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Manta

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Everything posted by Manta

  1. If I were you I'd grab extend now, saves you making some muscle memory from CS that won't apply to the newer version. Also, must you pick Ragna?
  2. Just to spark off a bit of conversation here. If you do get a free shot at your opponent (Like a blocked Arakune's 2C) what is the best opener(s) to go for in various situations?
  3. Hey I play Tager, mock as you please. I generally find that I occasionally go "Fuck that" and use 2C whenever.
  4. Throw D nails, airdash in, attempt blockstring/crossup, retreat. Set bumper, use bumper to get crossup. Do cornerbounce combo.
  5. Bang's a monster, but like Ragna but he's still too methodical and lacks the awesome depths of other characters like Mu, whose potential is beyond most humans.
  6. Once again proving that Rank is more just a way to find players, the statistics mean nothing. What's this guy's Incomplete games number?
  7. Surprised you can't do better with a crossunder combo if they aren't completely cornered e.g.: 2C FC > (236B), 2C > 623C, (j.C), j.B > 5C > 6C > j.2C, 5B > 5C > 236A > 236A, j.2C, 5B > j.A > j.B > j.D Haven't tested, you might be able to get some 5B > j.2C in there somewhere too. I worked out the other day that a single AC is worth about 4 "Big" hits (Big hit = move with 980+ damage and 92% P2, think j.C j.2C, 2C, 5C, 6B, 5D, 2D, j.D, 236A and 236B) and prorates better overall.
  8. Fresh from the "I'll never actually use this" combo methodology. In the corner, high jumping opponent. No mag (mag makes it not work) 2C FC > 236236B (last hit only), 5B > 5C > 6C > j.2C, 5B > 5C > 236A > 236A, j.2C, 5B > 5C > 41236D, j.2C, 5B > 2C > 623C, 2D Against Valk or Rachel (mag): j.2C, 2C > 236236B, 3C > (AC), j.2C, 2B > 2C > 623C, (22D), 6C, j.2C, 5B > 5C > 41236D, 6C > 236236B > 236236B, 22D. First link requires an air hit, counterhit helps too.
  9. You can explain it all you want, but there are other ways they could've done that. You think Ragna has problems getting in on Zoners and needed a buff against them? Try being Tager. Then you'll realise that Ragna didn't have it so bad that they needed to buff his j.C.
  10. It is, but it's boring as shit. You gotta call deadspike oki with a quick tech A sledge and stuff like that to even get in. The rest is just block block block. Ragna's j.C is beyond stupid.
  11. Tager versus valkenhayn is nigh unwinnable. All valk needs to do is get a health lead and run for the rest of the round, Tager can't do shit about it.
  12. More useful facts: Relius' air moves are great jump in moves, but they're really crap at air to air with little horizontal reach and only Id lauger to hit above Relius (Which has awful recovery). It's also difficult for him to attack air to air on reaction with Ignis. So stuff his jump in shit with a little j.A or j.B. He can only jump cancel his 3C if you're blocking. Since his 3C is bad on block expect him to do so, particularly if he has Ignis to cover the jump. A 2C here and there works wonders.
  13. Time for some 1080 links: 236B CH, 1080 236B close air hit, 1080 (Downed in corner, like from AC), 5B > 5C > 236A > 236A, 1080 B+C > 236B > 236A, 1080 (Grounded or downed),... 6C > 236B, 1080 2D (Late CH), 1080. 5C (CH), 1080 j.5C (CH), 1080 2C (CH), 1080 4D (CH), 1080 ....Spark Bolt, 1080 (Works from grounded all of the way to max height, just be careful on the delays.) 4B+C, 1080 3CAC fling, 1080 (If close, cornered or magged) Hammer CH, 1080 Tested on Rachel, whose fat ass can't be Astral'd if she's totally downed. Contrary to how her hitbox logic normally works.
  14. Fyi. Tager's combo rate was left unchanged. The base damage of his moves and general combo length went up however.
  15. Tager loves people who air tech. But at the same time, he loves people who never tech at all. free resets are the best resets after all.
  16. Yeah, against me it became apparent around match 3 that your Tager matchup knowledge was really lacking and you were falling for what I thought were some dumb resets. Don't air tech above Tager when magnetised, just.... don't. If Tager hits with two colliders in the same combo the repeat rate kicks in, it does bugger all damage and you get to tech the floorbounce.
  17. Yeah. Looks like I just got butthurt for being wrong on the internet. Back on topic then.
  18. dude. posting ideas from my phone, obviously marked as such.
  19. You probably can't maintain it long with that opening proration. Worth a look though.
  20. then stick in a 2B if you need to.
  21. You're gonna get that problem on both systems tbh. Most people prefer to use player match rooms because you play the same guys over and over again with little waiting between matches (Unless you're sitting out due to more than 2 of you in a room). Ranked waiting times are massively variant on the time of day. People say the 360 is slightly more stable, but I generally don't have problems on my PS3. And if you'll forgive me for stating the obvious, do try to use a wired connection if you want to play online.
  22. Early 6Cs tend to do more harm than good. Have you tried doing: 6B (FC) >236B > 236A, 5C> 236A, 5C> 6C> j.2C, 2B > 2C> 623C, (22D), 6C>7 J.2C, 3C > (623C), J.2C, 5B>4D. Without fatal you can probably do: 6B > 5D > 236A > 236A, 2C > 623C, (22D), 6C>7 J.2C, 3C > (623C), J.2C, 5B>4D. Stack on that mag.
  23. No, it's Oki with more options and frame advantage
  24. Well no, GF is an enforced oki situation, which you mix up between various options. I'll revise my statement a bit; A good tech trap is also a good mixup, where teching or not teching (or teching different ways) all might lead to bad stuff happening. As opposed to a gimmick tech trap (like, 5D > AC) which has one answer which will always work. That's not a mixup. The only obvious difference between that and good old fashioned oki is the possible surprise factor of ending your combo early.
  25. you could argue that all tech traps are just mixups. Some are just surprise Oki too. it's a blurry line.
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