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Osuna

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Everything posted by Osuna

  1. Mike Z posted a while ago that 6B 2C Collider was much easier to follow terra break with and I think it does over 6k too.
  2. I didn't see this get addressed, but I'm kinda loopy right now so I wouldn't know. Anyway. Yes you could backdash, but in many cases they we get thrown at the end of the backdash, the easiest answer is to just hold up if the flash happens before you land.
  3. That's how I do it, but you could use slash or hardslash, just not slash And hard slash.
  4. Yeah it's pretty gimmicky though. When it was new it was good for a surprise though. I guess it's still good for that if you have a player unfamiliar with Tager shenanigans. It is of course techable, but there's other stuff you can do from there too.
  5. 360A invuln from frame 2 to 11, 720 invuln frame 1 to 5 Edit, this was typed in a hurry because my bus had arrived and has some errors in it, but I see good ol' MikeZ has picked up the slack.
  6. I'd charge my gauge. If you can magnetize him, at some point he has to jump over you or attack. Do you have any more specific things that a difficult for you? What specifically is happening?
  7. They don't have upper body invuln in this game I don't think. Inferno divider can be blocked.
  8. Wouldn't a high point invuln collider be the ultimate anti air? I mean, It would be immune to all air attacks and unblockable.
  9. You can see her attempting to punish, which means she could have jumped if she expected a 720.
  10. I'm having a hard time deciphering this post. You say to sledge in, and that it is your life but if you whiff you'll die meaning you can't sledge in and it is a bad idea? "if she is too far she will 9-10 V13's will shoot at you to punish your walk." What does that mean?
  11. You can only rc on hit or block, so I don't quite understand what you're getting at.
  12. CH 236B>6A>2C>Collider>2D more damage, same magnetism and better position. It's also easier to do.
  13. Because of the many hits in the first super RCing for more damage without them teching would be really hard. The follow up has a little invincibility, so if you whiff the spinny super like a poor fool on someone and you sense something without a ton of active frames and has decent recovery on whiff coming, you can time it to go through the attack. When I was worse than I am now, I'd whiffed completely on a Hakumen while I was dying, and he was going to kill me with 6C so I did the follow up and punched him in the face.
  14. I think I'm not sure what you mean. IB 720 has been around for a long time and tager is still bottom tier. besies? Barrier what? Your example is grounded. Also IB 720 isn't That great with nu, because she has very few moves that can't act pulsar or jump cancel and they shouldn't be used up close while you have super meter. I mean, it is good to have, but it's not going to change the match up.
  15. I don't think so. Not even by Tager's standards I don't think. Not unless you're trying to beat out an air projectile or something. It would have to be done really really early otherwise, earlier than if you were to 5C or 2C. Tager could really use an ok anti air. As I understand it, 6A is mostly for adding on damage within combos and for punishing stuff like uppercuts with a better initial proration value.
  16. How awesome is magnetism on tao? I've found it limitedly nice if I'm in her face, but when she's zoning or in my face (80% of the time for me) or I'm in the middle of comboing her or getting comboed (15%), so I always figure collider 6C collider was much more preferable for the extra damage rather than just Collider 2D. But I've missed out on magnetism applications before.
  17. I'm pretty sure that it's impossible to have a guaranteed punish to a neutral tech ever. Since it is invulnerable until the end, meaning you can only get a mix up at best. If they are magnetized you can do a minimum hold collider to make them land closer to you after the neutral tech and do any of the mix ups you normally could do on someone who neutral techs next to you.
  18. That's not exactly a glitch isn't it? I mean weird hitboxes are weird, but they do exactly what they are supposed to do. This glitch is still on my mind though,is it practical for the carl?
  19. There was a bunch of teleportation stuff I had never seen or heard of before in that video. Anyone got an idea of what is going on?
  20. Nope. Only purple can be teched. There is no green exclamation for 360 or 720.
  21. Also, if Tao falls into a collider tech trap I think you can Collider, walk, 6C xx collider, shot, 2C(or 5C) xx Collider. For pretty good meterless damage.
  22. It's because you land before the attack goes active, it isn't a glitch so much as exactly what the game should do. There is some use for it, since even though it never goes active it still pulls people if the are magnetized. There is landing recovery though so it's not super special awesome. This was kinda mentioned in the Tager guide.
  23. Recover and barrier or tech n a different direction/Nuetral tech. Which one is blizzard? An uppercut right? Which one? He has 4. Most of them you just want to bait and punish.
  24. I was browsing through my few saved replays and found one where someone had a sliver of health after a 360A, I did 2D and he rolled/Bursted before it hit him because during the hit would have killed him. The the gold burst autoguards the hit from 2D then I back dash the burst, and jab him and he dies. This situation won't come up very often, or maybe Ever, but there you go some circumstances where you can backdash the burst.
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