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Osuna

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Everything posted by Osuna

  1. I don't think this was mentioned, but forgive me if it is old new. Makoto's 3C isn't Just low profile it's invulnerable to body attribute attacks. You need head or foot to hit her out of it.
  2. Gadget finger can only be used if they are in a combo that included some sort of knockdown like state. Gadget finger leaves them in hit stun a couple frames after you recover from it. So you can use those frames to start a second gadget finger that won't combo because it doesn't come out in time. While it can't hit standing opponents gadget finger does have the ability to hit air opponents and has strong magnetism.
  3. Just a few more thoughts. It beats back dashes that were formerly unbeatable and if nothing else the second gadget gets you another look at one of their reactions in gadget finger to further education your next one. Also, getting 2k for 50 meter at the end of a combo ain't bad. I know it seems counter intuitive, but if I spent that meter mid combo instead I'd be getting like maybe 1k out of it and wouldn't get much meter back. And it resets your double gadget. In match ups where it catches the backdash and the jump if you hold it you now have an option twice as safe as collider or 6A was and we've all committed to those before. So yeah collider beat noel's 2D and other options beat backdash. But collider didn't beat backdash. and 360 didn't beat jump. in fact if you did those she either got away or maybe even comboed you for up to 5.5K. In my opinion it improves the risk reward in gadget finger in several match ups quite a bit because it catches jumps. If it Just caught back dashes then we have a slightly better punish for backdashes. It also, and I think this is perhaps the most important feature, give incentive to not mindlessly escape gadget and go for pokes which lose to 360B which as you all may recall is the one with Soviet Damage. Which also resets the double gadget option. TL;DR double gadget combines options which statistically makes mix up out of more effective and it gives meterless ways to punish long backdashes.
  4. I tried to collider an approach, and jin used D air swords. Because he was magnetized it stoped his forward momentum and then pulled him to the ground Right in front of me before the swords. I regret not throwing him when it happened.
  5. I was pretty close at the time, he was trying to bait me by running up then doing the super, but I most certainly 720'd and won. I buffered it during the extremely long flash as a bit of a test and counter threw her right out from her giant blue fist. I guess that was pretty ambiguous. I asked for a new one. The implication being she'd be able to parry cancel it for a better block string
  6. A good poke does not an inescapable block string make. Seriously, as far as block strings go they all look really unsafe so far.
  7. She has a block string? What the heck is she doing? All the stuff I've seen either lead into bushins for her to escape or ended with her getting thrown/720'd. I don't recall any of her stuff being very safe, did someone discover a new normal that can be jump canceled on block or something?
  8. I just 720'd her uppercut. Not the recovery. The uppercut. I'm almost positive I hear the correct audio and saw the animation starting. It was off of gadget. Not at the earliest possible time I don't think, but I thought you all should know that it's at least possible.
  9. Bigbangsmash punishes pokes pretty well, but you can buffer during it if you weren't poking. 720 and maybe sledge to beat it in that situation. It looks pretty projectile like to me, I only actually tested 720 though. Her uppercut by itself isn't much on damage but gives oki and will probably have RC combos soon. Her mix up game out side of bushin stuff is so far not very ambiguous looking or tough to block/throw. Also if she tries to get out of her block string by using a jumping bushin and she's magnetized, you can collider and she'll be pulled through the air at you facing the away from you. Her orb doesn't seem even a little safe in a block string (I've 360A'd it on reaction pretty easy and I've seen her get jabbed out of it) and I think it can't hit you if you hit her. Example I jumping B hit her with the orb in front of her and just fall right through it. I don't know if spark wins over level 3 orb punch. I traded the only time I remember trying. Hit box wise, I'm sure everyone noticed that she's really long on the ground and not very wide in the air. Parry is a pain and being near a corner means she can get 3 level 3s easy off practically anything for good damage, even if she didn't have the parry loop she does very good damage in the corner. I got stuffed by 5B a lot. Also I thought her 6A would be a pretty crappy anti air, but it reaches Really high and tager's air options aren't that great to begin with. Also even air to air she wins with Jump B and if she has another jump or a counterhit and the right height she gets a combo off it too. Seems to me tager wants to duke this one out on the ground.
  10. It's day 1 and she already does more damage than we do. That's more or less all we can know right now, and Just going of that the match up will suck.
  11. Are you sure? I'm under the impression that is only the case in games like Tekken. Where moves that hit the mid area aren't blockible while crouching and highs whiff crouching. In a pure logic and visual standpoint, blocking a high while ducking makes no sense at all.
  12. While I readily admit that is makes the thread less useful, I believe the first post specified that this was a collection of Tager players and you're a bang player. Unless you're planning on taking Tager up, but really I can't see why you would. Logically you could add people though? Really, I never know what to do with a thread like this.
  13. No you weren't. Rape implies the round was one sided. Being one of the best round played by not gallileo implies superb Tager play which was not present in the video. This is true in that if 2 scrubs were to play one could 'rape' the other and no one would compare the winner to Galileo except in jest. Poor rachel. That time out was so sad. Landed so many overheads and resets and spent tons of meter and wind on combo extensions.
  14. Osuna

    "Quicker" Rise...

    On the ground next to you. Like throw range. Again the throw invulnerability isn't very key. I'm not sure what the 720 example has to do with anything. The same is true for neutral tech.
  15. You also could have held the 720C. Been there before. It is filled with regret.
  16. Osuna

    "Quicker" Rise...

    Neutral tech gives you enough time to jump too. Not that special, especially since if they were to go for a throw during the quick rise time frame it would have missed the neutral tech anyway. Maybe if someone was trying to psychic punish a roll with a throw, which at least tager can punish on reaction I think. So yeah not sure how to best apply throw invincibility.
  17. Not necessarily. The black beast at least wouldn't be in the next loop, which would dramatically alter history to an unrecognizable point. The more likely outcome is the end of the world.
  18. As a Tager player I think a mix up is all about yomi, but I'm a tager player, we only have yomi. I really do think yomi is the way to go though, especially since you play online where reaction has to be tighter. Just try to think based on how they act and the choices they make what would guesses would They make? So a lot of it depends on the skill level of your opponent and giving them appropriate credit for that skill. Well, you need to have good options too. What mix ups do you use? I don't remember seeing many when I played you randomly online. And I really can't tell you much on pressure. Again I play tager. I don't have real block strings, just psychological pressure.
  19. I only get bothered by losing when it is in a game I don't understand. As long as I can tell what happened, frame data helps and so do the character boards. I'll play Tager vs carl/nu allll day no problem...Wait that's a lie. I give up really fast if the rotation is long. Losing is fine it's the Waiting that kills me. I think I was conditioned because I can't remain standing very long, so irl I never really wait for a turn at a machine, I just look for another one so I can sit down. But yeah your losses should be educational. Just stay calm and keep thinking about what happened and what to do with that knowledge.
  20. That's another issue with guard break moves aside from spark (Which I don't think you an combo from if you break their guard with it? They bounce weird) Seeing as throws are faster and do more damage than letting them block.. I mean most other characters going for a slow move at least get an overhead property so they can get damage potentially.
  21. Because none of the guard break moves are safe. Hammer, 2C, and 2D aren't Ideal in a block string because of long vulnerable start up and generally aren't that good on block. Also you can recover stocks by running away and zoning tager, which everyone does anyway. Guard breaks aren't as good anymore anyway.
  22. Jin gets hit by walk 6C j.D, why is everyone suggesting slegde>follow up and 2D? What's the point? I mean sledge follow up is nice if you got them in the corner, but most of the combos on jin should be ending in j.D
  23. I thought you were trying to bait bursts with the 5D collider. Since people with a habit of bursting a little early, at least in my experience, like to burst a Reallly obvious combo starter like that. But if Saayyyy they bursted already, or they are the type who never bursts early. and you get to punish a 623C on Jin. You can do the very fun 6A 2D RC 6A 2C combo starter.
  24. ? Wouldn't it be the opposite? Like the number of frames until you leave CH state? Others stuff like sledge wouldn't have counterhit state until active and I'd be able to throw tech throws that interrupted a lot of my moves. I haven't played much CS but that sounds a bit drastically different from CT. But also cool, so I don't mind being wrong. edit: oh nvm you said it frame until -which-... I'm silly.
  25. ? He was saying that if it had grab property then it would logically beat voltic and lose to spinny. Which is what happens, so this line confused me a lot. But yeah it's unblockable and spinny just blocks things autoguard normally doesn't.
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