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GrandAquila

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    The_Zawmbee
  1. Izayoi isn't the most simple in execution IMO try pushing that 2b as early as possible after 214A the timing is kind of tight but you get used to it after a few tries. Not sure if it's true but it feels like you can buffer the 2 b just as you reappear onscreen. Hope I helped some and keep at it.
  2. I'm not sure how to respond to this on the one hand I agree that when it comes down to it ASW can't balance but at the same time I feel that we as players are looking for something we can't achieve which is that total balance for every character. Personally I haven't played a single FG where there was total balance. Is it wrong to be complacent about a game having characters that out of the box are stronger than others? The way it sounds so far here if a character is strong it's broken.
  3. Anyone over near Columbus/ft benning area? I can't net play now but need to get some practice in when I come in from vacation.
  4. So if you can bait the 6A what are his options or is that even safe? If he can't react would it be possible to dash in or 5b him during his recovery? If so in GA that could lead to full combo. Having more trouble with this match up than I think I should but his pressure is pretty relentless from my recent matches.
  5. If you find yourself in Gain Art whipping away sonic saber at full screen if he tries to sledge his way closer to you 214d seems like a reliable way to get a free punish.
  6. I didn't realize it was old I just wondered it this was a viable tactic to try to bring into my game. I assume the answer is yes? Just had more luck on an ok Jin but had some trouble escaping his pressure, back to the matchups for me. Sent from my iPhone using Tapatalk
  7. Just saw a match vid where the Izayoi player after j.236c Strike fall, jumps over the other char performs a falling j.c followed by a 66 j.b not sure if it was 1.1 or not but it looked viable as an option for mixup. Thoughts? http://youtu.be/yuNFzJkOE3k link for reference and it's 47 seconds in. Sent from my iPhone using Tapatalk
  8. Forward Roll + A/B/C 1~3F Fully invincible 4~17F Throw invincible, if hit you will be in the air 18~30F Guard possible, if hit will be in crouching position 1~10F can pass through opponent Back Roll + A/B/C 1~10F Fully invincible 11~17F Throw invincible, if hit you will be in the air 18~30F Guard possible, if hit will be in crouching position 1~10F can pass through the opponent Quick Tech + A/B/C 1~13F Throw invincible, if hit you will be in the air 14~19F Throw invincible, guard possible, cancellable into any grounded attack, if hit will be in standing position Will automatically Quick Tech after laying on the ground for 68 frames Neutral Tech no direction + A/B/C 1~32F Fully invincible Copied from wiki same for all characters. Edit: it is important to note that some moves will hit on wakeup as their active frames will happen after the invulnerable status of the tech is up we call it a "meaty".
  9. 1. Here is the easiest way to tell you. No, the easiest way to tell is simply how fast it comes out there shouldn't be a noticeable pause in your jump before the air dash and you should still be rising when it happens( I may be wrong here).As far as how to do it I usually mash down 9 66 and it just rolls out. 2). Reversals don't come by as often as you'd think in BB. As Ragna your DP is a powerful tool that all characters have to respect. It's invulnerable property is a great weapon when pressured. Some characters are pretty safe I think Bang is one of the tougher characters to get consistent at dealing with. Now in response to pressure when you try to poke out with a 5a you may attribute it to lag. I'd refrain from online play to hit practice and get comfortable with blocking the blockstrings you're having trouble with. Try to poke out with some normals without lag and maybe you will have better luck online. 3). They didn't change the priority to my knowledge but the inputs do seem to be tighter. I had the same issue switching from EX to CP 4). Ragna's 5a has 5 frames of start up and 3 frames of activity and 9 frames of recovery to put it simply it will only hit on the 5-8 frames and if you use 5B the recovery is canceled due to the fact that it is a "gatling" normal for 5A . Hope that helps some. Ask away! Sent from my iPhone using Tapatalk
  10. So I just got bodied by a pretty solid Tager for doing what you said not to. So as for her neutral game what can I use to force them to respect me.? Sent from my iPhone using Tapatalk
  11. Hey just got CP stateside and I decided on making Izayoi my main her combos will take getting used to but seem simple enough and gaining stocks is easy as it is. My question is how should I approach with her her teleports seem unsafe and her offense seems straightforward. Sent from my iPhone using Tapatalk
  12. For Ragna I don't recommend that you try aerial approaches j.C is his best air normal and then there is inferno divider both have their uses but aren't truly remarkable. j.C can lead you into a combo on ground but a character like Izayoi will have no problem taking you out of the sky with her DP. For mobility try using Hell's Fang and Gauntlet Hades with follow ups to close in the latter is an overhead that can mixup when used properly. The main problem to me it sounds is that your moves are getting stuffed or you can't get in. Rely on Ragna's tools like 2D,GH,6C,6B during block strings to get in on your opponent. As far as air dashes go the Instant air dash is a mandatory tool to have in your repertoire. To get it down you have to practice at it but it's not that difficult. Hope I helped some also if you can think of any specific char giving you trouble ask about it I'm sure someone will help. But don't be afraid to check the wiki and matchups for your mains for info. Sent from my iPhone using Tapatalk
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