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ShinsoBEAM

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Everything posted by ShinsoBEAM

  1. 42684268+C is possible, and 41236987419+C is possible, then is 4268419+C possible... I was thinking this might actually be physically possible on a square gate, it would at least make karaing it easier. Or at least my main problem on square gates is skipping the corners but If I know I can ignore them I can go faster and not focus about them as much.
  2. Wait you play aggressive with tager, O_o, is that how we are supposed to play, I always lose the first round against tagers that do that because I expect them to play similar to me.
  3. Read the thread man its only like 3 pages, its not like its 20 or anything.
  4. Should be [2a, 5a, 5b, 6d, 6b]*n, man just the 6D hits after the 6B but you input it first but im sure you know that. yeah p. much though this is what I do, also watch their tendences in that string, medicore carls do the same timing every time and can lead to free pokes. Such as if they do the 6D a little late, IB, sledge, can be nasty as long as you weren't barrier blocking and putting them too far away. If they do the 6D a tad bit early you can def IB the 6D for free 360A,720 unless they were baiting it and jumped or something. also learn to barrier IB now alot of carls go ohh lol then ill just do [2a, 5a, 5b, 6d, 6b, 236a]*n, then ill just nothing 360/720 grab his face out when he tries that shit. Also any spammy attack is free meter, aka nirvana 41236D attack is like free 24% meter, its not carl's wheel though use this for free like 60-70% meter. edit: Yeah another reason why not to burst is the odds of us 1hit KOing you go way up, due to the fact that you take 50% more damage and total lack of being able to have a I give up button sucks. Plus unless I remember wrong you cannot kill with a combo from a barrier burst caused guard break you certainly can get a time out though, and if we try to throw break it counts as a new combo.
  5. I thought you just did it before the jump came out 6 frames, thus if you did it in 8 frames you would be fine if I am correct, because the the jump startup shouldn't start until you press up on the 4th frame, assuming your perfect speed, which yeah is p. much impossible.
  6. This match is p. much dependent on the carl messing up. Just learn his block strings and grab him out of them if possible, but then again he predicts you jumps, you whiff, nivana connects wham j. 2C, clap loop.
  7. Seriously most good players I run into, and even alot of mediocre ones are expect us to litter IB grab all day and some will only bait it, this is solid advice in every match.
  8. Well lets see if you can spin the stick twice in like 8-9 frames you should be good, heh.
  9. Nahh the carl just dropped that loop, I play a good bit of carl lately he just did the grab to low.
  10. 3 combos don't forget burst
  11. Since its rachael if you have wind even if we have magnet on you, you have safe rush down pressure, just don't fuck up, or do an obvious from the ground approach*read you will eat a 360A/720. Seriously a few characters can scrug off our magent a bit and racheal is one of them just don't try to be stupid and panic and try to escape from close up. Another option like most people can do if they are magnetized 9j.AAAAAAAA, then if you want followup with some safe pressure strings, trust me, at the very least this gives you time to think/ not panic, and yeah its p. difficult to punish even when predicted, especially against a rachael with wind. I have actually fought this from both sides, seriously there isn't much tager can do fullscreen frog and pumpkin to punish frog kill is near unstoppable and even if tager magnet rachael from full screen, you can just use magnet+ wind to fly across the screen at the speed of light to punish us if we try to suck you in, but yeah beware of a sledge CH, or a 2D hit, and p. much if a good tager hits a move it will do nice damage and if that tager has meter some moves like j. 2C, and 2D, will start combos that do significantly more than the 720.
  12. yeah I thought that was the common follow up for CH 236B assuming no special circumstances.
  13. Heh I used the combo mike Z posted earlier online, wow, just wow, I wish I could see the expression on their face it was probably, O_o. This was how round 1 rolled, I started the match with sledge for a retard test to see if he just opened with swords on tager, he didn't I ate damage, from the 2C,6C...... whateves combo... IBed some projectiles while approaching and gathered enough meter in the process's, caught him doing 214D for pressure for some reason, sledge, he bursts. I wait I 2D he 5Ds whelp match, Im sure his face must of been great as he lost his entire bar. Next match was p. boring and I won with mostly 360s, but damn, thanks mike Z
  14. Hmmm the carl i played made his jump safe from obvious 5D by using nirvana, in many ways versus jump in's 6A with tager does well, blocks projectiles(nirvana:yaaay:), and pulls in magentized ppl closer.
  15. Odds are they are scrubs so you should just be able, to slowly slide in on her (not attacking) and punish her when they try to get past you. And never for get IB is your friend.
  16. Yeah I think we know the carl match is shit, basically the only hope I can really see, is doing some bullshit with backdodge, or airgrab 1million damage combo, and just like us and the clap loop, it will take 2-3 combos to kill. But yeah guys its 8-2 for a reason duh. Plus getting magnet on carl is a good thing it makes you more afraid of 360A, which means we can expect you to be on the ground less, or punish you easier if you decide to lose a few brain cells and do something dumb. I shall be back this weekend with more carl vs tager stuff hopefully, but damn did I notice an improvement versus other characters after sitting there IB blocking carls mixups when I got between nirvana and carl.
  17. Yeah p. much too bad this carl player did a fuck ton of other loops before linking into the clap loop to keep nirvana from dying earlier. , I got hit by 6D, more than 8D. But yeah it p. much meant heh I don't need to burst nivana will die first, then he figured out this is what I was doing, and dropped the combo early to put me in a shit position. Also I really wish we could 360 grab nirvana.
  18. Heh I just played a sick carl like 2 days ago, yeah it didn't go well at all. though I have to say sleding the doll and jabbing it a few times worked rather well, as long as you didn't get greedy otherwise you would eat a clap loop. Also instant block all of nirvana's shit you arn't going to be getting meter any other way in this match, and especially the drill is just free 20%ish meter waiting to be had. Like said before avoid being stuck between nirvana and carl like the plague. Also you can do some p. hilarious stuff with charge, because of its projectile(nirvana) absorbing properties. Also most carls will be terrified TERRIFIED of your grab, and will jump like all the damn time, during their pressure strings to make it harder on you, seriously most of the combos I did started with j. grab, when I would normally think to 360A/B or grab. As I said get used to instant blocking alot especially when you are between nirvana and carl, and just look for that backdash, 720, plus thanks to nirvana hitting us we can now backdash towards carl, which seemed to work the few times I did it. But then again take this with a grain of salt most of the match was me sitting in block having 100% meter from all the instant blocks and not being able to use it.
  19. Im fairly sure you don't, IBs on her B cancels and forward cancels are p. much what I rely on to win.
  20. Im trying to figure out how tager can jump on Rachael, won't dust/catpunch/6A, like be completely safe and unstoppable. The thing I find the most annoying is if tager predicts my block string boom instant block and I eat normally a 360A grab, invuns though my next hit, but then again I know I must be messing up somewhere to let this happen.
  21. Haha figures those were the two characters I tested it on, thanks for posting what we should follow up with though.
  22. Yeah I did a bit of testing also if you have bolt charged you can 5C,bolt,2C for magnets, you can also alternatively just do 5C,6A. Also as far as I can see while you can't do many hits after wards, it doesn't seem to scale down damage as much as you would expect. In my opinion I wouldn't do the followup unless I thought it would end the match right then and there, but still its good to know a few more hits you can do after it to try to rack up the extra like 500 damage needed to finish them.
  23. Im p. sure its the only way to do extra damage after it hits, its terrible to use if spinny super whiffs though, because it has no super armor as far as I can see and its fairly slow. Also correct me if I am wrong, but if you hit the followup early can't you keep combing, after the followup for a little bit more damage, I have done it a few times I think but I don't know if its char specific or not.
  24. Also best time to grab, anything someone stupidly doesn't tech away from you or heaven forbid techs towards you is a good start. Also it works well on tick throw if people arn't used to it, read 236B(blocked), B grab, be carefull about not doing it too fast if they don't IB because I belive it blockstrings into it and they can definitely throw break it. Also Can't you do it on Jin's Ice cars, at least it works on scrubs online every damn time. It also works on Ranga's 214A attack, and its follow up if Im correct.
  25. Look up registering an account on nicovideo(its free duh), you need an account to watch vids, if you already have one then who knows.
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