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Order Jeff

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  1. No big deal, though I would enjoy playing against ya.

  2. awesome swing and miss on my part man

  3. Wrong guy dude, I havent played guilty since evo.

  4. been wanting another match with your Order Sol, I'm that SOL who wanted a match after you finals with Mike

  5. Should I know you?

  6. After some experimenting, it seems you can just combo into steel rain off of 6D in FRKZ, probably just better to dash super though. I'll figure out specifics sometime this week and post the info.
  7. j.D is also a very effective tool against ice car. Promptly j.D after you jump and you will hover very low off the ground, higher than the ice car hit box. The car will push you along but not hit so he cant RC to make it safe and you will slam him down for the counter hit. I am not sure of a good followup at this point but 2B > 6C might work. I prefer this to 2D because you dont actually need the guard point, and with lag, I am a few frames late with my 2D for the GP quite often. Lower risk, lower reward, but quite a bit safer imo. Also, off an A ice car, some Jin's will DP asap once recovered. More often than not, they strike the GP and eat it anyway, but if I had done 2D and he stopped short, I would be the one dining on a heaping helping of pain.
  8. If Rachel ever fires out a lightning rod, Daifunka can standalone punish from near full screen range due to its early projectile invulnerability. Also works if she does an aerial rod from a little under 1 jump height. If she fired a short rod and you didn't activate in time, you may get hit. A smarter player may use wind to pull the shot back and down to get you, but if so, they shouldn't be able to land much more than that because they will get pushed back by their own wind. I play Soniti, amazing Rachel player, all the time and can punish nearly any cannon shot, especially from half screen. If you are at half screen distance or closer, they can't do crap. I felt this was worth mentioning because Rachel players often feel they are safe at long range just tossing these out. It also works on her setting out George if you recognize the animation within a few frames of startup and not quite fullscreen distance. Pumpkins should be punished at halfscreen only if you are certain of the first few startup frames.
  9. On carl, the combo, j.2C (CH?) > 2B > 2C > 623C (Press all but D right as the grab connects and hold) > 41236D > D+D+D+D+D, will initiate astral and be fatal from 74%hp and 68 meter. I think it goes up to 75%hp but I wont commit to it right now, cant remember exactly. Played a Carl online specifically to pull this off and he must have been pissed when I did. Another strat I think would be good for astral when your spark bol is too close to a corner is to do any combo into collider, dont walk forward, 6C, 41236D, then B sledge. The delay from the sledge makes them cross you up and tech so during the sledge buffer the initial D's (lol initial d) astral and start to barrier, when they try to punish spam D and stop blocking when they try something with a lot of recovery. Nailed a Ragna, Jin, and Rachel with this just now. I really hate giving up rounds to test these on players but it is really good testing imo.
  10. Order Sol + Jeff = Order Jeff?

  11. Desu+Desu+Desu+Desu+Desu+Desu+Desu=Desu7x

  12. Oh well, I threw that out there without looking because my family was leaving for a movie. Apologies for repeating what you guys already posted.
  13. Hey guys, I don't really play Tager, and this might have been posted already, but I have found ways for you to easily combo into his astral. If you have a few character lengths between you and your opponent you can hold back and A+B+C to sort of sneaky barrier prep, then spark bolt while still holding the three other buttons. After it launches, spam tap the d button until activation. If they are hit, then stop hitting it and it will combo into the astral. If not, hold it to magnetize then towards you and try your best to time the grab. If they are too close, wait for the D spam until they cross you up or dont go for the astral. Also, if your opponent has around 5.5k(carl) or 6k(nu-13) hp remaining, only two I have tested this on, and you have 80 meter, if you land a grab, proceed with the magnetic air grab cancel, but right as you grab them, hold A+B+C, it won't RC yet, then spark bolt and spam D as usual with the immediae release upon activation. Always grab towards the closest corner so the air grab will point them back into open space, gives enough activation time for your astral off the wall bounce. I will see if I can find any more extended combos for use at higher opponent life or less meter. Pretty much anything off a spark bolt seems to work. Thanks. -Bringer of candy. Tasty, tasty candy.
  14. If you are magnetized, launched, and Tager is using his anti-air grab, you can tech really late and use the magnetic momentum to close the gap very quickly, buffer the dp motion then command grab right as you land in front of him during his recovery. Very high risk but also high reward imo, plus if you pull it off you look totally pro.
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