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metalmass

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    quartercircleHP
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    quartercircle
  1. Keep in mind that one of Agi's unique properties is that you can buffer it, so instead of releasing A/B right away buffer it to apply pressure, zone, and create mixups. Her 236C/D is good for that too, plus you have combo options if it connects.
  2. Yeah I saw that but I'm not an ASW noob Thanks, though. It was mainly the character specific stuff but I figured it out on my own, though.
  3. I thought I was the only one struggling as well. Day 4 now with Yukiko and I still feel scrubby as hell since I haven't won a single match online. At least with BB I learned some combos and switch among characters fairly easily, but here...not so much.
  4. I hear ya on that. PSN: quartercircle, VA
  5. I was referencing the video specifically. If you try a lot of that stuff it won't work just because of all the changes.
  6. None of the vortex setups that rely on opponents teching on knockdown are viable. Also, on setups that require early knockdown have been eliminated since the opponent can tech without any delay whatsoever so her 2B is useless in those situations. Her bnb corner combo is also shortened dramatically. There are some valuable tools from that video, i.e. fundamentals, but forget all the fancy mixups. Those are gone.
  7. I've had my HRAP EX for nine months and it gives me "Please reconnect controller" messages all the time. I opened the stick and the USB-to-PCB connection feels tight and secure but just now after pseudo-assembling the stick to test it again "down" isn't a usable direction anymore. Does this sound like a PCB issue?
  8. Are you confirming? Lots of Ragnas I face don't confirm and as a Tager player they're easy to punish. Granted, Ragna is fast and has good recovery but a jumping attack, for instance, can be punished after a timed backdash.
  9. I play a lot of defensive (what one could call "turtle") characters and what catches a lot of people off guard is an aggressive playstyle. Sure, most opponents do feel you out first to determine how you'll play but overall they have expectations of what your character is capable of. Using that information you can do some unexpected things like a rush down game with Tager. I once played against an unlimited Rachel (using Tager) and applied so much pressure that I not only perfected her but I also didn't realize she was unlimited until after the first round. Mixing up my game also helped because you never want to get predictable. When I play SSF4 what costs me the most matches is that I get predictable. When I have next to zero health and my opponent has half and I change things up, miraculously, I end up winning--not always but a lot of the times I do. It seems to me that mentally the other player has me figured out and is simply going through the motions to secure the victory. But if I act erratically I throw off their game and as a result shift the momentum in my favor which gives me a small window of opportunity to win. In some ways I just used their strategy against them because now I'm attacking based off their established pattern.
  10. I had to laugh when I read this because I always, ALWAYS pick low tier characters as my main without knowing beforehand.
  11. I can do the landing D cancel and even a follow-up move whether it's 6B, 28D, whatever, but the problem is hitting the 214D upon landing b/c the timing is so exact between the two D presses. I just found a post you made in another thread which answers my question and I'll take your advice. I'll try holding D instead of tapping twice and see how that works. Thanks for the pointers.
  12. I'm having a hard time connecting the 214D after landing. Every time the move comes out as a 2D instead.
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