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Osuna

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Everything posted by Osuna

  1. If you're using a non comboable move, and blocking from an RC and then punishing with a non comboable move, wouldn't it just be better to use 6C then spinny super? It's like 20 times safer and more effective. Since if they see a 2D they shouldn't burst it, and if you're going to spend that much tension anyway? For less damage? I never thought of this, but if you don't have gauge for super, could you just 6C Jc and air guard it? I guess Charging is better though since you don't get any knock back or what have you. Genesic is having to do with the beginning of life or Genesis.
  2. I sorta kinda can. The backdash I can only do on one side because of how I place my thumb and which direction I rotate, I do it too slow on the other side. Starting at 4 on the backdash is a good idea because of how shot it is. The collider was weird because I kept doing the input too fast. J.2b? you mean J.2C? it doesn't matter where you start on that one because you have so much time to do the input. 5C>6A>2C>collider is definitely the way to go off a stand alone shot, but if you've comboed into it enough the 6A is techable, if you combo into it a lot you'll have to do 5C collider. If you've used a lot of moves like collider already in the combo then anything other than 2C collider will be techable. I never really thought about what situations allow for what since I just figured it out through trial and error and then just do the correct combos. I don't know how to explain.
  3. Oh, I didn't know that. I guess I should study the frame data of the not-Tagers huh?
  4. I just 720'd someone out of an inferno divider. How did I do that? I was able to see the start of it during the superflash and he yelled out inferno divider and got thrown.
  5. I was checking the frame data, and did the air pot buster never prorate dizzy? I assumed it did half because the other pot busters did.
  6. 360 has 3 frames of vulnerable start up then it is invulnerable for 8 frames then active 1 frame, you can hold it to increase the start up, but not the invulnerability or the active frames. It also has pretty long range. 360B has much shorter range (the same range as his regular throw) but does more damage and goes active after 8 frames, you can't hold it as long but the extra frames are active frames. 720 has super mega awesome reach, and 5 frames of invulnerable start up and if the are vulnerable to the throw during the super flash you already have them. If not then they can land and jump safely. You can hold it for more active frames. There aren't very many 360A tech traps because it is only active one frame and has 11 frames of start up minimum
  7. If there was an X over the pink it is because they are protected a little bit after they recover, but if they are getting thrown out of an attack this is nullified by the counter hit.
  8. I read most of the posts as "You lose at zoning, get her to drop her staff and then desperately struggle to kill her before she gets it back" Kinda rough because he zoning with staff beats Tager's pretty bad and she can get a combo off of pretty much anything.
  9. Depends on the range you do it at, but essentially whatever distance you are at after the sledge and she has backdashed or you've whiffed otherwise means she gets a counter hit on whatever attack she uses into a Bnb combo.
  10. Does it have to be a shot? can I move forward by some other means if she's recovering from a sword? The more I think about it the more I'm inclined to say no, but I'd like something to come of it.
  11. This is what was pissing us off. He wasn't telling us straight up, he was just plain wrong about pretty much every assertion he made. And he was arguing with us even though he literally knew nothing about either character...Raaaage. Sigh. Thanks for responding even to me HZMN, despite all distractions. Does Nu get the second sword even if the first one whiffs? That's messed up.
  12. I was thinking cancel out of sledge and/or Shot has projectile armor.
  13. to overcome highly improbable odds? Wouldn't it make better sense to decide on the former? This has been discussed to death before. Nu can't be counter picked effectively because she has no bad match ups. And counter picking isn't underplayed it is just much much harder for much lower rewards than in other games which is why people don't do it very often. Also you completely ignored the point that the odds are Always against Tager. more on topics. Are there good times to backdash any of Nu's swords? On whiff some of her D stuff looks pretty bad on recovery. I get frustrated with all my projectile blocking giving her more options.
  14. Also that kind of talk has no place in a match up thread. Anyone have anything left to contribute?
  15. The whole point you came up with was to throw out the shot after Nu became safe because it was somehow more likely to hit then than when nu makes a mistake, which is logically impossible because for it to hit nu would have to make a mistake was my train of thought. But I was just angry at the time, don't take it to heart.
  16. ...What? That makes no sense on 2 levels. First that there actually isn't a chance for a lucky hit unless the Nu player strays from playing safe, in which case you could nail him 'guaranteed'. This makes your statement being true literally impossible. I wouldn't even test the blade thing for cross up ness, the game system has several examples of getting hit from behind by projectiles and you block them by blocking whichever side the opponent is on every time.
  17. Osuna

    FRC on Pad

    The only tournament I've attended that didn't allow it was staffed and played primarily by people who had never played the game before at the time. So at least in my experience, it is allowed.
  18. Her D's are cancelable every which way, including jump, which means she's pretty much always plus enough to be safe all the way through the end of the block string. Tager also cannot shoot while in the air, and can only walk forward with the shot because any jump and be D'd backward on reaction. No matter how you look at it this isn't the best situation to be in. Shot and D also have the same start up, so you cannot react to the first D with a shot. Also, if you trade you lose the follow up combo generally, but that's better than getting hit out of the start up and losing the shot.
  19. It is worth noting that all of the moves with magnetism on them leave you vulnerable for like 30 to 50 frames and she can combo you from full screen.
  20. Quick rise gets you up much faster and is throw invincible, but neutral tech is strike invincible. I'd be interested to hear more about their applications too. Particularly for quick rise.
  21. Wow, interesting. Sounds like it'd be a lot easier for uppercut characters.
  22. Tiny error in the guide. 3C doesn't special cancel.
  23. Again, can I quick rise 720 an opponent's 720?
  24. Remember what I said about how I have a bad obsession with killing the puppet? The other day I won 2 matchs as lost 1 because I couldn't help myself. When Carl tries to pin me down with Nirvana's long slow punch combo, I sledge A through all the hits until the puppet dies, or I get hit. Once I actually killed carl as he tried to air dash at my sledges. While my way of doing it was stupid, I can imagine that this could be used better if you knew you could take out the puppet.
  25. 6A>2C>Walk? I can't imagine how that could possibly work. I think you need to turn the dummy's aerial tech on. There's no way 6B can combo in that situation, or anything else.
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