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Nakkiel

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Everything posted by Nakkiel

  1. He's talking about you, you know.
  2. i'm 12 and what is this
  3. I said high-level players. You know, people who get in to SBO. That's hardly over-rated, because americans can't make it past the first round for the life of them. Second, I didn't mean to make it sound like there's shit-all Tager can do, but being aggressive is definitely not going to work. His whole game plan is to get you to screw up and make a mistake by being patient.
  4. I don't think you quite understand this match-up. What else are japanese Tagers going to do? Their high-level players are far beyond ours, they understand the game a lot more and have more experience with it. Lambda's character design just totally trumps Tager's, what is he going to do besides be defensive? Be aggressive? Not jump and get chipped away at all day long? Your counter-measures against an aggressive Tager completely shut the strategy down. He has to slowly and painstakingly make his way in every time you get out of range, and if he gets in, YOU fucked up. The point of 214D and 236D in this match up is not even close to attempting to guard break Tager. You're forcing him to jump or eat a broken primer, and neither option is good for him. If he jumps, you 2D/airgrab/6A him. What is he going to do to prevent this? B sledge? If you do 214DC (which you can't backdash afaik) it's a FREE CH5D into 236C combo. The most he can do is A sledge and that moves him forward a little and you still get to start pressure from afar. A Tager playing this match-up aggressively is not a smart player. Potentially the only way I see them being a smart player whilst being aggressive is getting you magnetized or taking advantage of your poor zoning. Tager being aggressive in this match-up isn't a good plan for him. You need to tighten up your zoning and learn how to deal with his shit. They don't play defensively because that's their style, they play defensively because they have to 90% of the time. This isn't an absolutely free match, but it's definitely in Lambda's favor.
  5. Crescent Saber height limit? I wonder how high you have to be
  6. You have to press D every single time you input a direction. So while 133333 is a common setup, you actually need to do 1+D 3+D xN Staff: 2A -> everything 5A -> everything 5B - 6A, 6B, 5C, 2C, 4D, 6D, 5D, 2D, 3C, 6C 6B - 6C 2B - 6A, 6B, 4D, 6D, 5D? 2D? 5C - 4D, 6D, 5D, 2D, 3C 2C - 5C, 4D, 6D, 5D 2D, 3C j.A - j.B, j.C j.B - j.A, j.C j.C - nothing Staffless: 2A - everything 5A - everything 5B - 2A, 6A, 2B, 5C, 2C, 3C, 6C 2B - 2C, 3C 5C - 2C, 3C 2C - 3C, 6C 3C - nothing 6C - nothing j.A - j.B, j.C j.B - j.A, j.C j.C - j.B All staffless normals are special cancel-able, which means you can cancel into 5D and 2D also.
  7. You should try posting something semi-useful.
  8. yeah but i'm lazy
  9. Wish I could log into my old youtube. I had a playlist of 0.
  10. Inoue looks a lot better than he used to (at least in GG, does he even play BB anymore?). He used to choke a looooooot. I still think 0 is a stronger GG player though.
  11. 1:04: At that distance, after ippatsuB you should've done 2D airdash j.C/running j.C into a corner combo. You would've kept up pressure afterwards with oki and kept that burst you used shortly after. 1:23: At this range, you could've easily held downback in preparation to 2C the wallbounce and blocked that burst. 1:26: Nice All Green. Probably could've combo'd with 5B 2C. ~1:40: In these situations where you're just hanging out full-screen, try throwing out your staff with 5D/2D to harass them. 'Grats on round 1. 2:03: Should've ended the combo here with falling j.C 3C Kokushi Musou or some kind of oki. Even after your opp didn't tech you didn't do any kind of oki and you had meter. 2:09: Tsubame? I didn't see any reason to do it. 2:19: Dash 5B/2C would've netted you an itsuuA combo. Confirm your wallbounce CHs. 2:35: I'm not sure but I think you could've done j.BC land 2C instead of j.B 5A. Good confirm nonetheless, but you dropped the combo. Practice! 2:41: No real reason to do Haku here, you can apply pressure with your staffless normals. Good job taking the match. 3:52: You can carry them to the corner here with ippatsuB land 2D running j.B..C 6C(1) itsuuA. Training mode until you learn this because it's a really good corner carry and you get good damage. 3:57: Hit confirm that 6A with a dash 5B. I'm not sure if you were close enough for 2C. 4:00: Confirm that AG with 2C if you can't do 5B itsuuA fast enough. Did you drop the combo for a burst bait? If you get to that point in the combo, you can't bait bursts like that so there was no reason to stop there. 4:08: Good combo in to kill. Keep in mind you have stronger combos off of 3C though besides tkChun. 3C itsuuC 5[D] running j.C 5]D[ falling j.C 6C(1) itsuuA ender is a good one. 2nd round: Good round. You dropped the daisharin combo though, don't give them opportunities to tech out like that. 5:43: Dropped. Not sure why. 5:53: Dropped at ippatsuA. Try using advance input to help you hit it early enough every time. 6:06: Bursted. Not much you could've done there since you have to be fast with ippatsuA and Jin doesn't get picked up by 2C (which lets you delay itsuuA to bait bursts) 6:20: Dropped 2 combos pretty quickly. Practice on all the skinnier characters so you get the correct delays/dash buffers down and practice your hit-confirm for that CH that followed. Even if it's something small and dinky, it's better than no combo at all. 6:26: Really stray from using rekkas in block strings without manten cover, it's very dangerous. ~6:30: Counter-hit staff-call is untechable until the ground, practice comboing into itsuuA off of it with something like 6C 6C(1) itsuuA. 6:58: Be careful when poking with 6B. You ate an ice edge here when you should've either maneuvered around it or blocked. 7:09: Another dropped ippatsu combo. Practice the motion more so this doesn't happen. 7:18: :P 7:29: Missed the j.B after 412D. Use advance input to help with this. 7:36: Being too liberal with that 6B again, airborne opponents generally aren't the best targets for the move. 7:47: Good confirm into oki for the finish. As I said earlier there are more optimal combos to use though. ~8:17: Eating a lot of random hits around here. 8:24: 412369B/C (tk itsuuB/C) would've netted you a combo here. 8:36: Baited the dp and got hit by the second hit. sj.IAD j.B would've gone over it for a CH. 8:42: You could've carried him a lot closer (probably in to) the corner by doing 3C itsuuC 5[D] running sj.BC fall 5]D[ airdash j.C 6C(1) itsuuA 412D 3C 2D running j.BC 6C oki setup. 8:53: You could've finished the round here with dash 5B itsuuA. If you're having trouble doing itsuuA fast enough 5B 2C will work too. 8:59: 5C or 6B would've easily finished him off with a CH from the DP. You could've also finished it off with a tk itsuuB/C here. Good job taking the victory. Overall things: Use your meter on other things besides RCing 6B when you use it in bad situations (just don't use it in bad situations :P) and All Green. Using jump 2D and RCing for a fast overhead that can cross up is pretty good. You could also learn midscreen daisharin setups and make sure you set up some kind of oki at the end of your combos in the corner. Practice kara-fastfall. I saw you whiff airgrabs a few times and it looked like you meant to fastfall. You wound up getting CH'd due to the position you put yourself in. Sharpen up your combos. Don't rely on 6B feint for your pressure. Canceling your normals with 5D or 2D and going into staffless normals canceled again with 5D or 2D can be stressful for your opponent. Overall, not too shabby. You look like you've got promise, keep it up!
  12. GGX top consisted of Baiken, Johnny, Dizzy and Jam.
  13. don't pull a ct jin there
  14. Every time I see you post you're always wrong about something. Every single time.
  15. Lol. I can say with confidence you're "not really trying" because you aren't playing with anybody good.
  16. No time for meaty j.S though!
  17. It isn't. You need to jump immediately and block.
  18. Oops, didn't know about that lol. CS ender does 6743. Combo I posted does 6563. 5659 off of 5B. This does 6188 with the RC, 5777 without.
  19. I like keeping that charge for when I get a real combo :P
  20. While that does give you more damage, it's pretty difficult to land, especially on lighter chars. 6HS is 100% knockdown so I almost always go for that.
  21. Unspecified, obviously. Most likely the higher ups.
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