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King of Bums

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  1. Ok, SMP is cake for me at this point. My problem is any combo that has me doing 236+B, dash 5C. I just can't seem to get the timing of the gun stance cancel (I know to hold d) to dashing up to 5c. I'm always too short or they tech right as I'm in range. Its so unreasonably hard for her meterless bnb.
  2. Ok, that didn't come out as I intended Rob. And I know your better then me at bb (still remember being perfected at FFII), and the loop is being taken out so it doesn't matter too much anyway. Its was more of surprise then tooting my own horn anyway. I still think 4d being unthrowable from frame 1. Even 2d would be cool to be throw invulnerable frame 1... easiest way to do it would be to make it "airborne" on frame 1 making it unthrowable by default. Maybe its cause I play against Tagers too much.
  3. A month? Its just jumpinstall canceling the parry... I learned that in like a couple days. This game is seriously easy mode on execution. Could be the marvel and gg execution talking though. What I really wanna see any info on j.4d. Like a jump-in canceled into j4d, or what i thought would be cool is if jd gatlings into j.4d cause j.4d does weird stuff on otg. like instead of doing the lame air-to-air strings that she has now, you could do something like j.c (jc) j.d, j.4d, d.6c, 623d etc. I think that would be too good or just weird. other then that, I would personally like to see either old 6.A back (we miss you), 4.d being throw invincible (trust me, it would be awesome), or get ct air damage back.
  4. Its silly, but at least it works vs you hero :P. But in seriousness, if you think doing hooligan to beat sledge or punish 360's is risky, then you obviously forgot what match-up your in. EVERYTHING is very risky vs Tager! Tager's huge and higher priority normals and slegde making you scared of half of your moves, then a mixup game never favors you ever. You have to pull some really wacky shit, like using Tager's magnetism to pull d move into him, or bait a far collider while magnetized to beat it with j. d, random hooligans in strings, run up throw, late 6b to beat backdashes, etc. Stuff that is 'safeish' are 5b. 5b, is far, doesn't get sledged, and on CH goes to 3c. 4d beats it sadly, but you can bait it and punish with CH 5c. If it hits him crouching, its even better cause you can go strait to 5c, 2c,3c. 3c is only good if you can hit confirm off of something, or can react to a far 5c, 5d, wiffed 2c or 4d. Because of sledge, and how easy it is to punish on block, i wouldn't use it unless you know you can make it hit. (Also, if you see doing voltec charge, punish with hooligan instead of 3c. Trust me.) Jd is surprisingly good in this match. You can use it to beat his anti-airs, and punish 360's and mess up techtraps, and even use his magnetism against him. But, you guess wrong, and its your ass. This matchup sucks, but i have fought threw more bullshit matchups for fighters in general. Just do what it takes to keep the momentum, don't get predictable or careless, force your opponent to react incorrectly to scare them and learn how the tech traps work, where the holes are, and how to punish them. Either that or learn how to play carl :P
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