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Osuna

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Everything posted by Osuna

  1. I turn very stupid whenever I play against bang, so I could use any help anyone might be holding out on sharing. The main bullet point I'm seeing it to block.
  2. Being occasionally dyslexic isn't a crime. Think of the poor fellow's feelings.
  3. Wait, rachel gets more damage off 5A and 5B than tager does? Seriously? There is no justice.
  4. Well, sometimes 6C's extra 80 proration stops you from getting knock down after the second collider for your follow up options. Depends on how you got to the collider, but it's better off the good starters. Edit: More specifically, I forgot in which combo but Im Certain that there is a combo where you can add extra hits before the first collider if you J.D whiff for a net gain in damage and heat. The difference wasn't huge, but there are circumstances in which it is better to J.D whiff.
  5. Lack of damage, lack of good pokes, lack of good lows, GF sucks, slow and situational anti airs, huge hit box for character specific combos and mix ups. His damage goes down even more if he doesn't have mag and all his mix ups eat a combo if the opponent guesses right, he has terrible block strings and get little damage off lows even by tager standards. He is disadvantaged against nearly every play style and character. His movement is really poor and if he want's to try and move faster he has to put himself in counterhit state. There's probably a lot more than can be put much more succinctly that'll be posted by the time I send this post is done.
  6. I can't see any 3 primer stuff working on anyone because of how such strings are very easily escapable/punishable between primer breaking moves and Before the first primer breaking move. However I could imagine maybe 6A>2C(1primer) into Spark bolt for 2 primers on someone who bursted. Or maybe some RC shenenigans if you had full meter. 720 doing full damage, because throws don't prorate is something nice. Tager still sucks though.
  7. Well, it's minus 5, but yeah gauntlet hades would be air born in time. As far as I understand the frame data though, it should still work against 360B too. I mean After IB and the loss of recovery from the cancel they are at plus 6 and gauntlet hades is airborn at 12, with 6 frames of start up that would put us at one frame too slow if they Really went for it. If they looked to hitconfirm it or do a mindless blockstring I'm pretty sure 720 would still catch them, unless they can hit confirm in 3 frames or less. But whatever On this list, I've been thinking this a long time, but didn't want to seem ungrateful, but Now I'm really really tired. I can't help but think this is the least practical version of an IB guide one could imagine. A lot of these gaps listed are just plain silly (5A>overhead) or not even blockstrings, cluttering the lists, there's no mention of specials or other options you could run into. Just a bunch of gatlings regardless of whether you will ever see them. The way it's presented leaves out some very useful information and creates occasionally misleading information.
  8. If you have meter, you don't have to IB. If you know it's coming in a blockstring you can just 720 it.
  9. Oh OH, ok I get it. Huh. That Is situationally funny.
  10. Why would you RC MTW for less damage than you get with a terra break combo? I guess some are interesting a little. And your double tech wheel damage is mislisted. It's 6193 not 6493. For comparison MTW+ Terra off FC 2C mid screen can lead to 6.7k by doing stupidly easy stuff. Funny stuff though, speaking of that though. I think Anti Air FC 2C>MTW(Only the overhead hits), is funnier. It reduces the proration of wheel+break so losing the first set of hits isn't a big deal damage wise (it's like... not even 800 damage), you can of course combo from it in the corner, or Terra. Terra also does more damage than usual because of less proration. Funny because of the damage potential and because it doesn't work if they are magnetized.
  11. You're not supposed to 5C 6A in any of those combos anyway, if you can help it. You loses some ender options after the second collider because of the extra proration from 6A. I forget how the damage works, but because his collider gets prorated from it and that's the biggest chunk of damage in those combos, it could actually do more to omit it. If you want to get all of your ender options you generally speaking can't use 6A. Even in fatal counter combos you'd only use it 1 time in the combo usually and if they buffed some of tagers other stuff even a little it wouldn't be missed all that much. In CT it was an Extremely valuable combo tool, but it gets hit by his super mega low character rate now it's kinda meh in combos. Aside from some situations in which the might be barely out of reach for collider I don't think it's a huge deal in CS. That said, why would they get rid of it? Were it's new traits so strong that it actually let him do something cool off 5C?
  12. And me. And watches hopefully since Redefinition said in the pnw thread that he suddenly can't make it.
  13. Munsu says he can maybe probably pick me up, but I'd sure like someone to say they could take me without the words 'If' 'maybe' or 'probably' attached. I'd hate to miss this.
  14. None of those things are super fast, or overheads, or lows, or break guard primer. Just block and watch. Don't throw stuff out and give her free damage when she's too far away to get hit. Let her use up wind and IB to get meter. I suppose you could barrier sometimes too to get her further away. Sword iris has a lot of start up, depending on the size of the gaps you keep running into you could sledge the lobelia or the lightning, you could possibly backdash the 6B to put her at frame disadvantage. The situation changes the farther out she pushes herself too. I honestly think you're just getting trolled. If you can't think of anything else just block until you have meter so that they are no longer safe at just outside 360A range. Seriously, just block. There's no danger to you until she starts mixing you up, which would requires her to get into your range. Rachel has low health and we have rachel only combos that are easier and do a lot of damage.
  15. You're acting like this is the first time this has happened.
  16. I don't understand. That's not any corner pressure I've seen or heard of. At least, I can't recognize it from this description. I don't know the exact course of action you should take, but I highly doubt you'll need to spend any meter on our really crappy CA, which really shouldn't be able to punish 6B or lobelia anyway. (since that's all I know about this corner pressure) Just block, IB prefereably and watch for a bit to look for the gaps and weak spots, you never mentioned a mix up, so it'd probably be fine. You'll get meter and a chance to look at spots to backdash or IB. I just really can't imagine what's going on for you.
  17. hmmm. I guess I'll check back with you in a few days then. Trying to get a for sure ride somehow.
  18. http://www.dustloop.com/forums/showthread.php?10156-Oregon-Epic-Gaming-BlazBlue-Tournament I very much desire to go to this, but my usual ride doesn't look very probable. Anyone coming down for it that wouldn't mind a little detour into Battle ground? Or is there some generous portlander who wouldn't mind taking the very long way there?
  19. J.2C>5C>6B>AC Does a little more damage. There's some really silly stuff you can do if she's magnetized too. Edit: The silliest being something like Mag fatal 2C with Rachel in the corner. 2C CH J.2C 5C 6B 2C 623Cx2 5C 6B 2C 5D SB 5C 6A 2C 623C 236A 236A for like 4900 damage and some stupid amount of heat. So silly. Rachel's hitbox is just so much from to mess with.
  20. The gameplan for tsubaki is to play tager the way you should always play tager minus some backdash and plus some meaty sledge. That requires a little familiarity with her blockstrings to IB them and not get hit by stupid overheads/unblockables. Like a lot of characters she also has a good anti air so don't over up an air CH to her. Then just win. Tager gets more damage in general and has higher hp And she can't stay out of your range forever. Just block her really unsafe launch self at you moves and she has to get in range to fight you. Sledge was always bad it was just good while she was getting up because all of her reversals were projectiles. And if by getting hit by the unblockable you mean she start charging one then yes, you can 360A it with plenty of time to spare if you're in range.
  21. GF>GF(sometimes whiffs and sometimes hits depending on jump and backdash properties)No one RCs gadget finger into itself except for hilarious time outs. edit: Also depends on how long you hold the GF. The idea for punishing the backdash is to use the GF's mag on whiff to pull them for a 360B.
  22. In some match ups it can set up a 360B punish for a backdash. For Ara it is also safe on jump which improves risk/reward. It's also the only meterless way to punish lambda's and ara's backdash. There's more weird match up specific stuff it can do, but I see think this is easier to see as useful.
  23. I passionately hate GF and have since I learned what it did. So I'm going to invite people to correct me so that I might find some purpose for it that doesn't involve an RC. Here's 3 options characters usually have. Attack. Jump forward. Back dash. And here's how they usually work. Attack>collider/6A. Jump Forward>6A/360/720. Backdash>360/collider/5A. Each option is generally strong against more than one of your options and are pretty decent choices for most characters. To beat those 3 major options you need at minimum these three options; 6A, 360, and collider. 5A is also needed occasionally. So in a sense those are 'good' options when compared to doing something like...XYH or...5D or whatever. But yeah none of them are quite amazing. There's also some specific options some characters have that shut down a lot more of your options. edit: I omitted double gadget because it's effect is pretty match up specific and I don't know that it can be described generally.
  24. Well, jump forward is how everyone beats 6A off of gadget finger. Gadget finger doesn't guarantee anything really. It's a mix up (for both players). if she's hopping over you, collider instead. You shouldn't be using 6A after gadget that much anyway, it loses to DP in that situation. As well as pokes, on top of jumping forward which seems to be what she's doing? I mean, there's no way you'd complain about hitting her with it, right? Her moves are a little hard for me to see personally, because they are all covered by pink glowy mist effects, but she does have an (more than one?) overhead, lows and 1 move that is unblockable on full charge, so you can't just sit there blocking one way all day. IB is a solid method missing from your posted attempts. The match really really shouldn't be over after she hits you one time. She'd almost certainly need at least 3 or 4 combos to KO tager even with extra damage from zoning. And that's if she miraculously has charge and/or meter frequently available. Sorry I don't have a lot to share with you, but I just can't understand what you're talking about. I think we need to know more specifically what's happening. It's much easier to fix what's going wrong than to re-explain how things are going right for us.
  25. Everyone covered most of why gadget sucks versus ragna, so I won't get into that. One more problem with using charge after gadget is that, espcially with ragna, if they RC you're screwed. If they have meter to RC the only thing it would beat Really would be gold burst.
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