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tataki

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Everything posted by tataki

  1. Now that I got to test this myself I gotta ask why 1A+B+C? And not just B+C? While neutral 1ABC gives you crouching barrier, but while you are doing a move anyways B+C works the same anyways...
  2. Good job on finding more CHEESE!
  3. I feel like Nicolas Cage in this matchup. It won't help much but here are some tips to start with: IMO This matchup can be split into 2 "parts": While you aren't cursed, and while you are cursed. Uncursed: -Use D nails to cover you while you try to get close. Making Ara block 1 of them will vanish a cloud that is in the way, but will also bring him down from the air to you, as you want him grounded. If there's a cloud above you, TK the D nails. -Normally Ara can't crouch below 5A and 5B so they are good starters. -Don't waste the super gauge on every random combo. Save the auto-combo super for combos that won't scale it badly, so it will do some real damage. -Use the auto-guard of D attacks to get rid of clouds you don't want to try to get around. Mix different teleports or none to avoid whiff punishment. -Pay attention to which way to block Ara's dive moves. If he hits with a dive you can be really screwed, but if you can block it you can start pressuring. -2D is a good tool and your most reliable option for an anti air vs both the dives and j.b . Again, mix different teleports or none to avoid whiff punishment. -If you succeeded getting close to him, play super offensive and stay in his face. It's harder for him to get you cursed at zero range. Go berserk with the TK nails if you have to. -If he made a ring cloud you it's pretty obvious he will want to teleport to the other side to make it hit you, so don't let it catch you off guard. -FRKZ can be nice as long as you don't get cursed. Cursed: -Don't waste your nails going for a desperate hit. It won't work... -Burst is your 1st get out of jail card. -Counter Assaults are you 2nd and 3rd get out of jail cards. Save your super gauge for them. -If you are at throw range and have a chance, try to regular throw him. Even if he evades, or even if you evade his throw, the curse will be removed. -At far range just block low till it passes but watch out for guard break attempts and for re-curse attempts. -At close range block low, be careful from his overhead and look for chances to jump backwards. -If you managed to get him in a block string while cursed, at least be thankful Bang is good in mixups... 6B doesn't give a good reward in damage but it's a surprise overhead that can be used after 5C (Mix it up with 2C). You just need to get 1 hit in so you can get rid of the curse so it's a good tool to have. -If you have the nails for it, the most reliable way to get a curse removal from a block string you started is to JC a normal into TK nails, land dash and regular throw while he's stuck blocking the nails (purple "!!" that will be evaded but who cares your ass is saved ) Feel free to add more info.
  4. With all the talk about the Nezu loop itself, people didn't seem to notice an important thing- its starter: With a corner bumper, 5C becomes a much deadlier overhead. Usually after it you can only go for a jump cancel or a 2C, which kinda limits your pressure and combos. But with the jump cancel->2BD(bumper dash) you can go into any BNB combo you want on hit, or start the pressure again from an A attack on block. But remember it's not just limited to after 5C! If you can start mixing up jump cancal 2BD into all your chains, Bang can become a corner monster...
  5. Can he Guard Point projectiles with his D attacks? If he can then he isn't totally screwed vs V13, combined with the teleports from the GP.
  6. For this discussion let's say the player is good at FRKZ as much as he is at playing w/o it.
  7. If you are looking for a specific section for CT please use the search function I am very well aware that some people may still be playing CT, but 98% of the community wants to read, learn, and get a feel for CS related stuff. Instead of deleting the useful information we previously had (It was alot!) I have decided to just clean up and put everything into one thread. The threads in here include: To FRKZ or not to FRKZ? Any good use for steel rain? Bang CT video thread Learning about the technique bang combo question thread. Character learning curve thread. So you've got 4 seals and 50% super. When should you activate the Furinkazan and when will activating be a big mistake? Vs which characters? Should you do it when you have plenty of health? Should you do it when you have almost none? How about the opponent's health? Before or after the burst? Etc. etc. There's a lot to discuss about.
  8. Lol I forgot to post my vid here as well... Sugoi! Arcana Hitler 2
  9. potemkin can punish eddie's ground super with f.s :(
  10. its a good solution to consider but he has something against it- 5s catches backdashes into 2s 623h at leasts its not a part of his regular mixup. also if your with the back to the corner you can just fly above him to the other side of the screen. only do it if he has less than 50% tension. and if he does have enough, use your burst when he tries to heavenlyPB you.
  11. i have never been comboed after that trade. eddie falls before jam even gets up. and she cannot puffball through the s drill. she can't move eddie backwards so she stops her movement right on the drill every time. and the s drill beats regular puffball. it trades only with the FB one, and that makes her waste 25% tension so it's not a bad trade imo. better than being scared to move.
  12. i already know that coming to jam from the air is a very bad idea since you opened a thread- i also know to use drill unblockables rather than the normal ones cuz of her safe charged 623k->236k. and that eddie's sweep makes the 623k whiff so its great on wakeup vs her. and i think the close drill is a great counter to all the puffballs, including the FB (either you win or it trades but she can't do anything after it). ill try jumping away like you said. maybe it will take the match to the next level. also what attack does eddie have that beats her 2s?
  13. need some tips vs jam. its hard to keep here away and even harder to handle her when she's close and i keep eating silly 6h->hit/throw mixups. (there is no jam thread in the matchup sub forums so i'm posting here)
  14. put drills infront of him so if he tries to headslide he will hit them and gets a KD. you can also backdash on reaction to avoid the quake and even IAD or 5D. but other than that don't come to him from the air. f.s beats hammerfall. if he gets in ur dead so always save tension for DAA or super.
  15. tried it and it's too hard to time... maybe i need to practice it anyway i found some ideas on my own as well i'll try them all and post feedback when i can.
  16. having alota trouble summoning the shadow vs testament ever since he started doing 2h on reaction to summons during pressure strings
  17. if you want to make the vid X10 better, add subtitles of what you are saying.
  18. need help vs anji plz its like the whole match is now dictated by his 236h... he's like a different kind of baiken... need to attack him in a very different way
  19. whats that?
  20. why no new translations? :(
  21. my point was more towards robo having a unique dust animation which is very easy to react to, even though it's fast.
  22. unlike jam's dust, RK's dust is very easy to block on reaction cuz of the animation which makes it not as good. (play vs rk and jam players and you'll see for yourself) this guy knows what he's talking about.
  23. "getting out of pressure"
  24. and some1 copy and put all the translations in the same place plz
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