Maho
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Everything posted by Maho
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It's kinda the same as you can do with Dambda canceling a D into gravity if he sledges through, but well i'm pretty sure it's not 100% guaranteed on A Sledge. The problem is that you can't cancel really instantly the 6C on the sledge autoguard if it goes through the startup of the move, if for example you do (not max range) 5C 6C and Tager IBs the 5C then 236A, you'll get hit before being able to cancel into dp. If that happens from max range 5C, the A sledge will first go through the startup then clash with the active frames of 6C, then even if he knows it will happens he will have to guess if you're going for DP or SoD as he hasn't options that beat both here. It can look a bit unrealistic but well as a Tager player myself, i sometimes baited the Lambda version of this by 236A instead of what the guy might have see as a predictable 236B, making the gravity whiff for a free punish so well it could happen, but i think it won't much for one reason. Actually i think you shouldn't use 6C blockstrings much on Tager for that reason, he can backdash it pretty easily, and that's a free spark for him if it happens, or at least it gives him time to close in thanks to 6C horrible whiff recovery. The only way to punish it would be to delay (a lot) 6C to bait it, but it isn't risk free. On the other hand max range 5C into SoD is safe from spark punish both on IB and if he backdashes the SoD, and that one primer less for him.
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4D indeed gives less magnetism than other D moves, IIRC 4 seconds instead of 6 for the other ones.
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You can add 6C and spark to the list of moves that beat backdash, there Tager gets 3 to 3.5k back into gadget again, so backdash isn't that safe.
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I forgot to say that the corner one can be done from a "standard" close CH 3C on Tager (even if i don't see that happen a lot, 3C is really to risky against him), anywhere on the screen the classic CH 3C combo on Tager with omohikane ender does 5.5 to 5.7k.
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Actually it's a bit more specific than that, there are combos that are actually only possible in this exact situation, thanks to Tager big sprite we can get 6A to otg after CH 3C, and thanks to the momentum of the whiffed gadget, we can do 6A > 6B > 6A there. So here the different options depending on your screen position : - CH 3C > 6A > 6B > 6A > 214D > 66A > 6B > 66A > j2C > 662B > 6A > 6C > nD > 632146C : midscreen combo, 6073 dmg and 38% heat gain before super. - CH 3C > (6A > 6B > 6A > j2C) x 2 > 6A > 6B > 6A > 632146C : corner combo, 6201 dmg and 41% heat gain before super. - CH 3C > 6A > 6B > 6A > 6C > 214D > 66A > 6B > 66A > j2C (now in corner) > 6A > 6B > 6A > jC > j2C > 2B > 5B > 632146C : 6754 dmg, the combo gives you exactly 50% heat for the super.
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It's not even just the DP that is a threat for double gadget setups, if the Mu hasn't done anything and so the second gadget whiffs, it's a free CH 3C from point blank, which on Tager mean 4.5k to 6k+ punish (my best combo in this situation is 6754dmg with 0% heat start to be exact) So well i'd say the Tager better have 50 heat when going for a double gadget so the fear ot the 720 make the Mu do something, or else it can be quite a risk for him.
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There is no negative edge in BB except for Carl D moves and Arakune bugs.
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It was one of the first things i tried with her, there is no unblockable possible this way, you can't hit your opponent out of throw escape and he can block instantly after the end of it.
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This also works on Litchi the same way as on Lambda.
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You can 2B AC unmagnetized with a few pixels walk, she's one of the easiest you can do this on, you can also walk 2B 2C AC without magnetism but like hazama it's hard as hell, enough to forget about it in matches and stick with 2B AC IMO. Also very situationnal but interesting, as you can 2B her after 360A and makes you able to do that if she's magnetised : - 360A > 2B RC > 5C > AC x 2 > 6B > 2C > AC > 5D, it's 50% heat but you get 4209 dmg so i think it should be worth it in some cases. You can land the first part unmagnetized if she's like one Tager sprite away back from corner, and do E/B Gadget after AC (3874). You can also add 6A after 5C to be able to get this a few pixels farther from the corner, but you lose the gadget, add spark combo to get her back into the corner with 4K+
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You know that hotaru is jcable? You can't punish it if it's blocked, the only thing that can beat that after gadget is to 5A him out of jump startup.
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His hitbox makes it impossible i think, you can see the problem with that : Air throw RC, 6B > walk 6A > 6B, it gives you the closest distance you can get after the first 6B, walk 6A is possible on every character i listed but can't be done on Hazama so i guess this combo won't work, at least i couln't land it even once.
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You can get a guaranteed 360B or 720 on 5D dash cancel, but only if you IB the hit before the dash, you'll get it also on normal block if he tries to 5D dash > poke.
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How do you cancel j2C into a stein on block, the move is only special cancelable in this situation.
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I looked into this, with the 2D cross down, you can iad backwards j2C and depending on the direction of jump you use you can get cross up or not, if it hits, 2D laser pops them up and you can do 6A j2C > 662B 5C 6C for a little more than 2k, on block 2D laser makes you quite safe. Well it looked nice but actually it can be messed up pretty easely depending on if the opponent stay still on wake up, use FD or not on the 5D laser, that's kinda the same with 2D jump back jB as well, there quite some time for the opponent to move, so you must be sure that he's pretty contionned to block. About the situation with the opponent not teching and you using 2B to OTG, the problem is that if you used a decently damaging combo, nothing will link after 2B :/ So IMO that setup is mostly interesting when you got a low damage combo into 6C so if 2B hits OTG you can get some decent damage in the case the opponent does tech.
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Well you said useless "but it opens up possibilities for some one else to maybe find something", which made me wonder if you thought it was really that useless. Anyway about comboing into 236D, it was one of the first thing i looked into so we can talk about that, and sadly i doubt there is much interesting to discover. Comboing into the laser isn't very hard if you have orbs on the field, here you used the 6C FC to put one during a combo, you could do the same with an orb allready on the field to land the 214D explosion and proceed with your combo. The fact is that damage from 236D laser isn't very good, and the laser make the opponent go high in the air, which limits your options afterwards.
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6C has repeated move proration, it's kinda useless to combo after it unless it's a super so you get its minimum damage.
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This as been discussed a while ago, 2B 5B does more damage only it you didn't optimized your loop, if you got the most possible hits of the combo it will be techable. Actually it's also a risk if you're not sure about the proration of the combo, 2B 5B super might be techable were 2B super wouldn't, and if you whiff the super, it's a free CH combo for your opponent, so you're better be sure. And well 2B super isn't hard one you get the motion down. On another topic, about the combos i talked about in my last posts, Makoto goes in the easiest group, 6A 6B juggle works really well on her.
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I don't see exactly how that happens, yeah it's like every no orb 6C 214D combo, you need some distance from the corner to 66A after it, but i can do this until close enough to the corner to be able to go for a corner combo variation instead of doing 6C 214D 66A, it's not hard to see when you can go for it or not.
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So i've found more about a combo i posted a while ago, it can be done on much more characters than i thought at first with little tweaks, here'e a link to the post i'm talking about: http://www.dustloop.com/forums/showthread.php?8950-Mu-12-Combo-Discussion&p=680017&viewfull=1#post680017 So this can be done not only on the 5 chars in the quote, but also on Bang, Carl, Jin, Lambda, Litchi, Mu, Noel and Tsubaki. - Jin and Noel : you just need to get the first 66A deep and walk forward a bit after 6B then hit with 6A, not really harder. - Bang, Carl, Lambda, Litchi, Mu and Tsubaki : way harder, some need the walk forward 6A, some others only depending of the spacing. 6A 6B juggle is also harder to get on those and that's a big part of the combo, but i found the solution for that. I think Carl might actually need to be separated as getting the walking 6A is really hard against him, for now i don't find this really reliable against him, have to work on it. A vid with some exemple of what you can do with this : http://www.youtube.com/watch?v=jfA7M-AJEx4 So for the 6A 6B juggle, it's actually not hard to get this on everyone, you just have to delay the 6B by a few frames, of course you'll need to get 6A to hit low to the ground but not "last frame before they hit the ground " low, so it can be done reliably against everyone this way.
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Walking as far as possible is for unmagnetised Hazama, when magnetised you just need to walk enough to get 2B 2C to hit, it's a little more than when you do just 2B 623C but not much. Also in your list you have to delete Jin, against him only 2B 623C works, but you can add Lambda.
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That was the one i meant, so you have your confirmation.
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If you're talking about the one i posted a while ago, yes it can be done on everyone.
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This as been discussed quite some time ago, 360B > walk 2B > 623C also works on Jin and Litchi, against Litchi is a bit harder, on console version you can add Mu to the list. 360 B > walk 2B > 2C > 623C also works on Hazama but it's really hard to get, you need to walk as much as you can before doing 2B. Note that if the opponent is magnetised, you can do this plus a 5D after 623C for 4663dmg on Ragna, Bang, Tsubaki, Hazama, Lambda, Tager, Litchi and Noel.
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6A and 2C.