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A.X.I.S.

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Everything posted by A.X.I.S.

  1. I hope all the changes they had for rachel gets dropped when CS2 comes out.
  2. exactly, I fucked up with lambda...alot.

  3. vs haku-men. IB more, use better footsies, if you jump don't press buttons. don't sledge ever in a blockstring. galileo's setup is J.C whiff>J.D if they roll you can 360B, easier if you spin the stick and hold it to see them roll then press B, otherwise use high's or lows. the haku seemed mediocre to me. don't settle in the corner ever...I'm done with the first vid. for litchi: if she has staff block high her lows are slower and all the dangerous stuff comes from overheads, j.b will overhead you and she can do 5A into it. if she is staffless block low because her lows are fast, even then watch for j.b it will overhead you while your blocking low. don't get hit. don't sledge in neutral. don't spark when the staff is near you, it will always stuff you. yeah fuck litchi.
  4. stay classy sorael.
  5. FYI hazama is incredibly safe overall. you can only really punish him on IB...making me sadlife.
  6. thanks, at one point the assbeatings became a blur. I also forgot to use tick throws more often. I'll keep the late tech's in mind. seriously hope to play you again.

  7. yo LK thanks for the games, any advice for my tager? I'd appreciated it if you got some critique for me. litchi felt really safe, I couldn't IB 360 you or you'd jump out of it, and you spaced yourself so well I didn't want to use 2C or I'd die for it.

  8. I use it as a frame trap and rarely use 4D unless they block the overhead.

  9. 4D cancels into all his pokes but 2B. its really great and dangerous, I like to use 6C>4D on magnetized people, they tend to try to punish me for doing the unsafe 6C if delayed.

  10. tagers 4D makes his overhead safe and he can continue pressure. also hazama's overheads are very safe.
  11. I probably won't be on later. @ bakahyl: your not factoring spacing.
  12. Ve are you up for a few 1 on 1's man? I need more match exp and my tager is a bit rusty. also this match sucks, all I want to do is IB stuff and hope your close enough to punish it. 6.5>3.5 for mu at best. another thing nu vs tager was definitely a 7-3, being curse zoned is worse than sword zoned.
  13. this tager guesses right alot. http://www.youtube.com/watch?v=JlWczmyPznw#t=4m17s http://www.youtube.com/watch?v=1JzBn1CK_iM&feature=related http://www.youtube.com/watch?v=_i_-9VZ289U&feature=related weeeeeeeeeee more tager! http://www.youtube.com/watch?v=kaYw0yiW52U some more vids I missed. http://www.youtube.com/watch?v=sS1Kkt1HdTE http://www.youtube.com/watch?v=-D7dukSXoKE
  14. most special moves are unsafe so its already a fact that if you IB it you can punish it. doesn't mean that your gonna always be close enough to though. for example you can't punish the second hit of renka unless haku links into another special. bad example but still an example.
  15. main CT tager. mac wanna play tonight? I can knock these dishes out and you can record more matches of me kicking your ass.
  16. lol rachel players quit a broken character for a better character...way to stick with your character tempest.
  17. blade stop posting...please man...fucking stop. I don't care about your freedom a speech. I don't care that you don't care. just stop man, your killing yourself.
  18. I will lol when the final game comes out and all those buff's rachel got was tossed out the window followed by arc posting a pic of troll face.
  19. the comic itself wasn't too funny but Vee's execution made that shit comedic.
  20. run away as in you run the fuck away. keep away means you try to keep them away, lambda wins if she can deter you from moving in.

  21. lol yes they are but jin's 5C in CT was dumb, in CS it was still silly and bangs 5A can go into 3k in CT too...the only thing they did was made it hit croucher's. something that wasn't all that necessary.
  22. so you lost something, its ok. tager lost alot of damage from CT in CS1 and spark got a damage nerf.
  23. you do know that worked in CT too right?
  24. I guess I can do a write up since I played some CS tao. Things you wanna do: Walk toward her and watch what she does. observe her habits, if she wants to come in then IB because 2A and 2C will probably get you hit, hell throwing out anything will get you hit, just be patient and IB because pressing buttons will get you hit. I'd like to note that you can 360A through j.C, not sure about j.B though, she will just happily fall into it. Things you don't wanna do: Jump, get hit, throwing out something with recovery. why? because 6A/2D/6C for jumps, drive in general for throwing shit out, and getting hit because it hurts, gives you a headache, and putting you in the corner. what you should do: punish her for something like her 6B which has a nice bit of recovery...you want to backdash that. IB 360, it works if your yomi is tight, collider not so much they have to be in your airspace and tao is way to fast for that. When you pressure her: Don't use 6A/5D/5C/2A/spark/anything fucking slow. she can low profile you with the duck walk and your fucked for throwing it out, instead take advantage of that and make her afraid to use it, 360 her or overhead but keep in mind overheads on tao is pretty much a gimmick so don't rely on it. What about spark? your not hitting a good tao with spark unless your using it to stuff a drive of a commited tao, in fact if you have spark tao won't wanna do anything until its gone or when your close. your gonna IB alot. TL:DR Watch what your doing your not spacing tao, she low profiles your shit, and spark is nearly useless, yomi helps a lot, rely on yomi.
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