertight and safe blockstring and just flailing wildly against your opponent's guard. Something I've never got the hang of.
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When it comes to Carl, frame data and frame advantage is a fuzzy concept, because in theory Nirvana can make anything you do safe if your timing is on (And given Carl's normal move frame advantages, this is something of a necessity, as are defensive jump cancels). But it is useful to know which moves of an opponent's are unsafe and what your quickest moves are. Your jabs goes active on the 7th frame, and your throws 8th which is average, but your range is poor, which is a major part of the problem. Useful to know that A Vivace is only head invulnerable (Immune to most humping attacks, very few other moves are head-only) and B vivaces is immune to Head and Body, meaning anything with foot can hit you, basically every low hit and every hit that looks like it reaches to the floor. Also it's useful to look at the system guide, which tells you useful nuggets like it's impossible to guard in jump startup and learn just how long your backdash leaves you vulnerable.
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That point where she uses magic is also the point where she learns to shun it when she realises what Nine used it for making a black beast to fight another black beast. That's probably the last time she ever uses it up until the current storyline we see. Before that point, she was actually okay about talking about her mother, now she just rages upon hearing the word.
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Fixed it for you. A sledge is actually okay, at close range you might clip her with it (the hitbox is rather good) and at range, you're trading block-pushback for a move forward instead. Seems good to me.
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Hazama's alternate astral command is written wrong in the notes, it says 3632143D when surely it's 1632143D
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Addendum, Ignis absorbs the blob of black beast as a power core for herself. Both dolls were previously using Kokonoe's Artificial Causality Cores as a power supply, Relius had put them in the dolls without Koko's prior knowledge.
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Tsubami Gaishi Is punishable after blocking the first part with A sledge, if she's magnetised, then a 360A (Don't hold it) will work as well. So there shouldn't be any need to risk an A sledge immediately after Gadget finger.
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That's why i think BB has it okay, tech rolling is an oki system that at least involves both players, which is a lot more interesting than one that only features one. Perfectly Safe oki sitatuions should be avoided in game design.
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Animated...jpeg? Those exist? Don't you mean a .gif? Also, Try to go for something innocuous, like a loop of Tager falling down from a 720 infinitely.
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Seems like enough options to me, you can only use one at a time anyway.
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You just like to jump away a lot. It's like Tager's feet smell really bad.
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360A leads to less damage than a raw AC. Truth.
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Works both ways though, if you backdash or leap away from 360A, then you can dash back in on reaction and punish it. equally, Doing AC or 5C can just be punished with 5BB... It's like a gadget mixup, but not as nice for Tager.
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B+C, 360A/B beats out her act parsers, all of them. I prefer the first since it's quicker to do on reaction. The rest you can just block and march in towards her. She can't do anything else without trying to close in. Learn the magic range where sledge will connect.
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Try the thumbstick, I find it a lot more comfortable and quite good on those 623 motions.
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Well, there's lots of ways a combo can feature an AC into a corner, some will prorate bad, some not, so it can make a big difference. Also, adding a hundred or two damage to the end of a combo but being further away is not a tradeoff I'd usually take, being close against a guy in the corner is the path to victory. It's presumably why you see 2D so much as an ender since it's so reliable, no clever timing, no dangerous techs between hits (since there's only one hit) and 2D is a big damage hit with magnetism.
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That works too and is made easier with a step forward before the 6C, although much easier to mess up than the Bsledge variant I imagine. Not sure how bad combo proration would affect it. (You certainly don't want them airteching the j.2C). Does it leave you further away from your opponent though?
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If your collider throws them into the corner, you often want to keep them there. You've already done most of the damage the combo will do, so sacrificing a bit for a nice setup is worth it. The usual tricks are: ...623C, 2D Idiot proof, gives you a nice advantage if they bounce tech, and they usually will. ...623C, 236B, 5B, 360B. Punishes neutral techs hilariously, especially since you can do 5k off of that 360B in the corner with anyone. If they were magged, then you can end the combo with them back in the corner and get to use one of these enders again, that's better than a 720. ...623C, 236B, 5B > 4D a lot like the 2D finish with less magnetism but more heat. ...623C, 6C > 236236B (2C > 236236B), 22D or 5B. Nice use of heat, part in brackets is character specific to Rachel and Valkenhayn (people you can hit whilst downed with 2C). ...And the usual GF setups, generally not preferred as forcing your opponent to bounce tech gives you much more advantage.
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Realistically you'd probably pick your combo based on position, if the first AC puts them into or near the combo, you'd do an ender there, if they were already in the corner at the very start, then going for the second AC is desirable, you could probably have some tech trap fun with that.
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Yeah, I was even doing this against a similarly levelled Carl. He trashed me in the first game, then I proceeded to school him in the ways of "I only need two good hits on you in order to win".