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A.X.I.S.

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Everything posted by A.X.I.S.

  1. It's weird, he normally starts dropping by now but he is staying consistently S. As far as I know the only things keeping him real high is: High damage. J.C is hard to AA. better oki. Nothing too amazing though.
  2. Interesting, it's another tier list but Tager is A tier here. Well it doesn't matter. MI isn't strong enough for match up numbers to be consistent lol.
  3. CSX Tier list. I edited my original post a bit for this.
  4. I'll do something for Haku just for you. I gotta do three things before I sleep. I can do this while I wait for the other two. Have Haku-men. http://www.dustloop.com/forums/showthread.php?13163-Tager-vs-Haku-men-CSX-Re-capture-the-Susano-oh&p=1238345#post1238345
  5. I don't mind this. I did a bit of Ragna, I still need to do more work but I had a long tiring day. http://www.dustloop.com/forums/showthread.php?13154-Tager-vs-Ragna-CSX-Beating-the-Azure!&p=1238334#post1238334 Will finish this soon...very soon.
  6. Kevin=that nigga in the white car. Lunakage=Our Kevin. Skye you fucking...eskimo.
  7. I actually approve. Skye do you have work today? Kevin wanted to know if me and you wanted to hang out with him. Give him a call.
  8. I am not so sure. I do know that it came with the special addition version of the box set so just don't order it. Make sure its special addition. With that said they are releasing the game by itself but I haven't heard about a date.
  9. She's easier to beat now. I don't know why but she is. Objective: Get in on Platinum quickly and take her out, the one on offense has a major advantage. Reason: Being on the defense against Plat is scary, she has too many offensive options for us to not want to wait for a chance, On the other hand this goes for her too, the difference here is that she actually has things she can do at any range depending on the item. Far range: Get in close and sledge if you are sure it will hit or make her block. (It is somewhat useful but situational since she has very little recovery after using items and it's also risky.) Pop bubbles as you see fit. I advice against super jumping, You will get hit by mystic momo. (Item discard/launch.) Medium range: Now you have to add bombs to your list of threats and cat hammer (really fast overhead), again march in and IB whatever you can, still be aware of what items she has. Her pokes in this range will be 5B and 3C which are safe against tager at max range. Close range: On the defense you are in serious danger and I mean it, you have to worry about frying pan, rising j.B, and TK swallow moon mix up. On the offense Plat is at your mercy unless she has baseball bat which can be hopped over and 360A'd. Platinum strings 5A(staggers) 5A>2A>5A (staggers) 5A>TK swallow moon 5A>2B>5B>3C 5A>2B>5C>jump cancel 5B>3C 5A>6B 5A>2B>5B>6B 2B>5C>jump cancel Notes: Lets talk about items shall we: Bomb-they go in the air and fall down, has good block stun and decent chip damage, block these as you see them, easy IB, when mystic momo'd all 3 are launched, 6 bombs instead when installed. Cat hammer-Really fast poke, if she TK's it becomes a overhead, Block high just in case, she has 5 of these, on CH you ground bounce, has way more range when installed. Hammer-safe on block and breaks 2 primers, if she jumps and use it then it becomes + on block and breaks 2 primers, she has 3 of these, install hammer breaks 3 primers and causes unblockable knockdown when you are on the ground and did not get hit by the hammer. Frying pan-used as a combo extender and instant overhead up close, she has 4 of these for use, install pan becomes a fan and does more damage and has a bigger hitbox. kitty missile-Best item she has at her disposal, fires a missile that eats projectiles and usually gives her a free way in and can be used for lock down and chip damaging, she has 3 when summoned, install missiles are bigger and fires out way faster. Baseball bat: Reversal and combo extender, she only has 3, and install bat has a bigger hitbox. More info later.
  10. Wolf Hazama strikes back! This match is a pain in the rear and for all the right reasons you have to be ready for anything and I mean anything. Be on your A game in fact go beyond 120% because if you lose too much health you will not win. Objective: Catch his approach and beat him down in one go, you don't want a second chance for him. Reason: If he hits you then you will probably lose. Far range: Walk forward, if you choose to VTC then do short bursts because they are harder to punish, always be aware of the distance between you and valk before you do it. Medium range: Expect Valk to attack you in wolf or use human 5C here, without spark he doesn't have much to fear but if he is too relaxed you can 2D in. (risky) Close range: If you are not on the offense then wait for your chance, make sure he commits before you try anything and IB to make him scared, pay close attention to wolf because he can command grab you. (practice 236D wolf in practice mode, that is the command grab and look at the starting frames.) As long as you know he is gonna do ground command grab you can always backdash punish it. (Honestly I find it easier to read than most command grabs.) If you are on the offense then mix him up, magnetize him and pummel him as usual, as TSK said below you do have higher damage combos for valk like you would for rachel and bang so go for it. (higher damage as in ACx2>2C) Valk strings: 2AxN>2B>5C>236A 5C>236A>wolf dash(do not commit when he does 7D he can do it 2 more times to bait 2C, will lose too AC if he is too close.) 2A>2B>3C>236A [w]5A [w]5A>[w]5B>wolf dash (any wolf dash) 2A>6B>wolf 5C>6C 5C>6C>wolf cancel Ending remarks: once Valk gets a sizable health lead then you will lose so don't let him do that, beat the approach. wolf A on the ground is a low but B is not, his j.A is an overhead so he will make some really hard to block mix up. If you don't know how to block mix up then you will after about 20 matches of this.
  11. Squirrel tits have been nerfed! No more orb oki until we die! Hazzah!
  12. He's not really scary contrary to popular belief.
  13. Lets beat up future Noel!
  14. Her 5B is nerfed! Yes! thank you ASW!
  15. So guys we can IB 5A chain and win now. Istillhatethischaracter.
  16. Haha ok lets talk about how Haku-men charged 4C doesn't work against us. Man oh man we are at this again. So remember CT Haku and how he always had meter? Remember how Hakumen got good damage with very few meter? Remember when he countered us and made us feel really bad for it? Well this match is like CT but he has 4C and J.C! So fun! Objective: Get in on Haku and inflict as much damage as you can before he escapes and hold the health lead. Reason: It is important that you do this because Haku IS one of those characters who can afford to wait so chip him down and force him to play more aggressive. Aggressive Hakumen are easier to beat for us. Far range: Voltech charge and close the distance. Medium range: Prepare yourself, this is when it gets rocky, Hakumen has several options here, 4C and J.C is his favorite pokes, since he usually has meter expect anything at this range. Since his special moves have good frame advantage don't expect to always punish them. Hotaru is used to keep you out and cost 2 stars, positive on block and jump cancelable making it annoying, bad enough it fatals and leads to 3-4k midscreen with nasty corner carry. Close range: he isn't safe here since he doesn't have entirely safe gattlings, IB and prepare for a punish, keep a eye on his meter because this is very important when it comes to defending against or catching Hakumen. Do not use anything really slow predictably as the more savy haku-men players can catch (counter) on reaction...do not get caught. The cost to getting countered is him getting a free star and doing 2k damage. Haku-men strings: 2A>2B 2B>2B 2A>6A 2A>6B 5B>6B 6B>3C 2A>dash forward>2A/2B 2A>dash forward>hotaru (catches mash but here's a funny thing, you can late 360 and blow it up but I wouldn't rely on this...it's something to note since I seem to consistently tag it.) 2B>dash forward>Tsubaki (Dash cancel overhead, usually used near the corner, get hit and you lose 5k, 6k if he uses more meter afterwards.) anything>236B (Renka, It hits low then mid, leads to good damage.) anything>kisshu(command dash, really fast and he can do it off anything to continue pressure, can follow up to catch wreckless mash, in this match do not expect to see the follow up without jump cancel.) anything>zantetsu(big vertical swing with the sword then a horizontal slash, overhead on first hit, low on second hit for gods sake do not get hit by this! leads to good damage.) I need to change the format of this a bit and do more work on it. So messy.
  17. Lets discuss how charged B sledge did not make the match easier. What the above post says is true, it doesn't make the match easier but you can surprise her with it on occasion, then that high level play steps in and you need really good reads at this point. Alas lets talk about the usual now. Objective: Carefully advance you way in and dodge swords, no blocking them is not what you want to get in, you must make her whiff swords. Reason: Blocking most swords will push you back, more distance=more work=more time wasted getting in to make up for the damage you took getting in. Far range: Walk forward, block or make her whiff a sword, sledge if she doing something unsafe, do not always jump in as 2DD>6DD>jump cancel will just put you in the same spot, and if you barrier you messed up. Medium range: Ideal sledge range but you shouldn't do it unless you read a sword and make damn sure you read that sword or you get combo'd and get put back to far range again. Close range: 3C will beat just about all of your normal ground pokes but you can hop it, sadly Tager is big enough for 2DD to hit him on his jump in. On the offense the most notable thing to change in your behavior is dealing with her backdash, like mu and Tao's Lambda's backdash is different so the usual stuff won't beat it. 5D can hit her and pull her back in and 6C works for punishing it too. This means after gadget you have: 5A stuff pokes and keeps them from jumping out. 360/720 for stuffing pokes and scared to move players. 5D/6C for backdashes, 6C is much more rewarding meterless. Strings she likes to use: 5DD>236A/B 5DD>4DD 5DD>6DD>jump cancel 6DD>214D/214D~C 6DD>2DD>236D/236D~C J.2DD>crescent whiff 52/2A>5B>2B>236A 5A/2A>5B>2B>3C>236A 5B>2C>5C>6C 2C>crescent/cresent whiff Now for swords and how they work. ALL SWORDS CAN BE SLEDGED! 5DD: They go straight, if you are a bit far away you can jump over them, more often than not she will shoot them when you are too close to dodge, 2 hits that knock you back and she can delay the 2 hits to mess with your timing, both special cancelable can gattling into 4DD. 6DD: These swords moves at a upward angle and is made to catch jumps, they don't hit us crouching so duck them, jump cancelable on hit and block. 4DD: Overhead swords: Stand up and barrier block because of the barrier mechanic's you will be pushed closer to Lambda on barrier block, even more if you IB barrier. 2DD: Goes up at a 45 degree angle and beats high jumps usually, this sword makes jumping in really hard, which is why I advise against jumping in, walking is slow and may be a bit boring but as long as lambda is looking for a jump, this will be a problem. J.DD/j.2DD: Both jumping swords used to push you back with their respective angles, j.DD shoots swords upward, j.2DD shoots downward. Crescent: Really fast overhead but she can fake it (crescent feint) and since it has much less recovery makes her mix up less easy to read. Normals and other stuff that you should look out for: 3C: Hits far and low, pretty fast and out right punishes sledge or any thing we like to stick out, punishable on IB so IB it and kill her for doing this at close range. 2C: Anti air and jump cancelable and she likes to do crescent mix up from this. 4B: Overhead, the first hit is a normal hit but the second hit hits overhead, Lambdas like to space this so only the second hit comes out, pushes her really far back so we can't really punish it. 236 series: 236A is a command dash, very fast but can be reacted to, also expect grab after this. 236B is like 236A but it is an attack instead, hits low and is -1 on block so there is no real punish unless your buttons are faster than hers. 236C is a tackle of sorts, breaks a primer and leaves her at -6, usually the distance she is left at makes her safe, you can actually stuff her as this move is slow compared to the previous two moves. That's all I the stuff I can think of at the moment. Basic match up stuff go.
  18. Insects 4.0 lets go! This match up is tough and will cost you big time if you are not careful. You're gonna have to be able to make top notch decision making if you want to win. Objective: Survive and do as much as you can to win. Reason: You can't afford to get hit by Arakune because getting hit will usually lead to curse meter. once that meter is full you are forced to block 14 seconds of uninterrupted mix up. Far range: Voltech charge and move in carefully, be fully aware of where he is and how high he is in this range. Avoid j.D and be wary of bell bug and clouds, you want to make Arakune have very little to no curse meter in this range. Medium range: In this range you can continue to footsie in or take a chance. Jumping in on Arakune is very risky because his 5C can cleanly beat all of our options. Arakune has 2D in this range and it can be sledged if you call it out, unfortunately he can 2C(shark) you for a fatal counter combo. Just be very cautious in this range, AC and 2C are good if his approach is telegraphed. Close range: On the defense you will have some trouble here depending on if you are cursed or not, for now lets assume you are not. J.B is really hard to beat for an approach, him landing a poke leads to curse, and he can use instant overheads and fuzzy's on us. Now on our offense, anything with a gap can be back dashed out, other than that just use normal grappling tactic's. Strings and pokes 5A>5A>2A 5A>2A>5A>rising j.B 5A>6A 5A>5D>jump cancel 6A>2B>2A>5A 6A>jump cancel 6A>5D>jump cancel J.B>5A/2A j.B>6A J.B: Arakune's primary jump in tool, hard to deal with because of it's many hits and attack levels, thankfully you can back dash buster it. You can also 2A, 2C, and AC him but these are all situational. 6A: 6A is Arakune's overhead and getting hit by this will usually mean 70% or 100% curse from him. He can gattling this into 2B to hit low and make 6A safer than it already is, he can also use 5D to add curse meter on block. 6A is jump cancelable as well. 5C: Arakune's anti air and it has loads of invulnerability. Do not challenge this move lest you take a fatal and give Arakune free curse, if you are gonna jump in then jump in blocking. 2C: Shark really fast low that fatals, has a ton of active frames so it can hit you even if you think it won't. It's really unsafe on block so punish it with a 360B for unburstable damage. He likes to use this move when you are being unsafe...this move is the only thread you have when arakune is on the ground. J.D: Arakune's air projectile, has a lot of start up so you can react accordingly. Getting hit or blocking it adds curse meter. 2D: Hits low two times, sledge it, avoid it, or block this. 6D: Bell bug, it hits overhead so it is not only a zoning tool but also used for unblockable setups. This move gives a lot of curse on hit. Avoid this if you can. Easier said than done. F of G: Gives him 100% curse meter on hit. This move hits low and is a projectile. (previous games it was unblockable.) If this move is randomly thrown out don't do anything to get you caught. Curse: Curse is hard and scary but it is a way to make your life easier and I am gonna break it down for all of you. 1. Know what is jump cancelable. Knowing this helps you be able to block instant overhead strings. 2. Know what is special cancelable. Knowing this helps you be able to block cross ups in curse and keeps you from getting hurt really bad for it. 3. When blocking in curse look at Arakune and what normals he uses not what bugs that are hitting you. 4. Barrier block a bit, push him away from you so he has less opportunities to mix up. 5. IB and gain meter so it makes the unblockable setup (6D while your in the corner>bug lockdown>2C just when the bell bug is about to hit.) possible to defend against. Those are the main things to point out.
  19. Nothings changed, the match up is still hard. Lets discuss how much we hate her.
  20. Hey no more 6B>instant overhead. Now we have to deal with...stuff into instant overhead. Hurray!! Objective: Get through Rachel's tricky zoning and dismember her quickly. Rachel is a very tough character get in on due to her ability to easily lock us down and zone us but once we are in we are in. Reason: She is a zoner and we don't have a lot of things that can do to her at her optimal range, lets not let her have her way. Far range: Because of Rachel's zoning tools I will add 2 things to this category outside of VTC and walk in. When Rachel uses pumpkin on the ground (she spins doing this) she gives us a free spark bolt. When frog is close to us then you have the option to destroy it with j.B or sledge. (sledge is more unsafe.) Always IB frog if you have to block it. Medium range: Expect her to pumpkin wind into us and prepare to block or defend yourself in the best way you can. Not a lot I can say to help you in this range. She will also use fork to stuff sledge or just use it for its range at this range. Close range: When we are on the offense she has to guess her way since the chair's armor don't happen until frame 5, but if we are the defender then we are plagued with possible instant overheads and forced to the corner with her wind antic's, IB and try to create a hole, and remember she can't instant overhead if it's not jump cancelable. Rachel strings: 5B>2B>5B>6CD 5B>2B>4B 2A>5B>4B>5B 5B>5CC>A lobelia lobelia>sword Iris 5B>j2D>j.A(Instant overhead) 5B>j2D>2B 5B>j2D>4B Special moves she likes to use: Tiny lobelia: You see this you got 2 choices, sledge it or block it, its distance and speed changes with how she uses the wind, also leaves a lightning rod on the ground on hit, whiff, and block. Sword Iris: The lightning rods Tiny lobelia creates lets her strike lightning down on the spot that the rods are on, if you block it she has a chance to pressure us, this is usually used for combos or to fish for hits in case we are not blocking. Pumpkin: She uses this to punish us for being reckless with sledge and it's her way of making sure we block her approach, she usually use it in places that we can't hit her easily but if you have a spark she will always take to the skies to use this. Frog: Her lock down tool and this guy is a trouble maker and will sometimes leave us scratching our head on how to deal with it. It has HP so hitting it once won't always make it go away, sometimes you don't have a choice to block it, sometimes you gotta make the call. All that matters is that you must try your best to not get yourself into a situation that makes you block it because if you do Rachel will have more than enough time to start her pressure/mix up, do not let her have that if you can. Bodem bodem lily: She normally use this as a combo tool but sometimes we are in the air, this is to keep us in check and gives her free pressure. I suggest you IB it. Tempest Dahlia: Fun DD that lets her lob a bunch of bats, cows, and a frog at us of course it all depends on her wind meter, she usually use this when she needs time to gather wind or just wants us to sit still for the pressure/mix-up. A little fun fact, when she approaches while this move is active some of her sprite hides behind the projectile making it look like she has some invisible mix up going for her.
  21. First from taunts, then to 2D, now to hype. Tao is still annoying.
  22. No more force unblockable to death, not its oki into unblockable. How little this match changed. -sigh-
  23. 4D is broken. Ok 4D is annoying but that is not everything in this match up. Just a new obstacle to overcome and one we should not take lightly. Objective: Make her too scared, make her not wanna take risks, hurt her lots, and kill the D button. Reason: Noel has great movement and relies on forcing mistakes out of her opponents. Too bad Tager doesn't have to care about that. Far range: Avoid optic barrel and VTC, don't sledge the optic barrels, you have no reason too unless you are mid ranged and you are calling it out. Medium range: Expect dash 5B and 5C at this range, call out optic barrels if she chooses to do them or just IB them. Close range: On the offense don't use anything with big gaps, always end your strings with something safe and use lows liberally. 4D is useful for gaining magnetism, once she is magnetized the threat of 4D is heavily decreased. 4D is a annoying AA but once we block drive Noel will have to go for a drive ender and all of them leaves her at a disadvantage...punish them. On the Defense she has staggers, now if you don't know this, stagger are something a Tager player should see and punish. Her frame data says they are safe but Noel commits a lot, her pressure and mix up aren't so great but she will try to surprise you. strings and pokes: 5AxN/5A>dash 5A 5A>2B>2B 5A>2C 5A>2B>2C 2B>5B>2C 5B>jump cancel 5A>6B 5B>6B 2B>dash 5A 5C>6B Special moves she likes to use: 2D: Used to beat certain hit boxes, lows, and grabs. Doesn't get a lot of use in this match up since 5A/2A/5C/4D/2D/5D/J.B neuters it. (j.B is very situational.) Still should be noted since she can call us out with it, not safe on block. She can actually cross us up with this if she is point blank. Simple solution to that is to barrier push her away or stand up since the cross up can only be done on crouching opponents. 4D: The big bad drive now, fatals on counter hit and leads to pain as usual. It is mid/high invulnerable so it makes for a good anti air and counter poke. You can grab Noel out of this, hit her with a low, or sledge it, choice is yours. Muzzle filter: Noel's 214A, it's a command grab that catches standing opponents. Excellent mind game for when we want to block overheads or 2D cross ups. Really punishable on whiff so make her hurt for it. Other stuff: 4D bodies Noel when she is magnetized. 4D eats all of her drives for free, it kills 3C and 5B when timed right. It makes her not want to approach when magnetized which is all the more reason to not let her escape. 2D beats her drives as well. Noel 3C cannot punish 6A or VTC because it's a projectile, you can actually sledge it too. Noel 3C hits really far and will catch jumps, be wary of it. Noel 6B has active frames for days, don't mash on her when you wake up, you might just get caught like a deer in headlights. Noel air grab oki can be reacted to examples: Noel does combo>6C>air grab and now here where the oki comes in. You break the grab. Noel can use thor and catch us mashing something. Noe can air dash and try to pressure. Noel can wait then air dash and poke us. Noel can land and rush. Now our answer in sequence: Don't press buttons, you have time to jab a air dash. Jab the air dash with j.A, if it CH's enjoy your 3K combo. 2A the delay air dash. React accordingly. Have fun with that. Oh if you eat the grab you have to deal with Noel cross unders and you ate extra damage. Yeah break the grab.
  24. He's nerfed but it doesn't make it easy. Objective: Get close and defeat him safely and swiftly, never let him gain momentum, and do not get cornered. Reason: Jin is very versatile an as such is good in all ranges, trouble once he gets rolling, and just down right sinister once he locks you in the corner so your goal is simple, catch a slip of judgement on any small exploit you can find and dismantle him from there. Far range: Jin can throw ice blades at you from this range, some you can duck, others you can voltech charge through, remember to not just do voltech it or else he times it to counter hit you from your recovery other wise get into medium range and fight your way into close range. Spark bolt makes throwing those ice blades a risky game too. Medium range: So not only does he have ice blades but now you have to get around his j.C and 2D both are managable. The question is when and where? 2D can be sledged if you can react to it, j.C can be IB'd or 2D under, 2D is risky as Jin can space himself in a way to make it whiff, then you eat a crouching confirm. Do not eat those. Close range: My favorite range when it comes to hitting Jin if you are forced to block and he jump cancels then magnetized collider and 2C works well. magnetized collider for when he jumps back and 2C for cross ups. Be sure to learn which holes to exploit so you can make him scared to pressure for too long or too recklessly. Strings and pokes: 5B>5C>jump cancel 5B>2B>5B>jump cancel 5B>2B>5B>6B 5B>6D 5B>5C>2C>3C 3C>Ex ice blade 5C>6C>dash cancel Special moves he likes to use: Dragon punches: His A dragon punch is fast and is not invincible, he usually throws it out if you are jumping in on him. B dragon punch is slower than A dragon punch but it is invincible, usually does it in places where A dragon punch will not work...mostly combo filler though. C dragon punch is invulnerable on frame 1 is very slow, you can beat it with 4A (5A but holding back so he blocks soon as it recovers.) D dragon punch is the one he uses the most and it has a follow up hit after the first hit, cost him 25 heat but it is really fast and it's frame 1 invulnerable, you can actually beat it in several ways: Jump over it, block it then punish the gap, and 360A through it. All of these works but not without its risk, be warned that his D DP's second hit can be charged to be unblockable. Ice blades/air ice blades: annoying ice fireballs meant to nail free hits on you. EX Ice blades: big, hits 3 times, breaks a primer, and quite a bit of frame advantage if you see the start up (not too fast) sledge it. Note: B sledge it do not A sledge it. Air Ex ice blades: used mostly as a fake cross up but on occasion is used to punish you for using 2C predictably. Basic stuff to go with. Have fun. I may edit this post as this is quite a bit of stuff to put in and absorb.
  25. Discuss how little this match changed and how huge our meter gain increased. Ok so from what I gathered this match up is tough, really really tough. So I am gonna throw some things out to get the ball rolling. Objective: Break Ragna's momentum by knocking the wind out of him. How is the hard part. Reason: Ragna has really good pokes that are hard to beat for us so we have to work around it or simply wait for him to slip up with something risky. Far range: If you have spark bolt or you need to build charge then this is the place you want it otherwise press on and get ready to defend yourselves. Medium range: You have to contend with Ragna here you can't always beat his approach but you can make him a bit cautious so lets talk about his pokes. 5B: Great reach, good hitbox, and lots of active frames you can beat this by 360ing through it (riskiest option.), out poking it (only if ill spaced.), my personal favorite jumping over it (not as risky but predictable), and lastly blocking it which doesn't beat it but your best means of avoiding damage which is always good. 5C: farther than 5B and leads to better damage, On CH it leads to even more damage at close range or if he has meter. IB this move when he uses it as max range because its free meter and all of his follow up options are instantly unsafe, if he is magnetized then collect the free 720...that is unless he decides to gauntlet hades after. j.C: this wasn't so bad before but the hitbox is extended to the entire blade now making it hit farther so it's harder to anti-air and leads to serious damage. Block it, AA it, IB then punish a gap. All these are ok just make sure you know when and where you should do it. Close Range: Ragna on the offense is pretty safe here but with proper defense you can make a reckless Ragna pay for it so lets discuss his close Range. Strings and pokes: Generic strings for Ragna is usually something like: 5B>2B>5C>2C>stuff 5B>2B>6B 5B>5C>gauntlet hades 2B>5B>2C>6C 5B>5C>2C 5B>5C>dead spike 5B>5C>2C>dead spike 5B>5D(1 hit)>dead spike 5B>2B>dead spike 5B>5C>2D 5B>2B>3C>jump cancel 5B>6A>jump cancel the jump in's will usually involve j.C which at close range lets us have a free 2C on occasion expect a j.b as it has plenty of active frames, free punish if he doesn't use a A poke immediately after. special moves he likes to use: Dead spike: Beat it with sledge, if he is dumb and magnetized then IB 360/720 the poke before dead spike. Gauntlet hades: Wow an overhead! Block it since its unsafe and 360B, if you are a cool kid then back dash 360 it as he falls right in range to get snagged anyway. Tiger knee gauntlet hades: It's faster and can combo off the first hit, leads to really good damage and it's a bit safer on block, punish accordingly. Do note that gauntlet hades can be followed up with so don't be too hasty on a punish or you eat free damage that drags to the corner. Hells fang: why is he using it here? Oh well IB it and 360B it's a -7 so it is pretty free and it's meterless damage, we all love unburstable meterless damage! Ok this is the basic stuff, discuss as you see fit.
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