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Fatalis

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Everything posted by Fatalis

  1. I think you should be able to jump over it if you react in time. From there, you can hit with a jump-in j.b and get a combo.
  2. Rather than using them for combos, I think it's better to save them for zoning/neutral, or as a potential finisher in case your opponent wasn't paying attention that you still had phlanx charges.
  3. Maybe a little bit, it makes the combo slightly harder, but only by the slightest amount. In the grand scheme of things, if it was changed, it doesn't make that big of a difference.
  4. Off throw, the last j.C won't hit, so you have to do the TC > 236D route. For the IAD, just wait a moment after Leopard, otherwise, it just takes practice.
  5. RIP Super Easy 4k midscreen combo.
  6. Space yourself and poke with 5C. If you see him try to sledge, you can get off a CH Gustaf and get a combo off that. Don't try to meaty him, you'll probably end up getting grabbed. You can't just go to town on him like many other characters, as if you're playing a good Tager, he'll know where the holes are, and you can be sure he'll grab you at those times.
  7. From what I've heard, it seems like Az's is very strong in 1.1, especially because he got some slight buffs while everyone else got nerfs. Also TK Sentinel seems godlike. http://youtu.be/cubPJfm2b2g?t=1m36s
  8. You just need to be patient, as he doesn't have a strong mix-up game. Block low for most things. Block 5C standing because he can cancel it into j.2c Block standing when he jumps. Listen for the command grab, as I find hearing it is easier to react to than the animation.
  9. For the most part yes. FN1 and FN2 are also the buttons you would use to record/play the training dummy in practice mode.
  10. 1-10 Kyuu match up to Levels 1-10. From there, 1 Dan = Level 11, and each level up is equivalent to a dan level up. So 2 Dan = Level 12, 3 Dan = Level 13, etc.
  11. Just practice it endlessly, and you'll eventually just have the feeling for it to connect 2C > 2B. I rarely drop it now even online.
  12. GGs to Arcade Lobby. Colors tend to not be a great indicator of skill, as I've fought really good greens as well as bad reds, etc. I'm blue, but I just don't happen to fight other blues, so I'm basically forever blue.
  13. I believe if you press triangle when it's your turn, you'll pass.
  14. BHS practically has no invincibility, as tempting as it is to try and go through it if you've played other characters in other games that have similar supers (Spencer - Bionic Arm, Shen - Zetsu! Gekiken) it will almost never work. Typically the only time is works is when you get a good read right before they actually do the move, so you can hit them in the startup.
  15. Well, they do a bit of stuff, and then do crush trigger to catch you not barriering. Or maybe I'm just not understanding what you mean?
  16. You can crush trigger as a mixup, just like in a high/low situation. I'm fairly certain some moves are cancelable into crush trigger.
  17. 1. I'd probably do a 3C route, as usually you're too far away after 5C to get anything off it. If you know it's going to FC, you can do something like 5C --> 6C -->TCL --> RC --> etc 2. My tip is that you RC after you've moved forward after Leopard, so you need to delay the RC just a little. I find it helps with getting low enough to hit with 6A. 3. I don't really have tips here, I usually either do a 2A to pick up if they don't tech, or a meaty 5B. Sometimes if I see that they emergency teched, I'll do 3C to try and catch them by surprise. If I can get the win in just one more combo, I'll do some dash through gimmick, or if they're respecting you, go for a j.a --> throw. It's probably something I should work on, but I don't really think about what to do in the corner, I just do what I think will work right in the moment.
  18. Even if he did BHS at that point blank range it would have hit. The hitbox is surprisingly big, they really need to be above you for it to whiff.
  19. She can use both. But I don't think it matters that much, to reuse an old joke: "If Kokonoe isn't banned, Hat Noel definitely shouldn't be banned." /kappa
  20. The best place to find matches is in the player matches as opposed to the lobbies. I find that there's more people there.
  21. How would you recommend blocking mixups? Whenever I play, I always feels like it's a 50/50 chance that I happen to guess right in overhead/low situations.
  22. During an airdash, if you whiff a j.A, you can recover faster to barrier block than if you had just waited for the airdash to finish.
  23. 1. You'll just immediately dash in the air if you input it corretly. There shouldn't be any sort of hang time before you airdash. You'll get a feel for it the more you play. 2. Depending on who you fight, reversaling pressure can be pretty difficult. Just escaping pressure itself is fairly good result. This kind of requires you to understand everyone else's blockstrings, and know when you have the chance to escape. You also have "Counter Assault" which you do by pressing (6+A+B) during blockstun which will do an attack that does 0 damage, but knocks you opponent away for 50 meter. This can be a big help in escaping pressure. 3. Input priority is weird, and for inputs that have both a DP and QCF motion to the same button (Ragna's D Inferno Divider on the ground) you'll tend to get the QCF over the DP. This is getting fixed in the upcoming balance patch, but that is something you'll have to worry about. You may want to consider doing C Inferno Divider as there's nothing bound to 236C, so your DP will be consistent. 4. For frame data, the most important parts are really if the move is +/- on block (frame advantage). If you want to look at how combos will work, look at the revolver action table towards the bottom of the frama data. That tells you what each move can/can't cancel into. You'll see that 5A can cancel into 5B, however you'll also see that 5C can't cancel into 5A, but it could cancel into 6A. Revolver action is going to be what determines what you can and can't combo into, not necessarily the frame data. I believe 5A is 0 on block because it doesn't count the frame you hit on. 5A = 3 Active + 9 Recovery. If you hit on the first active frame of 5A, your opponent's blockstun starts on the second active frame of 5A that's why (3+9-1) - 11 = 0 frame advantage on block, as opposed to +1. That's how I think it works at least.
  24. Once you have practiced enough, the fact that he doesn't have typical gatlings will stop to matter, as you'll understand the timings well enough that they're not as much of a hinderence anymore. Once you get past that, most of his combos aren't too difficult, compared to some other characters.
  25. I imported the Japanese version, do you guys know if when the English version comes out will there be a patch for the Japanese version for the option of English text, if I want to play the story mode?
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