Jump to content
Dustloop Forums

Prototype909

Moderators
  • Posts

    1,472
  • Joined

  • Last visited

Everything posted by Prototype909

  1. Easiest combo into Astral (IMO), or at least the one with the least effort In the corner, enemy crouching -> 6B -> 6C -> DC -> 2141236
  2. Don't be so throw happy. Even green throws get really predictable if you constantly use them every few hits. Go low some more, use 22C more, try not to use deadspike as much, most people will punish you for evern trying it. Also, don't be afraid to start pressure as opposed to waiting for your opponent to screw up.
  3. Even at the worst, all a throw break is means it's a reset. I was scared to do anything after the first match where all my mixups got stuffed by counters. Besides, if it doesn't work i'm at potentially 0 risk. If it does work, I get 4k+. I judged that the payoff would be worth it, especially because I know he likes counters. I had quite a few counter throws per match, even if some were purple. It's not as if every match I play it's "LOL, COMBO THROW".
  4. Yeah, the first match wasn't good The reason I was throwing so much was because I know mAc likes to throw counters out. I don't do stuff like that normally.
  5. What the fuck are Noel's options against Jin's oki game?
  6. Whoops, wrong subforum.
  7. Feel free to judge me, these matches aren't my best showing, but that makes them good for this thread. http://www.youtube.com/watch?v=gUuZ2KRYu_I&fmt=18 http://www.youtube.com/watch?v=h6UX0HQ837k&fmt=18
  8. If you just keep jumping though they can always Atomic Collider on reaction
  9. I'm having trouble with the 5B -> 6A -> 5C -> 5D (one hit) -> GH -> Delay -> Followup -> 5C -> j.B -> j.C -> j.D -> ID combo. j.B isn't coming out. Am I just hitting B too soon? The timing is very picky it seems.
  10. I just don't see what prolonged patience does. Unless I can get in on reaction to 6D or 2D, i'm pretty much hung out to dry. v-13's combos do similar damage to Ragna's, but she has so many more opportunities to land them and so much more safety to do them. Even if I do manage to inch my way in, one mistake and i'm back on the defensive...on the other side of the screen. Ragna is already at a disadvantage if you decide to backdash at the start of the match, there's no way for Ragna to (Safely) reach nu if she does that. Then, (If my some God given miracle) all Nu has to do is tag you once and she can safely escape to the other side of the screen. I just feel like there are openings when there aren't any. So I try to go in, and lose half my health. When I don't take what I perceive as openings, I just end up on the other side of the stage blocking and lose half my health eventually. But I think my main problem with this match is that i'm expected to capitalize on 1-3 openings per round and somehow win. But the openings aren't always ideal (Rarely so infact) for the damage that I need to actually fulfill that requirement. Especially when you throw things like Counter Assault and Burst into the picture. I'd like to have a rematch sometime (Sooner rather than later), maybe once I stop playing with an Xbox360 controller D-Pad i'll be able to IAD after some of those IB'd air swords. That would probably help.
  11. Just a question, what do you guys tell crybabies who cry about Ragna having "unpunishable offense with no holes"?
  12. What the fuck do I do against Bang's who mash 5A when I jump in? It counter hits me on j.C and j.D and it's too fast to punish. What the fuck man.
  13. When playing Nu I try and wait for them to screw up. If they don't, then I lose. Sucks to have a matchup like this, v-13 gets to run away all day and throw out random swords (And heaven forbid you block and eat unreactionable crossup). You have to inch your way through the air, one mistake and you're down 1/3 of your health and back where you started. What the fuck. When I play against v-13 I feel as if i'm playing a mini-game. Like i'm jumping through electrically charged hoops to reach the actual fight. Except the fucker on the other side of the hoops keeps moving further and further away. Did I mention both your and her bursts are her best offensive tool?
  14. I'm one of those people who thinks the best way to win, is to learn what the other player is trying to do. So here's a snip from the Ragna matchup thread for v-13
  15. The most you can do without heat is double pickup, the most damaging double pickup combo in CT is not anywhere near 4.2k
  16. I've noticed that Kaqn will either back off or go for a tick throw if his opponent blocks 3-4 moves in a block string consecutively.
  17. It looks like Tsubaki's best chances to charge are using her air drive charge after a combo, safest way to go about it at least. Charging bit by bit during combos by canceling into it also seems effective, though it's most likely incredibly unsafe. Shame she doesn't have any options like OS to have charge opportunities AND okizeme.
  18. Something like this would make a lot of people happy. Me especially.
  19. Keep in mind that the 5k combo is heatless. Imagine what Ragna can do with heat. Or is using heat with Ragna regulated to making yourself safe since Blood Kain is crap now and CS still seems mediocre.
  20. I think it's just for effect.
  21. I don't know about Ragna being topped out, match-up wise there's probably going to be a ton of changes all around, and people are already finding 5k+ combos that don't use any heat.
  22. The Purple/Green color (3rd one, bottom row) is awesome. Definitely repping that. Either that or default.
  23. Is it just me or does Arakune's 2A overrule anything without invincible startup?
  24. Both are rushdown characters, except Ragna pretty much surpasses Tsubaki in every way. Damage, range, priority, invincibility, etc.
  25. So basically Tsubaki is Order Sol is Slash. Nice. Her problem right now seems like her range is too short and she also lacks good mixups, and combined with her inability to charge safely (Or rather, conveniently) she just ends up being pretty bad at this point.
×
×
  • Create New...