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Asdferty

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Everything posted by Asdferty

  1. Makoto punched so hard she blew up my xbox... and I wasn't even playing!

  2. Has anyone checked out the 3v3 XBL same character tournament that's going on in October? Should there be a new thread for that stuff or just continue in general discussion? I need an elite team of crack commando ragnas bent on the destruction of all opponents please :3
  3. 5D > Carnage Scissors for the kill (and not a double edge, else the second hit won't land. Unless 200 damage is all you need I guess) 5D > GH > look for a tech 5D > dash cancel > look for a tech 3C > Blood Kain > rawr look for techs in blood kain Black Onslaught (yep you can just astral right here if it's a single edge and you do it asap) (dash) 5D > Black Onslaught (probably easier to time, but it may kill them if you are looking for that astral :3) in blood kain; 5D > 22c 6D > JD > jc > JD > DID - axe kick Gold burst > Devoured by Darkness (fuck yeah, does less damage than a normal follow-up but it'll get you 1500 life and the respect of everyone around you) Those are some of the others I could think of.
  4. Yeah SCAM 4 LIFE is really good, he was able to do a dash 3c double jayoku combo on me online, seems like he's got his shit together lol. I just really enjoy the character specific music in this matchup, just a badass song. In terms of the actual matchup yeah, if he's good at IB jayoku, just be prepared to ID off of almost any normal in your blockstrings when he's got 50%. When you fight super scrub hazamas though, get ready for goddamn 214db all over the place, and online it's practically unpunishable because of online lag bull. Makes me rage every time . In general when hazama is pressuring you be ready to ID the 214da overhead at all times, this will save you so much hassle in mixups.
  5. I agree. (you could try 5d > GH and try for an air throw or something... that's just grasping though :|) I'd say just do your best to use 3c combos as often as possible, I don't really know how you play. I would say if you had the choice of a double edge or a 22c ender, take the 22c ender, so if you are building your combo from whatever proration, do that. I would also advise the use of 5b 3c blood kain and 6b 3c blood kain, works wonders on people who burst when they see the 3c, allows you to follow up from greater distances (I use 6c after blood kain activation, which works against the whole cast), does more damage, nets you more than 50% for the combo still (gold burst DBD ender for the victory fuck year), and a bunch of life gain (not that anyone ever seems to care about life-gain). Makes your second combo super burst safe in general, and just makes things run smoothly.
  6. If you come down with a j.b and it misses them because they teched late, you could probably just hit 5b after you land. If the 5b lands go 5c 214a RC 6c blah blah double edge combo. If the j.b hits them 623d RC (delay so you land) grounded GH, delayed follow-up, 5b > 6a blah blah single edge combo. If you think they will back tech in the corner you do j.c but the same j.b combo should work... kinda stupid to back tech in the corner but alas I have seen it. j.c also hits quick techers, but if they choose to just wait and neutral tech, ya got nothing except good old corner pressure. Ultimately the axe kick chase isn't that great, I wouldn't go to it expecting to land one of these punishes; if you can I would vote for 3c 5d(1 hit) 214a 214d as a better ender even in the corner. Then if you smell a forward tech you hit em with 6c and buffer a blood kain; they burst you are safe, they don't blood kain combo anyways. Otherwise RTSD with some overhead-low-throw mixup if they don't forward tech. (all assuming you didn't have the chance to 22c, and I figure by this point ya got 50% heat)
  7. 168 is the best, I always grab a bubble tea on the fridays I'm at Getlovely. And beginner mode is probably not allowed, you don't want an Asdferty Atrocity happening with ez modo tager.
  8. Yeah, I think I'll do a blockstring here maybe... *The cabinet starts shaking* OH GOD NO! *Tager flashes white* IT'S NOT JC-ABLE JESUS CHRIST! ... Finish! Tager screams will be there, I'll squeeze them out of people >:D Kumori and Asdferty plan on winning this tournament, please sign us up!
  9. I agree, the biggest problem is the meter gain. Maybe make BE not bounce or something, just a knockdown so you can't do double. As a side question, I should know this but I was thinking about it for the "lets get dumb" thing, can you still charge the second hit of CS to delay it? I ask because in one of the data things it says hold to cancel now, wasn't sure if it was the same. If that's the case, double BE into 5d > CS normally allows for a tech before the second hit, but if you delay it it should be a decent setup into either a counter hit if they were mashing, or a block for large chip damage and 2 primers broken. Not a bad trade off if you didn't land a 3c or 2d during the combo and couldn't end with the 22c, seeing as you can't land both carnage hits anyways.
  10. I dunno what you guys are on, but ragna is OP as all get-out. Have you seen Tsubaki vs Ragna? You are her, except you don't have to charge, have better priority, better meter gain, better wake-up options, do more damage, and easier to play. Mixups and BnB's lead to 4k instead of 2k etc. Ragna's 22c is dumb, what better oki can you get? A good combo leads the opponent into a terrible grave when they have to eat a mixup as well, often enough to kill them. You get so much meter you have to decide between doing massive BK combos or having rapids for snipe (something) > HF rc > double BE combos that give you the exact same meter you just spent. Maybe you want to just use a CA and just reset the situation to waltz around with an incredibly high priority and meaty 5b again. Ragna isn't perfect, but dear lord if you think he's balanced you should rethink what the character can do.
  11. Just for clarification backdash out of gadget will get caught by 5c, and the tager will probably follow-up with 6a collider after that. Gadget is a silly thing versus ragna, ID beats tager's backdash as well as everything but block/volt charge, but with 50% it's a get out of jail free card and puts the flow of the fight back into ragna's hands. As for other matchup stuff, watch out for tagers that just slow get-up 2c after they are knocked down, just 3c~ bnb them if they try this. You really don't want to get A buster'd, cause he can 5b 4d as a ragna specific that will do solid damage and magnetize you, so always play it safe. If you have a 720 masher the most common time they will mash is if you air dash in, j.C j.D, they will be mashing that 720 on your way down. Answer with j.GH after the j.D. Another really safe option out of gadget finger (if they ever do it) is blood kain, beats the same things as ID, but with a lot more punishment. Otherwise I would say find out about tager's new tech punishes, galileo trap is nasty if you tech wrong etc. From neutral positions I find just staying away and putting pressure on with spaced 5b 5c's seems to work the best, possible dead spikes as followups. If they land follow up with hell's fang, or if you have 50% rapid the first hell's hit into 6c and go for a double berial combo to get your heat just about back and send him across the stage.
  12. Since tofu is dropping out, and maybe others are dropping out as well? Can we update the original post roster so we can see who doesn't have partners now? Cause I'm in need of one at the moment if possible. Playing ragna for anyone who is looking for a partner. I'm not playing GG if that matters to any possible partners.
  13. I'll be in for just BB, I suck too much at GG. If it matters I'll be playing ragna, and I don't have a team member yet.
  14. I agree with the setup of: A v A B v B W v W but I would suggest either a double blind or locked order, so you cant look over at the other side to see who's playing first and attempt to pit your better matchup/players etc. Or random order could work as well.
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