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Everything posted by ShinsoBEAM
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IBing is necessary to play BB ALMOST as much as parrying was in third strike. also lol at the 2C IBIBIBIBIBIBIBIB, people's elbow.
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Yeah I have been training myself to 360A on reaction to seeing B sledge. Also all the nu's I know now only really do the D blockstrings If I am in the air and know that I can't guess right and get a free B sledge out of it, or worse a 2D.
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walking backwards seriously owns in this match as i discovered today... Also on normal block isn't b-sledge safe from 720 I thought it was plus frames by like a decent bit. Also along with jumping attacks, you can just mind game with j.2C gattlings afterwards which messup alot of the 720 mindgames, also if you do it crazy close to the ground it recovers before they can 720 unless they IB.
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Is there any practically into RCing then doing either 236236[D], or maybe even 214214[D]?
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Ahh I thought I was just timing it wrong, and when I saw I was too far away to do a frog combo I just spent an extra wind....but normally I time the wind as late as I think I can get away with it seems to move me farther forward for the frog. Also what is stopping 5B/6B,5CDC,dash 5B, air combos, I guess 236B sword iris is better for wind/setups which I can see is probably better now that I think about it.
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spark..., 6C might work too haven't really tried to much though.
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Do you even need to IB the 5D to 360A grab the sledge? Also im p. sure you can normal grab Tager right out of the B sledge, but considering how wrong I have been before I suggest take this part with a grain of salt.
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I think he is saying we can in theory use our 5 frames of invincibly though his dive, but... if he cross's up our 720 whiffs, and I don't even want to think about the timing maybe if we could do standing unbuffered 720s easy it would be a different thing. Sorry Im going to stick do doing a spinny super on reaction to dive much easier guaranteed damage.
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Yeah the safe way to burst out is, tech the throw, let the doll hit you and burst in carls face when he tries to put you back in the loop. Also if you can try to see if carl puts himself in the corner for the loop before you burst I have seen carls crossup to restart the loop, so ha, after you bursted now carl is in the corner vs tager, a spot he really doesn't want to be. Of course most carls I ran into didn't do this.
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Yeah I figured that out later as I started using it online, also I started doing 4C, that way I step slightly back before the 5C because sometimes the bounce makes the opponent cross up.
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wow I said j.BABC,j.BABC , ohh well I meant j.BABC,j.BC... wait I just realized I forgot about the 236A, god damn it this combo is just in musclememory now I forgot the input. So j.BABC,j.BC,236A, gahhhhhhhhhh how do I mistype a combo I do so much:vbang: Ahh sorry I was just thinking combos yeah my blockstring game isn't so hot hell she isn't my main but IDK I find her blockstrings fairly intuitive, but then again I thought she was going to be my main for a while and watched like a ton of vids ahead of time. The main problem is I don't get much of an opportunity to practice them cause Im mostly playing tager and when I don't play tager 70-80% of my oppenents crumble under the first few hits of a block mixup, wind,j.2C,JC2C,land 2B just seems to work, and the majority of the people I run into will crumble under that before I even have to start getting tricky. Also I have only run into 2-3 rachels online that have done this to me and I play tager who its REALLY easy to do this to, I guess it can be scary though knowing that a mistake can be very very bad but still. As far as blockstrings without wind I just block like a pussy most the time until I get wind again...
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really I find DP movements like crazy easy on a stick magna is a bit weird though.
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Also I havn't seen anything about 5D counter hit, which occurs a decent bit. for the most part I just use either 5D, B sledge, delay(otherwise collider will whiff),5C,6A,2C,collider,spark,2C,collider or more likely 5D,B sledge,2C, collider,6C, j.5D It basically seems to work almost exactly like a toss as far as how to combo after it, which im sure other people figured out a while ago and I am just slow. Also did anyone ever figure out why sometimes 2C(CH),5C,6A,2C works on some characters tao... and not others like ragna. The point is mostly just a decent damaging combo that they can't burst out of no mind games just they can't do it, its not super useful but its better than following up a grab in another manner than they could burst out of.
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It should be noted that since both grab/collider are unburstable, grab>collider>(6C/2D*not sure which does more), is unburstable and I have seen it kill alot of people who are in the whole lets burst right before I die mode, and you don't have meter.
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I was actually experimenting with beating shit cause I realized you knew what you were doing and I don't often get a chance to experiment with shit but the second one should of damn well worked IDK why it didn't... I play both stick and pad about equally right now, sometimes I have problems with the 720 if I forget I can't actually do a real 720 on a stick quickly and only the gimped version. But yeah thats tager fights 1 mistake and whammo 1/2 your life, also my win ratio is higher now at like 62% woooo, also do you have the problem of getting matches I have chanllenged matches from lv 50-60s that have like a 50-55% win chance constantly denying challenges(I have never played them before). Also the large amount of people that don't pick there main and go nu(normally a free win)/arakune/or tager against me gets very annoying.
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I second rachel and I really only know 3 combos on everyone. Learn how to end all these combos with a wind oki instead of the last group of hits 6A(CH),dash 5B,j.BABC,j.BABC 5B/6B,CDC,dash, 5B above combo 5B/6B,CDC(D),frog,dash(3C/5B), 236A, dash super,j.2C,214B (there are 4 character groups if I can remember right), learn how to combo all of them and if you have the extra wind or if you start it close enough you can combo the corner only characters midscreen. Yes I know there are better variations but whateves I find these ones easy to do, and they are a good starting point. Plus the last one does like 5k plus damage, and saying this I have had only 1 rachel do it to me online . most of them just repeatedly 6B,CDC,236A,sword iris, which I don't understand maybe someone can enlighten me why people do it.
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I think I just fought you recently I was the one who for some reason bursted at like 100% health I have no idea why I did this. And next round I was like heh he is going to collider whiff and im going to totally tech and j.2C his face and get a CH from his 720, then the j.2C didn't come out and my plan was ruined .
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doing the 720 legit I find easier on the 360 controller but with the gimpy method its about the same for me, but then again I still play 360 controller more than stick so who knows regardless you should be able to do it out of backdash.
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Can anyone tell me why sometimes when I do 2C(counter hit), this works on tao, 5C,6A,2C,collider, but it doesn't on ragna like its a dropped combo between 6A, and 2C, the move still hits.
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Ahh I figured as much I need to stop posting a play the game, some more been too busy with school, I can keep myself from the game but not the forums sometimes. But seriously I can't think of why the first one wouldn't work...I mean collider adds the same number of hits as throw, or am I wrong about that too . edit: your totally right however you can collider, walk forward slightly B sledge, 2B,2C 3250 damage works on nu-13/rag not bang/carl/haku/tager/rachel, but yeah too much effort.
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heh with raphosody of memories most carls thought process's go like this heh you can't hit me cause my doll keeps attacking during even if you hit him, however 360A/720 grab can wreck some shit, most carls just try to left-right mixup and some do alot do 236A/B to mixup nirvana's hits as you should know thats a free 720, you can poke out of nirvana's rapsody, just normally it doesn't matter cause she keeps going even if you hit her or carl . However a good carl will just allycan the fuck out of you during nirvana's rapsody making jumpouts tricky and stopping us from pulling that bullshit, you can sledge though rapsody of memories but carl knows this, and they will punish you for it most of the time.
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uhhh can't you also, collider>236B,5C,236A,2B,2C,collider... Also I do 6C->j.D, instead of 6D>5D because it leads to better setups. I haven't landed a random collider in a while with out meter/spark/magnetized oppenent on a magnetized oppenent I normally collider>6C>collider>6C>j.5D(I forget if this combos or if its just solid pressure).
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This is why I hate this match. Ya gotta be careful though if we have meter we can spark on reaction easily and if we predict we can 2D. Also during 6C loop when exactly are you grounded, I mean if its a solid blockstring tager can easily buffer a 720 during the block and instant block instantly before.
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yeah it sucks but hell I play more IRL then I do online anyways.
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I love fighting the scrub nu much like the scrub jin/rag/noel but slightly more difficult a scrub nu13 will do 1 of 2 things 5DD,4DD,236D. response block first 2 normally(IB if you can), instant barrier block the next 2, B sledge, most of them are so wtf by the amount you got pushed towards them from the barrier IBing they just keep on their train. 5CCCCCC,6C, teleport, repeat(ohh god I love this one so much), as we all know you can grab for free but if you get tired of doing that 5CCCCCC is a projectile regardless a nu doing this to tager is about as bad as jin spamming ice car it will get them killed and fast. Other nu's will sit their and bait B sledge so hard you can often get away once you have meter with whiffing A sledge, then 720ing hahaha, as they toss out 2C/3C or whatever.