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kensk

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Everything posted by kensk

  1. its still a horrible idea unless its in a blockstring (in which case the frog will go off)
  2. no thats pretty much a horrible idea unless they are like 20 feet in the air
  3. stand b, 2a spam and 6C almost guarantee you eating a 1/7th life combo (that result in a knockdown) every time you backdash in a ground string. dont rely on it heavily at all. its actually an ok anti-air, though. if you need to make jin stop being predictable in your face, IB 360A/720. you should try to IB jins strings a lot anyway because its actually relatively easy and the reward for it is really high. when jin does shit like instant jB, THATS a good time to backdash, he doesnt have a lot of options that will hit your backdash (none of his air attacks hit very horizontally or are active for too long, jD might hit on rare occassion he has to use ex fireball, pretty much). from there you can 2A as he lands, or just wait it out again, and avoid some of his pressure (so you dont take as much guard bar). you will need this precious guard bar or barrier gauge throughout most of the match. a good thing to look for is if jin ends a string in jD, his options become a branch of unsafe. either wait (gives you initiative), dash cancel (hes not at frame advantage), or cancel into fireball (free sledge if you're looking for it) or ice car (unsafe unless he RCs and gets a free mixup). stand b is probably the second best time to guess in a string, if you IB either of the hits, 720, or you're making him jump/backdash/dp, which limits a lot of his choices.
  4. air throw is good....
  5. superjump C->B as a meaty attack vs neutral tech.
  6. good use for counter assault: using barrier guard and then having the other person cross up, so you do it by accident.
  7. what was that gamertag you played on? i think i rejected it like the night before the tournament because i didnt know who it was haha.

  8. hotaru if you had a question, dont even bother, the answer is hotaru.
  9. kensk

    [CT] ν-13 vs Tager

    dont flowchart me to death man
  10. its gotten to the point where 50% of the 720 setups ive done have been seen by most of the playerbase that gives a fuck so yeah i just mash out A sledges. that or i just read their jump habits and collider them (except vs like, ragna and jin who beat me on the way up far too easily).
  11. i spun the stick really fast and mashed d then c
  12. updated first post with clearer + more accurate information.
  13. yep pretty much, its a cool gimick though, and neat for maybe a combo video speaking of which, i should talk to you about that mike
  14. http://www.nicovideo.jp/watch/sm8020174 8k damage tager combo ...naturally it only works on tager.
  15. i managed to do it unbuffered twice, its REALLY hard, however, its humanly possible.
  16. http://www.nicovideo.jp/watch/sm8027988 technical jargon which may or may not be right, based on what i can tell: do the first part of the 720 (6321478), after this, you typically have SIX frames (how long your prejump animation is) to finish the 720 (another 4 directions, which takes around 9 frames assuming you hit a cardinal + diagonal direction per frame), but if you hit D, this cancels your prejump animation into a standing or crouching D attack, which gives you THREE more frames to kara cancel into a 720. to put it simply: do 63214789632D 1478C roughly. very, very, very fast. it is also very, very, very hard.
  17. http://www.nicovideo.jp/watch/sm8030897 new galileo set vs ragna, from what i can tell.
  18. what, im alive

  19. he coulda done BK, which is much safer though :/
  20. even though his throws look slow on paper, they're seriously not that much different than guilty gear (universal 0 frame throws, potemkin had a 4f command grab). in this game, throws are 6 or 7 frames, and tagers slowest command grab is 11. dealing with precise, slow movement is a con of his character, but its been a con in any game with a grappler. the biggest thign that makes tager weak is he has a really hard time dealing with aerial opponents, and he just gets wrecked by zoning/clap loop.
  21. she has ways to bait your punishes (2D to avoid throws, flash kick or w/e to avoid strikes, i think she can even cancel into 5D which has invincibility and staggers on CH), dont just backdash blindly for "free punishes". if shes in drive she can cancel into other drives. one thing to note is that once noel gets meter, her lows actually translate into damage, not the best damage in the world, but damage, start looking for more risky shit too, since she can now RC flash kick in drive, meaning stuff like instant jD actually becomes much more viable. 5B is your worst enemy, its fairly fast, and leads into safe strings on block. if your super cool, you can IB it and then sledge through 2C (often her best followup), this works even far away.
  22. most of the ppl who qualified had to win two tournaments and a large majority of the people who won those happend to be nu, arakune, and rachel. also out of the top 16, 11 of them were the top 3. dumb.
  23. before b sledge but after AC you have time to walk forward, im almost positive this leads to a unversal B sledge -> followup (assuming AC floors them).
  24. GETB has 5? frames of startup, if she input the super during the 6 frames before it start up (but you were stuck doing it), it will beat GETB. Sometimes this will cause the flash to happen after yours, but that happens with any invincible super with pre-flash startup (most commonly seen with Blood Kain). Edit: If you want to see if a move has pre super flash startup, look in frame data, and look in the start up box, any PRE flash startup is indicated as the first number before a +, and any POST flash startup is indicated after the +. So GET is something like 5+0, meaning that it has 5 activation frames before the flash, and goes active instantly after it (otherwise people would be able to jump out on reaction).
  25. LK says its baitable but he hasnt done it yet :8/:
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