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Spud

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Everything posted by Spud

  1. So it seems like all her moves eat mine and leave me out of good range. Any easy way to stop her maneuvering around my moves so easily?
  2. Right, but do what 2-3 times in a row? Which part?
  3. I still don't understand, what part of this would be looping?
  4. Keep your blockstrings fresh. If you run the same setups again and again, you'll get countered pretty handily.
  5. Learn the Challenge combos to get a feel for the timing and general feel of her combos. Then peep the guide to get into the real deal combos.
  6. There's delays between the bolded portions. Experiment, see what works for you. Depending on how much you delay ItsuuA, you may only want a slight delay between Haku and Hatsu or you'll want to cancel it as late as possible.
  7. Space her out. This one's pretty easy. You want to play a solid ground game, her aerial moves have the advantage over yours. You can't really anti-air her reliably enough from the ground imo, but you can j.A or j.C for days. As far as her hitbox, she's just a small character like any other. 5C will beat her 3C slide clean, probably Tsubame and some other moves, but you can just block it and punish. Her mixups aren't exactly amazing, when she has you in a string just stay crouching and watch for 6B. This way her command grab won't be an issue at all. If she tries to make some Chain Revolver pressure you can pretty easily Tsubame your way out with or without IB. Just pay attention to the (probably numerous) holes in her gameplay and this should be pretty simple. Litchi should control the flow of the match, make Noel play her game. And remember, rushdown is always a good option.
  8. Hakumen's 4C eats my 6B or 6C every time. Who has the advantage in the range game?
  9. This matchup is like hell for me. Seems like everything I do he does better.
  10. What type of hitbox does Makoto have? Should I be picking her up OTG with 2B 2C?
  11. Just stay back and chill. You're basically counter-hit fishing this whole match. Never leave the staff on the ground. With the staff, she can eat Tager alive for free. Without it, she's looking at genuine pressure and lacks a DP to get him off her. Stay at the edge of 2B[m] range. From there you can throw out (2B) 6B 6C as a blockstring to take a guard primer. If you predict a sledge just use 6B; if it hits you get a wallbounce into 5B>ItsuuA>combo, and can combo straight into the corner. But 5B works too, and you can use it as a reactionary move with no anticipation required. Just your preference, really. From there just move back and resume zoning. If Tager jumps at you (and he probably will) just 2C[m] him and combo into an ItsuuA combo. Just keep good spacing, you shouldn't really be within 5B range and you definitely shouldn't be jumping/airdashing at a decent Tager. When he gets Spark Bolt, sit tight until he wastes it. This move is probably his biggest threat in the nuetral game, but most Taigas are too eager to use it and will let it out about as soon as they get it. When you see his bar turn yellow, hold down-back and wait for the fireworks. A good Tager might hold on to it, in which case you just continuee your zoning, just be more careful. If the Tager player just sits there prancing around waiting for you to do something, just hold downback for like 2 seconds and throw out a 2A and he should get overeager and waste it. Other than that type thing, don't throw out any moves unless you see him doing something first (well I guess that could apply just in general). Lastly, if he just sits there and turtles (imitating you) then you can do the exact same thing. Don't rush unless you're desperate/confident. Some people consider it boring, but it's easy and it rarely fails, and personally I like it. Oh, and people hate it when you ItsuuD repeatedly at fullscreen. It confuses nubs. If I messed something (or everything) up, it's cuz it's 4 in the morning. Sorry.
  12. It's the same as in SF. Just try and do it fast. Make sure you keep your finger on both the B and C button. Note that you may not actually notice her move forward (think Juri's kara throw in SF, it's almost too small for you to pick up on but it's crucial to actual gameplay)
  13. 6A, 4D with staff
  14. i can't make it...
  15. I'm here. Who all's coming to Kami-con? EDIT: oh, and add me up on XBL. I'm bored.
  16. QFT. What's the best partner for Yatterman-2-? I was thinking Roll or Yatterman-1.
  17. What are the basic anti-giant strats? Their lack of hitstop gets on my nerves.
  18. Wiimote/Nunchuck controls really blow. They wouldn't be nearly as bad if you could map your buttons in any way whatsoever.
  19. Walking combovideos do well in just about any game in teh US. I think these articles obviously help more for some games than others, but I think they can apply to GG or BB decently if you take into account things like having actual air mobility, etc.
  20. Can a TE be modded to work on the Wii? Short of that, what's the cheapest option for a TvC-compatible stick? I was thinking of buying a PS2 stick and converter.
  21. Is TvC the kind of game you need a stick for? Or will a regular Wii controller work and be comfortable and all?
  22. Is her j.236 series a good pressure option? Or really for anything outside of combos? I rarely see it at all now.
  23. Next on my list of scrub questions...what's her hardest/easiest matchup looking to be?
  24. ^ I hear ppl say that and it makes me wonder: if Tsubaki was S-tier would you still be interested in her? I mean, if tiers don't really mean anything why won't a lot of ppl play the stronger chars just because they're stronger?
  25. I hope she makes B. And she seems somewhat versatile, maybe that'll prove useful in some ways.
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