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FlyingVe

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Everything posted by FlyingVe

  1. Dacid is absolutely right on this one. Yes you can block the ambiguous cross up, but with all the crap going on the screen during fever, and the fact that you have to be ready for the countless other options Arakune has to mix you up while cursed. You gonna get hit by something, even if it isn't good on it's own. Hopefully you can hold off the hit for long enough that he doesn't have enough curse to 12k you. Even then, he'll end his loop in a way that fills you up to 50%.
  2. I second this. Alot of these setups are a little hard to understand unless you see them with your eyes.
  3. Just block it however, It's a mid hit. It hit's a little above the ground to, so Hazama can punish wiffs right above the ground too.
  4. Well, she can do big damage, but they usually need freak hits (naked point blank 3C), or alot of meter, hell you'll be lucky to break 3k with her coner loop without meter. In addition, alot her damage is character specific. On the plus side, her super is a really good ender, it reminds me of Bang's Daifunka, in that it just tacks on a crap ton of damage to the end of the combo. Her strength is really her oki (as has been said before). It's alot like Akumas vortex in SF4, where in getting hit puts you right back in the same annoying spot. Sadly, her oki is not nearly as strong as Akumas. Also, Bang negates everything Mu can do. Edit: Seriously, F@#!$ Bang!
  5. Hmm... 5C>5D>Bsledge is a decent string against people that don't have DP's or can't IB. However, against people who can IB it will almost always get you punished in some way. You could end the string with 5D since it leaves you at +2 it is safe. I usually just do a bunch of Jabs into 2B. 2B is a ludicrous +5 on block and can set up all sorts of shenanigans, also Tagers new 4D is neutral on block and gives mag, so something like 5A>5A>2B>2C(hit confirm)>AC(if hit)>4D (if block). Personally, if I get in close I usually go for the Tick throw or try to land 6A. 6A is hard to land, but it's jump cancelable so you can be really tricky afterwards. Also, 4D is usually better than Gadget at the end of string, it give you less mag but it only knocks them a short distance away. At which point you can turtle up using 2C/AC to control the air and 5C to control the ground, or do a short jump into jB, the jB catch's alot of tech rolls and you can always Barrier if you expect a DP.

  6. Yes, but 6A loses to everything else... so it's a big gamble. Gadget finger is a gamble, I would work on consistent strats rather than work on rolling dice better.

  7. You mentioned another Mu gave you trouble. Hakumen is one of her worst match-ups so I'm very curious what she did to make it so close. Was it anything specific, or just a more experienced player.

  8. Except 6C is punishable by pretty much the whole cast, and it's a projectile. Still, your right. I've only been playing her for a few days now, and I haven't been on all that much during then either, so I'm still a noob with her. Keep away is very hard vs Hakumen. Your jC reaches so far I can't set up any zoning, and if you hit me the stiens won't fire. But yeah, we should play again, practice is really the only way to get better.

  9. Yeah. And most 2A's are 7 frames and the 5A's wiff on crouchers. So it should be safe.
  10. According to the frames 2B>2A should be safe against most of the cast, Bang being the most notable exception. Damn I wish her overhead was just a bit faster.
  11. Lastly, the secret to the Tager mirror is 5C. Just keep poking with it until you get a hit. Also don't jump, between 2C and AC you cant jump in on Tager with Tager safely. Seriously, I can beat all Tagers online save one by patiently poking away and hit confirming with 5C. The one I can't beat is the one who taught me the matchup.

  12. As for Gadget finger, Tager players are divided on it. Most better players and I don't like it. Unlike Ragna's 22C, if you guess wrong, you get hurt, where as ragnas guessing wrong is just a reset. I tend not to favor anything that turns the round over to luck. Though if you are behind there is some value in it I suppose, just know that a backdash will beat 3/4 of what you can do from the finger. Your better off ending strings with 2D instead of sledge, or Bsledge>4D. One cool thing you can do with Gadget Finger is RC it. Zed does Gadget>RC>6C, which is pretty gimmicky, but really strange so it works. The most common RC's are Gadget>RC>5D to give you better frame advantage than gadget creating a legit reset, and Gadget>RC>AC(wiff). The latter is a bit unusual, but extremely dangerous if you can do it consitently. It's hard to explain so here's a video link: http://www.youtube.com/watch?v=zpvrafHIyhw

  13. Well, my point is that in BB mashing command grab, doing it on wake-up (when you aren't reversing something obvious), or otherwise just tossing it out there is gambling. You are hoping to get lucky and snag the opponent. While fun when it works, Tager has real tools he can use to deal with other characters and stay in the game until you see a spot where you WILL land the grab. Also, missing a command grab will cost you 3.5-5k against most of the cast as they are super punishable (like DP levels of punishable).

  14. Who is it? I might do a little better next time. You were actually the first Hakumen I fought with Mu. So there was alot of me figuring out what I could get away with. Also, the second match was alot closer (stupid stab).

  15. Mu has a few reverse beat type strings, 2B>5B>2B, 2B>6A>2B, 5B>6A>5B. Usually I do something like this, 2A>2A>2B to hit confirm. Sadly, I tend to be a bit greedy afterwards and try to keep mixing up, then get beat down for it. I'm beginning to think that often times you might want to back off if the opponent is blocking. Thankfully, both 5B and 6A are Jump cancelable, so you can be fairly safe. The other thing I'm becoming very aware of is that summoning steins in the air is ridiculously unsafe, and that mashy players can screw up alot of her mixup.
  16. Did some testing 5A wiffs on all but Hakumen, and Tager
  17. That is a pretty bad string. The opponent will have so much time to react to the j2C it's not even funny. I don't have any strings, but I tend to frame trap with 2A alot and try to end my stings before I get to 3C. Canceling into 6A and 5B(on the characters it won't wiff on) can lead to some cool setups. If you find yourself having thrown out an unsafe move on block, 63214C is probably the safest followup, but stien is okay. Lastly, this is advice for every character but, you can gattling everything out of your jabs, and also, pressure shouldn't be restricted to gattlings. 2B has frame advantage, abuse it, and pray your opponent isn't bang.
  18. To get out of Tager pressure just IB. Normally that's easier said than done, but in Tagers case all his C's, D's, and specials are super easy to IB. For example; a popular Tager string is, 5C>5D>Bsledge, if you IB the 5D you can poke or throw him out of the sledge. If you IB the sledge it become -2 giving you the advantage, just watch out for 360A and scrub720's
  19. Well, I think a rapid cancel would still work. Need meter though.
  20. I think there's a list somewhere in the combo thread, but in my experience the taller the character, the easier the juggle. My point was that, because the character is so new, I don't think anyone has hit the mu ceiling yet.
  21. Though, as people start coming up with better oki setups, and landing 214D cancel combos more consistently (it's tough to tell when you can do it mid lasers), her damage out put would go up considerably. So I'd prefer to say B and climbing, not sure how high she'll wind up though.
  22. High B... Maybe low A. She has a lot of tools, and some match-ups that she just dominates (You can guard crush Tager for fun). But she also has some match-ups that are hell (Mu v Bang might be the worst matchup in the game). Her oki game is really solid (if not bulletproof) but she can't shit damage like the other high tiers can.
  23. What do you mean by counter the chain? Even if you were to clash with the chain, Hazama can still do chain followups. If you block the chain, it's pretty easy to hit him out of the followups with 6A, 2C, or DP. Sadly, the internet makes the chain follow-ups seem a lot safer than they actually are.
  24. If you've already fired the 236D, and noel does her super, the laser will knock her out of it before much damage is dealt. Unfortunately, you get stuck in this weird falling animation as the game waits for the missile strike that isn't coming. The noel I did it too was to stupefied to counter attack, but noel probably can, so, I'm not sure how useful this is.
  25. You should be able to punish him for going into his stance (all the other characters can), there's a reason that Hazama boards tell people not to use it for mixup. However, I have yet to figure out what that ideal move is. 5C is a smidge too slow, and 5B will wiff if he goes low (same with 2B if he goes high). Usually, I just back dash, and DP, maybe super if they're being really predictable. Remember, Hazama also has the option to cancel 3C into Jabaki. Be careful not to get hit by that in the corner when your expecting the stance.
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