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Isorropia

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Everything posted by Isorropia

  1. From the complete tager guide topic.
  2. Are you sure on this kensk? I was trying it against rachel, and everytime she'd fall low enough after the 2C to make collider miss. This is at regular jump height, I guess it could work at super jump height, but that seems substantially less useful.
  3. Can anyone help with the typical holes in a Rachel rushdown? I played against a good one today, and it seemed like sledge just wasn't an option because of how fast the could wind boost into a CH fork into big damage, knockdown then frog....and once that happens, what's the best way to get out? The one I played kept to the air, so no grabs, and with frog pressure on the ground I felt like I couldn't do anything.
  4. It is most certainly untechable. No green or pink exclamation points appear, it's completely untechable when they're in neutral state.
  5. From vids I've seen kensk, trading CH's with bolt against the ground sickle will work if you time the bolt late enough.
  6. On some characters, like hakumen, when I'm practicing the taunt combo, I've found that 5b > 6A (1) > j.5d~b > taunt driving through them rather than down, lets both taunts hit. But then I haven't managed to follow it up from there.
  7. 360B on wakeup works more often than not for me, I just do a delayed quick getup tech and the opponent is usually nice enough to have put out a big meaty attack when they expected me to get up. However at other times, yeah, trying it has got my ass kicked.
  8. Only the first hit of the taunt connects, then you cancel it into 236cc or 214d or whatever your followup combo starts with.
  9. I'm not that great at Tao myself, but D~B (mixed up with D~A once they expect it) seems to be quite a wonderful mixup tool, but be aware some people like tager can punish it regardless of which side you end up on. And I'm not sure about using 3C in blockstrings, I've found some success just using 2A to get people crouching and then hitting 236C, but I'm probably just playing noobs.
  10. Oh, and while shot goes through other projectiles, it's worth noting that hakumen's sword attacks stop tager shot. Was not happy when I found that out....
  11. Well, if, say, Ragna is around 55% health, and you have 74 heat or more.... B+C throw > B sledge > 5C > collider > Shot > Astral Works.
  12. How easily blocked it is? >.> My favourite combo is Shot > 5C > 6A > 2C > collider (have to hold for a bit) > walk forward > 6C > collider. Sure, it's a better option to end with 5D for the re-magnetise, but this one does more damage and looks cooler.
  13. If memory serves, j.2C was getting counterhit by his 2/5/6C, and other times he'd just jump up and intercept me with j.C. That being said, I was having more success in the air than on the ground, but even with the occasional (tager) CH j.C, it kind of...doesn't lead to anything. Edit: It's probably worth mentioning that my experiences were online. Lag severely complicates getting around hakumen's C moves.
  14. Really not sure what to do against a defensive hakumen, played one today and I don't really see what tager can do if hakumen decides to just sit back and spam 5/6C. Tager can't seem to do...anything, without getting counterhit out of sledge/2D/aerial approach and Shot doesn't work cos they just....block it. Oh yeah, also found out that Hakumens Astral activates against B+C throws. -_-
  15. Sometimes that happens to me to, if you're standing with your back to a wall, they can airtech out of the wallbounce early enough to avoid the 236cc. At other times, I find you just have to do the 236cc earlier than you think, and it will work.
  16. Some Yumura vids: http://www.youtube.com/watch?v=vOkAoq_Wb-A http://www.youtube.com/watch?v=IgMrx4q3N64 http://www.youtube.com/watch?v=0I5ZNvsGSI0 http://www.youtube.com/watch?v=6HMUauhN3JA
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