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Isorropia

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Everything posted by Isorropia

  1. I think what you're referring to is when people don't tech at all. The combo will do very little damage from there and they can tech out straight after the next move, in general.
  2. Nothing has invuln but j.b will clash a surprising amount of the time if at its maximum range. And although it won't help much against hazamas kick, I guess j.2c's stalling property could help...somehow. >.>
  3. 2B is +5 on block.....I know that made my day. :S Also, I'm not quite sure how to read it, can anyone help in finding what's the frame data for 4D on -hit-? It seems pretty solid for mixing up from but I'm wondering just how solid.
  4. Bsledge > followup after collider has issues with carl, arakune, and to a small extent tao. It can be fixed for kune and tao by taking a small step forward before the Bsledge, carl I've had no luck with however.
  5. 5A can be jump canceled, therefore there is no way that his IB 5A can connect before your 360B, it'll just be a pink throw...but a throw counter if he's committing to 5A. 2B I believe also lets you recover fast enough to do the same thing. Someone correct me if I'm wrong here. But yeah, may as well just do a not pink 360A to be safe.
  6. In general, an opponent IBing means you don't need to worry about pink throws. :S That, and if he's committing to 5A you can get a pink throw counter so it's fine anyway.
  7. 2C and 6B do break primer, as does spark volt. I believe terra break removes 2 primers, not just 1, as well.
  8. When characters have ways to influence their aerial movement (ala hazamas chains) it tends to win out over magnetism. That is, despite AC's magnetic pull, the altered trajectory he introduces with his chains will cause the AC to miss and then it just gets messy.
  9. There can be some very minor issues with delaying a tic throw to avoid a pink throw, as blocking opponents have like...1-2 frames more blockstun.
  10. Personally I'm pretty excited about j.b > j.a chaining, especially since watching galileos vids....one time he gets that j.a tic throw 3 times in 1 round against a ragna. :S
  11. Are you sure those weren't 360Bs? That's generally what I've seen that followup done after. Unless I'm mistaken, 236A doesn't combo from 360A midscreen?
  12. I just go.....backdash, then from left (if facing right), I just roll 2 circles till I'm holding up left, if thats what you mean. Mirrored for facing left, but I still rotate anticlockwise, ending up in bottom-right. So just....do the backdash then roll the stick?
  13. Basic B+C I've seen so far is: B+C > sledge B > 5C > 6A > collider > j.c(whiff) > j.2c > gadget
  14. It's character dependant, but a good defensive option against gadget finger is using a grounded, throw invulnerable poke, eg bangs 6B, litchi's hatsu, nu's 4B, and others like those. Since they have body attribute they beat AC, and since they're throw invulnerable they beat 360A, and I'm not certain, but I think they'll beat 6A (or is the frame advantage significant enough to get a CH here?), and that leaves 5A as an option (or block, the moves I listed aren't exactly safe, but they are safer than DP's....I guess).
  15. It was not, you can always tech out after the 2B (which makes it useful to tech trap into collider), but it certainly didn't combo.
  16. Wait, astral can give !! symbols? We can combo into it in CT, is it now considered a grab rather than an unblockable attack or something?
  17. I'm a bit worried that as the game is played more, people will figure out each characters best options after gadget, and the mixup will get weaker over time, esp. against some chars with good backdashes/dps....hopefully not the ones that also turn out to be naturally bad matchups. Then again, I might just be paranoid.
  18. If he was always going for a command grab, do a jump into immediate j.2C CH for a good combo. And while it may -feel- like he's all over you, you certainly have time when knocked down to say, roll backwards and cancel it into a spark volt, which will catch him off-guard if he's running after you to try and follow up. And on down tech, are you canceling it into a normal as soon as possible? It can go into 360A deceptively fast.
  19. This one? http://www.youtube.com/watch?v=VnZrowntRxI
  20. He did. And it isn't better as far as I can see. >.>
  21. Huh? If you get a 3C and can't go straight into 22C, isn't the usual followup: 3C > 5D(1) > 623D > fastest 236C > slowest 236C > 22C if you want good damage/reset out of the successful frametrap/mixup?
  22. Some videos of me from a recent Australian tournament. http://www.youtube.com/watch?v=9pMLqZKVjLE http://www.youtube.com/watch?v=NfhskL_HC5g ^^ So-so vids, opponents weren't used to fighting tager. http://www.youtube.com/watch?v=bMZP9JX6cFg ^^ Better one. Notsomuch the first match, but it gets better. Critiques appreciated, etc. Although I already know like 50 things I was doing wrong....like not smacking act pulsar properly...and dropping a hit in a combo for no reason that would have won me the match.
  23. I do loves me some tic throws...too bad 360B loses to people mashing A. >.<
  24. I always botch the timing so I just use 2C > AC, seems to work just as well.
  25. Great, good for you that you wanna do your own combos. That has, however, nothing to do with turtling or not turtling. Damage is damage and your combo sacrifices that and positioning to gain....nothing. And I'm not sure what you mean by teching out, because if you're referring to people either teching before the j.2C, or teching on the ground after, sledging in either of those situations can get your ass kicked if the other guy, you know....presses an attack button after neutral teching.
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