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kensk

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Everything posted by kensk

  1. ill fuck with it in the morning when i wakeup and post results.
  2. 2b is pretty good randomly, a lot of tagers strings become easier to interrupt standing (5d -> b sledge actually gains a hole if they block standing iirc). ive found most midish level players will simply block tager standing 90% of the time because his lows arent threatening at all. btw whats the best combo of 3c RC? assuming spark volt and no spark volt.
  3. you realize the two points i told you when to backdash are when tager does moves that dont pull in, right? hurrrrrrrrrrrrrrfffffffffffff
  4. ib the 5D and 6A or electric chair before the sledge hits you, also after 5D and before B sledge, there is roughtly a 1 frame gap in which you can reversal as well but this ONLY applies if you are standing. there is also a gap after B sledge and 5A, though tager is at the advantage in this situation, you can use electric chair or backdash out. i like the rachel matchup, so any of you on xbox live feel free to add me if you are remotely good.
  5. neutral tech (Up + any button that isnt D) then block.
  6. then dont be predictable with your blockstrings
  7. theres so many solid blockstrings tager has Axwhatever C D, good for magnetism, though if they barrier, it leaves them out of range for the 5D, you can occasionally get away with 2D in this string (much easier if they arent looking to interrupt it). 5D is better though because you can combo into sledge. A B C 6A jump, instant j.B, landing j.C, good if they are standing, if not, delay the j.B so it hits late, you an also delay with j.B regardless of standing but it leaves a big hole. if you do early j.B, you can land 720 and they wont be in hitstun, btw. 720 or 360 after many of these, works well. A A B 720 works pretty solid. early A sledge (after an A or a B), excellent tick into 720, since A sledge doesnt stagger on hit, no need to confirm the block into 720. depending on the character, in a blockstring, mild delay, spark volt is an excellent way to bait backdash. on hit, tager can do: b sledge, CH: 6a, 2c, atomic collider (universal) 2B, 2C, atomic collider (works at most ranges) followup (have to use this on skinny characters on semi-far regular hits or really far away characters) on a sledge i just use followup
  8. i heard youre free

  9. only one of tagers 2-8 matches was there though. D: then again i didnt win ACT given pretty much the exact same circumstance so i guess i suck~
  10. mash 720 = the ultimate defense (because they'll play defensively and then you'll lose)
  11. want to team for summer jam BB

  12. new setup if they are in corner, hit with 6C, A sledge if they tech in either direction (in or out of corner) they are in position for the unblock. tested on noel (small character)
  13. or better yet do a real attack and punish you with a combo :8/:
  14. i mashed at the character select screen
  15. that sounds like a good way to eat a 50% damage combo, considering how much recovery there is on j.D
  16. dash cancels it isnt too smart to use 360B, it loses to 5A (unless you IBed the move)
  17. anything xx atomic collider (doesnt cause air tech), walk forwad, 6C, jD, rc JD(whiff), land 2C collider setups up the situation on back tech this is escapable in like 3 different ways so pretty much only use this if they fall asleep
  18. IB j.C for instant ownage. its going to be rare that a hakumen does j.C outside of an airdash around half screen away or right in your face, its easy to hit him out of it otherwise. so its pretty easy to time. also mike that loses so hard to j.C xx hotaru
  19. use yomi
  20. thank you
  21. do the following 2D rc 6A 2C atomic collider, b sledge, A (should be 7 hits), cancel into atomic collider, do reset starting from atomic collider, do walk forward, 6C, collider (hold a sec), this should be at the 5 hit mark, yuet the opponent can tech in this part of the combo, but couldnt in the previous combo, same # of hits, both end in collider. this consistently happens after atomic collider start, im just wondering why, is there tech proration in combos? why? im not sure, can someone tell me? mikez?
  22. this is the only one. i cant find any other moves that keep them in psoition to get hit by ac while in air guard
  23. also i know this is obvious but this is much harder on small chars, its stupid easy on hakumen and tager, but near impossible on carl
  24. reversal hotaru is iimpossible if you barrier guard it (but not if you IB), i checked thouroughly, its a true unblock unless they instant guard. it only works if they get touched by 2c at peak jump height, however. this isnt remotely amazing or anything, but if you see where they are, when you do 2c, you might as well buffer DP and hit C if they barrier it above you. instant barrier hotaru works, but timing is tight, and they are unable to do anything else. if they simply IB, they can jA. if character has no air reversal, this works 100 unless they IB j.A instnatly after the 2c. depending on positioning, they can IB air dash too, but this is hard. to summarize: if you see them jumping and they block 2C, you can pretty much always get atomic collider depending on position, though escaping is possible, they absolutely MUST ib it and do the counter instantly.
  25. heat = atomic collider sorry. the situation locks them in place enough to land atomic collider, which is unblockable, you cannot tech out of atomic collider because it is considered an unblockable strike, NOT a throw.
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