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kensk

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Everything posted by kensk

  1. this isnt a throw, its a (mostly) inescapable setup. if you do 2C while they are in the air, they have to barrier or instant guard, but if they simply barrier, they are stuck in 21f blockstun. if you cancel 2C into heat (17f startup), they are still stuck in blockstun, but since heat qualifies as an unblockable move, NOT a throw, they cannot escape it, period. the only way out of this, from what i can tell, is isntant guard, and do a reversal/mveo out of the way fast enough. potemkin had this in GG too, but it was a lot harder, heat has a much larger grab range. not saying this is practical, but it exists.
  2. the 2c whiffs because shes small, you can do it point blank but odds are you arent point blank! im not having trouble with the combo you fucking dumbshits, im telling you why nu is even gayer than she needs to be. close: sledge works into 2b 2c far: sledge doesnt combo except into followup or 2B spark (afaik) ch only: 6a 2C combos
  3. only works on CH you can do 2B 2C after sledge but it has to be close, generally you wont be close enough for it to land.
  4. best thing about NU you cant do 2B 2C after sledge. Wtf.JFIDfkdshagufaj9gdik nq3 t49sau9o
  5. its actually better to buffer this off a 2B if you can, because it looks like you dropped a combo. good trick though, i didnt notice that spark volt actually grounded them.
  6. itt bad tagers nus million sword super too gayest thing about carl: if hes full screen and sis is in front of him, he can actually just hit D on reactino to volt spark and absorb it lol
  7. jiyuan smells i beat him twice once also hes always drunk and baj9sas ,

  8. mash 720
  9. useful gimmick: if you have nu magnetized, and you're about 3/4 screen away, you can actually 236236B on reaction to a sword and it will go far enough to hit nu. you'll autoguard the hits so she can dashcancel/RC it but i do not think any nu is going to be prepared for this on the spot.
  10. also something hilarious but probably not worth exploring a whole lot: if they are in guaranteed counterhit, you can cancel 2C into volt charge and still have enough time to combo afterwards.
  11. i swore she was in a crouched state because ragnas 6C whiffs on non crouchers, but hits during that super recovery. i originally tested something for a friend with ragna and came up with a couple 6C combos (then found some better ones like 5 minutes later). good to know, then.
  12. well most Nu players are human, they will inadvertently make a mistake at some point during the match, hopefully (though they may not whiff something, it maybe poor distancing for a small period of time, backing themselves into a corner too quick etc). Not saying you should count on it, but it's always good to know the maximum amount of profit you can get off it.
  13. jumping or walking relevant question: what is the best way to take advantage of a nu that does spinny ground sword at inopportune moments (like say, every time after a 5DD 6DD or w/e), can you trade with spark bolt and combo consistently? or is jump the best option unless your in sledge range.
  14. yes its completely duckable. afterwards, shes in a counterhit state, with no meter, a good combo to use is 5D, B sledge, 2B 2C Atomic Collider 2D. the reason the super is so easily avoided is so its used as a whiff punish from full screen, and not so much a "HURF I HAVE METER WHAT DO I DO OH I KNOW" move i havent fucked around too much with crouching counterhit state (ragna is in this state too after inferno divider). but the above is a powerful meterless combo.
  15. kensk

    good bang sir

  16. yep, works with any slow move. bsledge, followup, 6b. you should always buffer a throw itech n the startup of those moves if they are close enough to grab you. you typically arent going to get thrown but it idiot proofs everything you do.
  17. spark volt 5c 6a 2c atomic collider walk forward 236B 236A rc 5c atomic collider 4950ish damage
  18. highest damage spark volt followup i could find for 50% meter (tested on arakune) spark volt, 5C, 6A, 2C, atomic collider, step forward just a hair, B sledge, folluwp, RC, 5C, heat does 4927. meterless, it does 4185 (end after the sledge). is that the best you can do..? followup does not work on carl (unless im fuckin it up)... :/ but the 4185 damage part does, however. also the 6C 5D followup doesnt work on him after this combo anyway... edit: the rc followup seems arakune specific, kinda blows. i tested on carl and rachel, neither work. there might be a way to get it to work on rachel but idk. editx2: also it may seem like a "bad idea" to forgoe the 6C 5D followup, but you still get 2 seconds of magnetism with this combo, and you can still do tech resets off sledge followup, in fact, its almost better in that sense because it a) doesnt knock them full screen b) its a much less commonly seen tech trap.
  19. you can punish B sledge. backdash 720 :D also i used to hate this matchup until i started playing good tagers, its now far too much fun. when you do a 720 setup only to be counter 720ed! yomi of only the highest calibur in this match folks.
  20. fyi thats a really dumb gimmick but i love doing it online because no one is good online
  21. best hakumen gimmick: b sledge just outside of a sledge range till you know hes going to parry it then a sledge and 720
  22. mash inferno divider
  23. taos 2A is faster than every move tager has except 720. ALL. OF. THEM. and it avoids like half his good mid moves on top of that. you can 360A to beat that but its RISKY as SHIT because if she gets a CH you die. i hate taokaka.
  24. most of tagers strings can be spaced so that you get a whiff 236A 100% of the time. an easy one is like A B C D a sledge will be just out of range. also at pretty much max A range, you can just hit C into A sledge and you are in 720 range. this isnt the BEST IDEA EVER but its good for bating things such as hakumen parry. another somwhat harder whiff setup is simply doing mash A into a whiff 2B, this is a lot harder to react to. i also put a few 720 setups in the RESETs thread which is mostly for resets and not 720 setups in paticular. also the funniest 720 setup ever: after a 720, do whiff 2B or stand B, 720 again if they neutral tech.
  25. from what ive played of both characters... tager isnt too scary, 6DD pressure is really strong especially since tager is fat, but you cant use it predictably because 2A ch with tager leads into fat damage, however hitting that is a huge risk as tager since that opens him up to damage too... ragna controls the "time" aspect of this match, so the only thing oyu have to look out for is invincible moves or IBed strings. max range hells fang SEEMS like a good idea, until you realize its possible to 360a it on reaction lol ps inferno divider more
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