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Everything posted by Osuna
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My issue is that sometimes the litchiplayer will do 5C With the staff before the tsubame. I don't know what implications this has to litchi players, but this is what I'm experiencing.
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You might want to reread the first post to see if there's anything else in there you might have missed. I learned a lot from it.
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Can Tager quick rise reversal 720 an opponent's 720 in the corner?
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Is there a way to know which is coming? Like is it combo count or height specific?
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I just saw a room with space in it that said astralheat.com and assumed the competition would be above average there. Turns out there was one still learning Tager and ykykck. I got close something like 6 times, and beat him once and was totally destroyed once or twice. My problem was that I kept trying to get space to zone after getting magnetized, I sould have just gone for up close magnetized weirdness. I don't know if he's on that site or not though, the learning Tager was the one who made the room.
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Well, if the supermove has like 6 frames of invulnerability/airbornness, it'll just smash right into you.
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The 720 is invulnerable for 5 frames and Then the super flash happens and there is no invulnerability post super flash. If they are vulnerable and in range during the super flash then you already have them. Anything past that is some sort of trap or trick because it's totally vulnerable.
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Ok just played again 6 or seven matches with ykykck and I'm just going to share my observations. 5D is annoying in block strings, but there's some weird stuff that can happen if it is predicted. Depending on distance and whether they are magnetized you can 720/360 A him out of it, or you can back dash it which will put you Right Next to Him. You can time it late and get counter thrown or something. I had to learn to 360A sledges and 5D's. If you are in range, second super flash wins, and magnetic wheel always beats 720 it seems. Between 2 wheels they will clash, so don't press anything. unless you were the first flash, then Barrier instead? Can we do that? He begins the match in 5A range but 5A will lose to 360A, 360A and 360A will just miss. I've 2D'd him out of a backdash on opening, but I don't know if he messed up or if he genuinely could not dodge it. Back dash otherwise seems preferable. A while ago I tried to 2C the magnetized corridor, but he can time the release to yank you out of the air anyway. Jumping attacks can be generally 2C'd as long as he isn't j.2Cing, which he probably won't be doing if he's approaching with the attack. I don't know how useful that approach is in this match up, but ykykck did it a lot. My only problem was that I would sometimes misjudge the height After the counter hit and not follow up early enough. In the corner, he would do things like air throw whiff then 720. To make sure I didn't try to jump out. I would be getting up at around that time, so I would have just whiffed the corridor I think.
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Well, the answer to your question is kinda...No. He has bad match ups against top characters and top players will know the match up better anyway and you won't get as many mistakes to capitalize on. But we have a match up sub forum with threads for each match up that you should probably share your concerns in.
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I actually have a good ps2 controller, and my thumb callus teams up with that to allow me to do 30 matches of potemkin comfortably multiple times a day, less if the opponents are better than me, but I get down time in the rotation that way anyway. I'm actually more complaining about the ps3 pad in a round about way. Props though, I can really respect anyone who loves the game that much. Annd as for the question, can I Collider someone out of a neutral tech or are they too low?
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What kinds of follow ups provide this huge damage off of 3C? I'm not getting a whole lot out of 236B or Shot combos.
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I though you could only 6C corridor Tao and people in the corner? (oh right, magnets>.>) nvm. If we were awesome we'd probably be 720ing her with some combination of IBing and walking forward.
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You need barrier to block her D moves? I've been doing it without barrier this whole time, is it just specific D moves? Edit. I tested it in training mode and with stagger recovery on I can still sledge into 2B. I can only imagine you were slow or that a human might be abl to stagger recover faster than the training option, in which case it was not because it was Nu. Well, or you were too far away. Is just the 2C missing or are they recovering? We need more details.
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If you're talking about her staffless loop, you don't get out of it until after around 13-14 hits. As far as avoiding it she can do it from 90+% of any hit she lands on you, so that's not going to happen either, learn how to block her moves and avoid stupid counterhits. Also, don't be tempted to burst too early, I'm rather fond of my barrier in this match, and the loop is annoying, but the damage you would save is not actually worth it unless you are dying and even then I'd rather have my barrier.
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I don't like it when people do that. I've never backed out of a ranked match. You'll have to work a lot harder every time because Nu's place in the match up is pretty stress free, but you shouldn't be getting beat That bad, unless there is a skill gap. Also if you were to back out of every bad match up you're backing out of almost Every match up with Tager. I find that the thing that helps me most with this match up was improving the quality of damage I get out of every random/successful hit. Learning more effective combos and getting the hang of baiting/beating the burst. For me there are a lot of close matches so the better I am at following things up for max damage the more matches I win.
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I did all of my instant block 720s on a ps3 PAD of Sandpaper, and I'm not going to lie, one day of good play leaves a bruise on my thumb in the shape of the space of the pad I use. You privileged young kids with your sticks and your grips, and your mtv. Also, I just remembered something about my throw tech question. Someone mention that you could buffer a throw tech because it teched any throw for 11 frames or something, does they mean for the X's to show up in the conditions I specified, they'd have to try to tech 12 frames Early? So does the X realistically Ever appear unless it was a counter throw?
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I see, I think what was really happening was that I was throwing them right after they recovered and because they were mashing a move they got counter throwed and could not escape. Thank you. That would explain it. Also typo on the first post, the move I quoted from the move data was 6A/
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Yeah but the curses move so slow that it's pretty situational, also it was in the Tager dvd.
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Well, it's especially hard because if you do it early it is just a sledge follow up, and it's still not safe because you are vulnerable for the entire sledge recovery and the start of the A sledge if she considers a C move, which she really should at that range anyway. I mean that doesn't mean it won't work, but no matter how well you do the just frame manuever it isn't safe at all.
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Don't know about the other stuff, but this one is all about doing everything fast enough. The first sledge needs to hit them before they get too close to the ground so that you can link the 5C canceled into Sledge A without them teching. The full RC combo does 4660 damage, it's the only one I know by heart. Does anyone know if every character is hit by a follow up of sledge B, shot, 5C/2C, Corridor. I know Carl, Jin and Tao get hit by it. As long as the combo count is around 5 or lower. Seems that the combo limit sometimes higher and sometimes lower for reasons I'm not entirely sure of. 5C seems to work at more ranges than 2C for like 15 fewer points of damage.
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What good is magnetizing Nu? She doesn't have to jump hardly ever outside of combos, and she can stuff pretty much all of your other magnetic moves with any of her C moves. So are you like... J.D and 360Aing her with the extra range or something?
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You can sledge through puppet attacks, which isn't as awesome as it sounds since carl can use that for a counterhit opportunity. Sledge links into 5C on the puppet, which is not as useful as it is hilarious. I quite enjoy breaking the puppet. It is kinda a weakness because my goal becomes, make carl worry about or break the puppet so I can chase him around and beat on him until it recovers, rather than win by any means possible. Still it is good to know that there are some situations where you can sledge through the puppet attack. Also, everything except the projectile can hit carl with the puppet. 5D has stuffed puppet and carl attacks at the same time, so has 2D. That doesn't mean they are goo or safe pokes, but they are options sometimes. I'm not sure if this is just their noobyness or what, but some carls seem to have a hard time with 5A. They seem to think they can airdash over it or something because I've had multiple carls dash straight into it. Literally leads to nothing, but it's something. Learn the many proper ways of handling the clap loop, I'm still studying that myself. Got to burst/break/take it efficiently to maximize your survivability. I'm not sure what to do when Carl gets in my face though, puppet tandem pressure is pretty beastly and I only seem to get out against bad carls. With good carls I just have to try and block the mixups till I get a chance to get into a better position.
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I'm not sure how the frame data looks when considering the magnetism accelerated falling, with the 720's 5 invulnerability frames and the collider's 19 frames of recovery. I wonder what looks like. 5 frames is not a lot, and ideally you would want them on the ground during the super flash...I think. And I remember hearing that you couldn't do a totally unbuffered standing 720 in this game, did we find another way around that?
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Jin's astral heat? Does that even count? Do any astral heats count as projectiles?
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Yeah, but you can mess up throw techs. Same with regular throws.