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ryu-bi

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Everything posted by ryu-bi

  1. I had that opportunity exactly once but missed when I tried to dash in and whiffed a 2D in their face. Didn't think of using 236A to approach when I used her on day one... It's important they need to have 0 bursts when you go for Astral attempt since they can either burst out of guard crush or a non-throw counter Astral. C. my opponent didn't block or attack (IB chance) enough to help me gain heat without damaging them. CT is worse if they early burst...
  2. I think 236C is another annoying move in CS in addition to the D swords. 236A mixup is hardly usable once people notice she says something different than the B version.
  3. I suggest you pick however many characters you need to cover all your bad matchups (if any).
  4. 5C>4B still works I think ppl dont use it because of the damage scaling makes it not worthy to gamble 50 heat with.
  5. Any good combos for Lambda that uses distortion in the middle? I hate to eat 2 bursts in a round whenever I RC something...
  6. kind of weird how he lost so much life and he still get the perfect victory win pose
  7. Can you explain how does a backdash beat Dash 2C? Also why none of the ground specials in the chart?
  8. Questions regarding the air grab RC? - first of all, how to RC properly so that I recovers right in front of them? I wasted meter on the RC attempt but she either still hops back or switched sides before, and I know mashing RC doesnt work cuz I get a whiff ground grab for pressing ABC too many times. - what combo gets me that 2000 extra damage? It seems all OTG combo except 3C > wheel gets teched out after 1 move... I suggest also keep an on Ragna's Life meter. I lost quite a few matches by getting him to really low life and thinks the next hit/combo would be good, totally forgetting his ability to regain HP In mid or late match, baiting and blocking a Inferno Divider or Hells Fang usually means you can take at least 3000 HP, 50 Heat, or Burst from Ragna, making the rest of the match much easier to deal with.
  9. Can Tager throw me before I finish the act pulsar dash or I'm only in trouble if I end up in his throw range? Also any tips in properly punish a Tager if I block his DD? I'm not quite sure in his vulernability in case he chooses to RC or continue with the finisher
  10. I usually burst once I touch the wall in case I get hit by the spark bolt
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