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A.X.I.S.

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Everything posted by A.X.I.S.

  1. we talked about this, if he goes into FRKZ mode your kinda screwed... forgot to say IB like hell in this match up seriously learn to IB his ass, and if he does that gay double jump dash shit then 2C him.
  2. i just start IBing 6B, slowly closing the gap so i can 360 them, either or jump and 360 them for the lulz. when i fight rachel i just want to get in on her in my terms and kill her, because if you let her go then you have a long fight ahead of you or a quick defeat.
  3. yeah,i also have to say that you can cut short and run, and we can't do shit about it.
  4. didn't they say earlier that jins J.B beats 6A clean, and that some jp player tried to j.a it? don't go air to air with jin, you will lose, if you got meter then ID his IAD, hell if you want you can ID all day, other than that keep it cool and bock accordingly, jin has 1 overhead and its slow so blocking that is good, beware of his wake up options, CH 623C=air bnb and a bad spot to be, don't stay on the ground for too long 5B and 2B can hit you. so your chance of winning is on the ground. thats all i can really say atm.
  5. by theory if you do 3C we can 360A you if we IB it, i don't know lately i haven't 360A'd much.
  6. so tager just went into makoto mode? anyways it seems dispite the changes tager has he will still have a very difficult time with the cast. this is my impression on the stuff in match up vids, and anything else is just me worrying. vs , this match is in haku's favor, jumping in is no longer a option, haku's j.c and 2C will keep us out of range, and 4C is safe even on IB, best we can do is back him into a wall or punish him for trying to get in, which by the time he does will have some meter and will begin to have haku-sex with us. feels like we can win but the work is much harder now. to the point: 4C and J.C is the new stay away pedo moves. can stall us for meter and punish us easily. still hurts like fuck. good points : we can just outright ruin his life up close with gadget mix-ups. he's still victim to 360's. vs , said it once i'll say it again, she can't 5D>44 on us anymore but she can still keep us back, looks like in a vid nu tried to use 2C but got hit anyways, did they slow it down that much or nu did it too late? getting in will still be a hassle but when we get her then we are sure to tilt things in our favor, with our improved speed and new combo opportunitees, mix up is good now plus if she barrier blocks then its like saying 720C for her, sadly she can keep us out with her new moves, i'm praying that if she doesn't have meter then its punishable on block or at least IB, thank god for that damage nerf too, makes it less one sided. to the point: zone zone zone! ways to push us back if we are too comfortable. good points : faster movement+deadly oki game makes it easy to pile on damage easily. stronger magnetism prevents escape from pressure. vs , this is a bad situation for us, you can't punish berial edge easily so it becomes a mad useful pressure tool IMO, his 5C is faster meaning poke advantage and his damage can do 3k+ easily, gonna be a tough one for us, i'm assuming IB>360A will punish his blockstrings if he's not going into 6D, but to go straight to the point: faster long reaching pokes. good damage off of said pokes. new move=pain in the ass surprise attack. vs , same J.C as haku so getting close is a problem, it looks like we can give jin a bit of trouble now but then again that jin didn't look to good in the vids. i need more info before i can go on with this. i wanna talk about this, i would link threads related here if its ok with Bj too.
  7. yay now i actually get it, still a bitch to do though thanks. btw abel i never played sf 3 competitively.
  8. anyways i was looking around and was wondering if anyone can explain how to kara cancel...just don't get it.
  9. if he teleports then make a guess, his teleports are unsafe, making a good guess on his teleports ruin's him. lets look at it like this, ragna is faster on the ground than arakune meaning grounded kune is a dead kune, if he tries to jump then ID and gauntlet hades beats him, just be sure to keep him as close to the ground as possible, and if he summons cloud then you have options to catch him. anti air cloud: IAD, or run, keep your ID and 6A's ready, he will try to zone or dive cross-up to fish for a counter hit. homing cloud: carefully avoid it, i mean even if you block you get cursed so watch how you dodge it, i find playing jump footsies a good choice in this situation, feels 50/50 tops still. shield cloud: hardest cloud IMO, i start using C attacks to zone him seeing how anything else including ID gets you cursed unless you RC which wastes meter, infact if he does that cloud curse yourself and kiss your ass good bye. -_-
  10. i see, i was fighting a noel with ragna yesterday and found it easy to zone her with ragna's fast and manly reach, it seems ID is big trouble for noel seeing how we can do it first sign of a drive, so in other words she's not gonna do shit until she hit confirms your ass.
  11. get that stick away from her! stave off any pressure game or tager nonsense until that stick is gone, once she does a move that gets the stick off her then apply pressure and do all the damage you can, mike is right burst 720 is fucking god here, not only does she lose the staff she also gets a taste of her medicine too! corner pressure.
  12. well its not stupid like the tager match but it feels more doable, seeing how mobility is a greater asset in this fight.
  13. thats awesome, i think barrier 720 is going to scare people, also IB>360A will be easy to do, moves that don't jump cancel can and may be punished.
  14. ryokalways in the BBCS thread posted this. Tager: throw>B sledge >2B>2C>collider confirmed. jD feels slower. corner only, i think- collider>6C>spark>2C>collider>lowest air j2c>gadget for 3.9k (pretty good) 6B、6C、3C、j2C、and spark bolt guard crush. astral input is now 2 circles D. 4D (counter)>5C>6A>collider>6C>5D
  15. ew at that combo i prefer hotaru air dash back.
  16. hmm i just started taking hakumen seriously and wonder if you guys can give me some pointers, i'll post a vid of what i got soon but just to let you know i got the basics down. can combo into j.2C loops. can combo after 2D, still learning 5D and 6D. can capitalize off counter hit. things i need is match up experience. recognize what to counter. and meter conservation, i have a few issues with this.
  17. found some of me on youtube. http://www.youtube.com/watch?v=Vd0j8ZVFC4k good fight, i messed up on this one and got recked like a bitch. http://www.youtube.com/watch?v=EKN-D1gFJIs this whole fight went wrong, i can't even count the countless mistakes i made on this one, felt like a small child being beat up by a smaller child.
  18. 6C>J.D is much better for tech traps, infact 5D>623C only works on idiots or against you, ragna's need to watch the magnetism, one air tech can turn a good round of momentum into a painfully unwinable situation, i see many a ragna tech and eat colider resets of basic shit and thats what a tech trap happy tager wants. don't use ID unless you have meter because good tagers bait it and will punish it, when you get in for damage becareful with combo dropping, we might try to punish you for it. and when your magnetized then becareful coming in, tech trap happy tagers will send you in the air or poke you and bam your in a colider resets, i killed so many ragna's with colider resets so i ought to know of it.
  19. you shouldn't rely too much on your opponents incompetence, if he got you in hit stun he can easily pummel you with more options, air DD's more combo's, taunt, he can do things to you that you won't like, and becareful with MTW that loses to air super.
  20. i see what you did thar.
  21. holy shit mike thats actually good to know, i'm using it and abusing it now.
  22. they can't teleport after 3C.... some nu's use the cresent sword as a over head to fuck you up if you low block. i can use 6B for mix up but fuck that for doing a combo lol. 6b is decent if your oppenent ever block low against tager. (nu) oh and i got my mojo back yay!
  23. roll tech could work, if tager is in throw range he probably won't 2D unless he knows your gonna do it. you could try holding up on your neutral tech or quick rise, i think its down+c or something.
  24. i found that IBing 2C puts you in a bad spot, hell IBing 6A as well is a oh crap moment, strangely i played this match up and the tager i fought couldn't IB 2C...am i the only one that finds IBing easy?
  25. dude 5A alone stuff's good shit, it beats some peoples A spam, beats jump outs, good for baiting jin's DP, and its the bnb for tech traps, its good as hell abuse it, especially 2A! 2A beats some jump in's.
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