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A.X.I.S.

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Everything posted by A.X.I.S.

  1. open to anyone who wants to play. We also host casuals on fridays too.
  2. You guys complain to much about this match up. block drives and ID punish if she continues pressure, IB her drive enders if she is dumb enough to use them and punish if she can't RC. Don't mash when she is staggering, they are evil little frame traps. IB her 2C and get out of there. Her air to air game is strong keep your distance from her in air combat, you will lose in that. Get a health lead and be incredibly lame, if you are winning do not take risks as she can D through them. Confirm her IB's and do not be obvious with deadspike as she can probably drive through it. once you get her down do not be fancy. (That will get you hit by drives.) Oh and don't get hit by 5D or 2D as she can kill you on CH. There I am done. I am probably wrong or all this has been said, but I told the guy it already had been discussed!
  3. This match is amazing, I don't think I even have to do a write up on it.
  4. On stick you want to use your wrist to move around, you want to make the most movement with the most minimal effort. I had troubles with dashing too but someone told me to use my wrist and now I get it about 90% of the time. If you have a problem with doing combos always break down each part of the combo. For example if you were trying to the a air combo, practice the basic variation of it, grind it out until its in your muscle memory, then add in a different starter and try it from there, you won't be used to it at first but after you do it the first time you can do it again, you grind it out from there. I had problems like you and when I try a new character I get those too. And the timing for combos are not hard to learn, do the combo as slow as you can, if you realize you need a specific timing then you speed up gradually until you get it down. Then you practice from there.
  5. I love mirrors, its his easiest match up lol.
  6. Take a break from the game, practice mode a lot, don't play too much netplay. Taking a break from the game as in don't play it for a few days lets you soak in knowledge, thats what I did when it happened to me. I can go make a wall of text why netplay ruins you but thats just waste.
  7. Valk is annoying, I can react to wolf mix up better offline. Hazama is frustrating as hell, I switch between Ragna, and Jin for him. Haku is boring to fight now.
  8. I never noticed it or cared, I was too busy blocking it.
  9. Characters I hate fighting: Hazama, Valk, Haku-men. They are all annoying and make me play super safe or pick a different character. I actually hit practice mode and see what gattlings into overhead, after that I just pick up on the visual cues. I haven't mastered blocking everyones overheads but teching grabs aren't hard as long as you are not sleeping which we tend to do. I don't IB punish a lot, I use the IB to make people commit and force them to not use staggers.
  10. Funny when I play subs I barrier a lot but when I play Tager I don't barrier against rushdown, I tend to IB, break grabs, and block the mix up (Sometimes), I only barrier if I seriously feel threatened and even then I may not bother, I like keeping my opponents close. But hey the way I play match ups and what not is pretty silly. Edit: This is the cockiest post I made in a long time lol.
  11. Don't call Orion a onion. Tager vs Ragna is so easy now. If he tries deadspike and he is close 360A him, if he is far sledge him, just always IB his hits so you don't get pushed back as hard.
  12. Nice catch Orion, I edited the combo to make it work. I'll add the note on super armor too.
  13. Welcome to CS2! Like I said before you will cry a river of tears but eventually you will adapt and love these changes. Also some combos do less damage, some do more damage, and others are just simply easier to do.
  14. I have some info on Rachel but I am not gonna post it until I get more match up knowledge. Here is a small bit I got though: Sledge follow up is useful to stick out on occasion. Use lows to check for catch chair, punish accordingly. IB stuff and punish any gaps. Fork is not CT status, its not too bad...sad it can be jump canceled though.
  15. Noel doesn't have safe moves that breaks primers. They are mostly punishable with sledge/360.
  16. 1. It feels easier for Ragna than CS1. 2. Bangs 5B is slower and doesn't have the same Range as Ragna's 5B, your spacing it wrong or hitting 5B too late if your being stuffed by his 5B. 3. IB if for the meter or to punish stupid, you know the usual reason to IB, Barrier him when he pushes himself too far and doesn't use something jump cancelable, if he does jump cancel then react accordingly. 4. Jump and IB nails, Jump IB is still good so make the most of it.
  17. You don't even need yomi to win, just play solid and you'll be fine.
  18. It's still a DP, meaning it can be used as a gtfo me tool. Making them something even Tager can low profile is a big boon for us.
  19. If Jin is trying to use it as dash in punish the 5A will more likely than not CH him. If Jin is trying to use it in pressure he gets hurt for it. Not to mention ducking the DP lets you get in a CH 5C which combos into 6C or 2D. Oh and FYI we can 360A through Jin's A and B and D DP's. Timing is different for each.
  20. If you 5A them then they get hit for pushing buttons and get hit for trying to jump. Its more safe than doing 360 or collider. If you do connect a 5A then hitconfirm it into a 360 or low depending on what they tried to do. If you CH then follow it up with 5C>6A>stuff. Jin's 2D is pretty fast and you're more likely to sledge it on yomi than on reaction. But that's my experience.
  21. Jin is very hard to punish, when Jin is playing safe you won't get too many chances to 2D in. Your best chances to punish is when he jumps too close or really obvious (collider range.) and when he is running in. 5A stuffs pretty much anything he does running in, him using a DP is a death sentence you can backdash all of them and low profile the A and B DP's. The match feels hard because we can't IB 720 him from anything anymore but you can IB to make staggers and jump cancels easier to punish. Punishing DPs: A DP, 5A/5C if he is close other wise no go. B DP, 5C/360 if he is close enough. C DP, anything you want will do it. D DP, use your best discretion. Other than punishing DP's punish badly judged D moves...please do not try to reaction sledge 2D, its not a good idea.
  22. Litchi can combo off her DP but it has to hit you a certain way. Mu's DP isn't that good you can jump and NORMAL block it.
  23. And if they try to stuff it and they are even a split second late they get CH'd. Very rare had a 2D trade for me.
  24. Bsledge safe jump j.B is pretty simple :D. Bgadget works the same way even if they are magnetized. If 2D>720 is jumped then you need to change it up and use collider. 2D is a good way to test your opponents habits. I am not gonna go into detail why. Henaki was a great man. R.I.P Henaki.
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