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solidshake

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Everything posted by solidshake

  1. annoying old party man

  2. well that sure as hell beats running up and command throwing and/or poking them. awesome video.
  3. i was screwing around with this last night in training and it looks like 3C -could- go under it. only problem is you have to be more than outside 5B's range since the startup of 3C extends your hitbox a bit. all in all, might help fish for knockdown once or twice.
  4. just a couple of fun and simple things for dealing with telegraphed pressure. probably not useful for really competent ragna. - if ragna likes to DC 2nd hit of 5d to continue pressure, bang's 5d should fit right in time for autoguarding the next string. i imagine if they wise up and try to DC into throw, you can command throw or do the anti-throw buffer trick - probably obvious, but ragna's j.C falls terrible victim to 2d. i'm mentioning it because you don't really need to be psychic for it to connect, and because so many ragnas do this assuming it's safe. may need to A teleport if they j.C at max range. easy and excellent payoff for this fight.
  5. so this has quickly turned into my least favorite matchup, and i'm looking for answers. anyone have advice on the following? 1) 2a pressure. always seem to get stuck in it and it gives tao a lot of options, and i usually lose that coin toss. 2) keeping her locked down. naturally she's zipping all over the place and the only thing i can get her to fear is d nails, but even with that i can't give sufficient follow-up. 3) frankly i feel like i get plain outpoked in this one. 2a/5a seem to get me in a lot of trouble. most of my approach has been air to ground via j.c, which requires me to lock her down a little. in general i feel like i'm always on the defensive in this one regardless of our positions. i just can't take control of this fight consistently.
  6. i hadn't noticed different sizes/quantity for the throw breaks, but my understanding is that purple only appears during hit/block stun and indicates that you have a few more frames to break yellow/red only appears for highs/lows i thought?
  7. i think bang should be more offensive in a neutral situation, especially since he's quickest to get neg penalty. i have better luck using autoguards against sloppy pressure rather than trying to anticipate pokes. since his damage is low, the sweet spot for winning is offensive mixup and pressure. nu requires a separate playbook that i haven't even touched yet
  8. does 2d take care of the crossup?
  9. if anyone thinks AC has an 8:2, they need to be playing pong
  10. i keep eating spin cycle when trying to 2D on oki. it's pretty funny to watch (happened twice in my last tager match), and i imagine it's safe if i do C teleport, but i've decided to just not try oki if he has 50+ heat
  11. what are the properties on his combo dd? i swung a couple of matches yesterday by throwing it to beat something obvious, and it almost looked like it autoguarded? there was a visible "click" when their hit connected.
  12. i pop it whenever i can regardless of how advantageous it is, just to come to better grips with it. i basically just j.4/c hoping that something sticks so that i can stay on top. only time i get burned by it is if i already bursted.
  13. it's really better to try in telegraphed block strings - it's always gonna be way easier to IB the 3rd or 4th hit rather than the 1st. think of it more as moving back to neutral in brief bursts rather than guessing when to block.
  14. formerly and I were wondering last night if this would work. I'll have to try it out next time. robo's oki is the death of me
  15. kyo clones get their own team D: '98UM hits Live next week, right?
  16. a few (perhaps obvious and unhelpful) things I've noticed when playing OS against robo: - 2H seems to work pretty well vs. air dashing in - DP/super is godly against OS's pressure strings - 6P wrecks BRP (if the shots land before the sword is drawn) and rockit - horsie will beat fafnir at max fafnir distance. otherwise it's a clash or a trade - air missile at random is really punishable because of OS's run speed. TKing it would probably solve this though - I'm frequently able to TR through the bazooka oki, which I'm assuming happens when the oki's distance/timing is slightly off mixed with TR's invincibility frames. the cooldown on bazooka is long enough for robo to get hit, which becomes really costly at lv2/3
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