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Manta

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Everything posted by Manta

  1. Put it this way: If you use sledge, several things might happen: She blocks, you get a chance to do a mixup that she'll probably backdash from She throws out a physical, you lose. She throws out a projectile but is out of range of sledge, you lose. She backdashes, you lose. You don't sledge; She throws a projectile: You block, neutral outcome. You don't block, you lose.
  2. Well, suddenly it seems that mid-combo magnetism is suddenly very easy. 4D wallbound, 5D air hit into Bsledge, J.D into landing combo, greater flexibility with spark bolt usage. So it seems 5B is a crush trigger move too. That's actually pretty awesome.
  3. Nice to have something to put after 2C that isn't collider. Also leads onto the possibility of some lulzy troll combos. 2C hits a downed valkenhayn and Rachel, so [2C > CT]x4 ftw?
  4. There's the other details as well. I'm seeing combos with CTs in them, does that mean that they do damage and don't have sucky P2s so that that's actually worth doing?
  5. Mother of god, 5D > Bsldge on an air hit? That's pretty freaking sweet. Guessing 5D doesn't knock away in quite the same manner as before, or that they can't tech the floor slide or something. Also, what's with 2C > CT > 5B? You can use CTs in combos?
  6. Tager does look like he has some advantage does it? Begs the question though, if they're magged, can you do GF anyway and catch them techrolling? Wouldn't this be a reset if you could RC it? Obviously if they use energency tech then you just let go of GF and do whatever Oki you have time to do.
  7. One dollar is a coin to in the US, just no-one takes them because it makes it feel "Cheap". We have £2 coins here, go figure.
  8. Having one that does adjust for skill is important. Facerolling newbies all day doesn't make you a god. Winning a single round against a much better opponent and then losing anyway actually proves more.
  9. It seems like you're agreeing with the spirit of the notion. Having bang's generic wallbounce combos gone emphasised bumpers, nails and clever use of guardpoints, thus emphasising what makes him unique, not just a generic punch-kick fighter with some gimmicks you won't bother with.
  10. 360C was shown to be 2800 damage. Looks like we're learning towards 360A here.
  11. AC into magged 6A seems legit, where it and its jump cancel takes us I don't know
  12. Throughout its entire duration?
  13. No diagonal spark bolt is gonna stop someone just backpedalling in the corner to let the timer run down. Unless sparkbolt can be used as a crush trigger somehow, in which case, lol.
  14. What's the hitbox like anyway? would be helpful if it hit above Tager, both for ending concise and because tager lacks an air move that does that.
  15. Strange tk maneuver
  16. So grand punish is basically a blockable-comboable command throw. I guess that gives the consistency that j.2C does not. I suppose the next question is, does it work against grounded opponents? (Standing, crouching, downed, w/e)
  17. Mind blown. Does 6B have longer untech/floorbound/slamdown now?
  18. 4D wallbound. That's actually awesome. j.2C, 5B > 5C > 6A > 4D wallbound, stuff (AC maybe?). 2D floorslide gives some more RC potential. 6C Doesn't bounce? What does it do? Force-down them so you then use sledge to scoop them up? I take it the j.stuff cancels mean special cancel. It's not something we've ever had to worry about before.
  19. Is air 360 comboable like pot's equivalent?
  20. Just watched the Relius match. I think your biggest issue with that one is matchup knowledge. Here's some useful bits of information about that matchup: Relius can't air-to-air to save his life. Try chasing him up there and using j.5B a bit, you're a very mobile character, use it! Relius' blockstrings, whilst seemingly relentless, are actually pretty crap. He only has one standing overhead (hugely telegraphed) and he can only jump cancel 3C on block. You should be able to just wait it out by crouch blocking. Once he jumps, try dashing under him to give yourself some space. I notice you're ending some combos better now, still seeing you try to do 5DD > 4DD > 236D~C though. Played Nu-13 in CT did you?
  21. Just to clarify, what I meant by frame advantage after a combo is that. When you tech after a combo is done on you, you have to wait a bit to return to standing position before you're able to start doing a move. If, at that point where first able to do a move, your opponent's foot is already rammed down your throat (Because they weren't having to tech), then you will always be beaten out unless you did a move with completely invulnerable startup (of which calamity sword is lambda's only choice) or just blocked. Expect your opponent to do this, and just live with the fact you have to block most of these times. Similarly, learn the timing to do this yourself when you do combos, Lambda is exceptionally good at this particlarly with sickle storm.
  22. Just looked at your lambda mirror match you posted there. You have two big big flaws, that, if you were to correct, you'd improve hugely. Whenever you get into trouble, you mash. Every. Single. Time. Usually, when an opponent scores a combo on you, they usually have frame advantage at the end of it, meaning they will always beat your mashing and get yet another combo, and then and another and another. Your default action on the defensive should be to block and occasionally attempt to jab your way out with an appropriate move.Your combo execution is way too tense. You can tell by the fact that you keep cutting short your multi hit attacks (like 6C, 3C etc) and throwing away damage for no reason. You also don't end combos well, sacrificing momentum. (E.g. http://www.youtube.com/watch?v=zDUT7Z8XnmY&feature=player_detailpage#t=60s - that 236C was very poorly chosen)
  23. Pay attention to the in game variables. How much heat do they have? What's the life difference between you and them? How much time is there left? Does Tager have spark bolt ready? How much Wind does Rachel have available? These are the things that people base their decisions on, and you can predict them using this information. For Ragna, you often don't see random risky inferno dividers, unless they have 50 heat or more, then you see them all of the time. Similar, people who are losing a match badly may resort to much more risky tactics, whereas someone with a comfortable life lead may stick to low-risk strategies.
  24. What is "it"?
  25. you have a bit of give between 5B and 5C too. 5 frames of it. Also fyi the only loop Tager really has is the 5B >j.2C loop from a fatal counter.
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