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FlyingVe

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Everything posted by FlyingVe

  1. Thanks I guess. If it's just another match of me botching up inputs and dropping combos, I'd rather just have a single vid up. :( Though, I think I have an upload of an epic patch between me and hobbes where we both played well if you need more Ve. :)

  2. It probably has to do with attack level or something. Basically nu is BS.

  3. yeah, it probably has something to do with attack level or whatever.

  4. Yeah it's much easier to IB 2C, problem is even on IB you cant DP the games between the hits or 2C>3C, so it's just meter.

  5. Don't your 6D and 2D have frame 1 countering?

  6. The only things that work reliably are jayoku hotenjin or RC shenanigans.
  7. I saw you post about Nu's block strings. If it helps I have discovered that if you IB the 3C, you can stick 1frame invulnerable attacks (like DP's, Counters, and Supers) in-between the individual hits of the 3C. For some reason I have lots of trouble IB'ing while crouching but, it you can do it, it makes Nu's up close game much less intimidating. Of course she'll just go back to zoning but, it's Nu so... yeah.

  8. I wanted to personally congratulate you on your combo thread. It is exceptionally well done, and you've been great about updating it. I've been learning a lot. Great Job!

  9. Rassenga>2A>5B>3C>214D~C>etc works on most the cast, hazama's mixup is bad because it's pretty slow, can only be gattlinged in a few ways, and he just doesn't get much for it, even with meter. His 5B makes for great frame traps though.
  10. 2A is pro, that's for sure. Against Tager I've taken a liking to IAD backwards jB. Hazama's huge jB reach will tag him regardless of how he techs. There's nor reward for it, but it keeps him further away.
  11. Hey, I had a lot of fun in Arcade room the other day, we should play again sometime.

  12. Here, Here. But at least you can cancel your dash with it like any other move.
  13. I like it on wake up against that 5A mashing prick that is Bang. It's invulnerable on frame 6 if they do their 5A late they eat the throw. Also, it's a 12 frame throw, that isn't that slow. If you've been conditioning people with Hazama's other BS, it's pretty easy to catch people with it.
  14. Yep, it doesn't do any damage though, it just staggers. It's alot like Makoto's command throw in street fighter. He has Red aura behind him when he does it so it's easy to spot.
  15. I'm agreeing with this. Ragna's mixup isn't bad by any stretch, but it isn't great either. Ragna get's most of his damage by forcing you to take a risk to get away. Ragna is S tier for alot of reasons, but mix-up isn't one of them, it's the same as it was in CT, helped along a little bit by his crazy meter gain.
  16. My favorite way to tell if somebody knows anything is to pick Tager. Players who just mash, play brain-dead, or otherwise don't really know what they're doing get destroyed by a competent Tager. Good player's rip his science gauntlets off and beat him with them.
  17. Sure, but if your playing a no risk game and being defensive, then you're really not maximizing the character. The payoff for the risky(ish) rushdown is huge damage, meter, and great oki; if you aren't trying for that you'd be better off playing another character. (IMO)
  18. You speak the truth, and I mentioned that. But compared to alot of other characters (especially the other higher tiered ones) he's still the most risky, its just that the reward for the risks is really, really good.
  19. ^^^ while this is funny and somewhat true, it was also true in CT where Ragna is mid tier. Ragna got a damage buff, but his real strength is in the fact that BE combos leave him at an advantage (whereas most CT combos blasted the opponent away), that along with the new 2C (+1 SD baby!) and meter gain, he's actually relatively safe. In short, Ragna hasn't changed much, but between a few buffs and the other character's nerfs, he leverages his already existing strengths much better. Also, Ragna is still a high risk player, lesser players will still get stomped because they can't manage the risk, and Ragna takes hits about as well as a pregnant schoolgirl.
  20. Oh... In that case it just has to be a back throw. 4B+C>GH>5B>6A>(HJC)>jC>jD>(JC)>jD>D.ID
  21. Is this CT or CS? In CT you want to try and delay the second hit as long as possible (most times), it should look like the tip of ragna's toe is touching the ground before the followup. If it's TK GH, you have a much smaller window for inputing the follow-up. Also if you're talking about the TK GH combo: TKGH>5B>6A>5D(1)>GH>5B>D.ID Sometimes you have to do a quick dash before the 5B to get 6A to connect. Personally I just leave it out. You can do the whole combo much easier without the 6A, damage is about the same too.
  22. Lol. I wouldn't sweat it. I'm no where near as good as some people seem to think I am. :kitty:

  23. Sorry don't have BB on PS3. Can't afford it anyways, I'd have to buy a whole other stick.

  24. Though I'm not a rachel player I play a mean Tager, and spar with ChanceWizard alot so I feel the need to respond to this. 1)ChanceWizard is very good, yes, but he's still Tager. Rachel has plenty of tools to make it difficult for even the best Tager to do anything. Every 'option' he has is a guess, if you stay just out of his range he can't do crap. 2)Umm... Don't fire lobelias in sledge range. You don't have to, so why would you. 3)You can AA Tager really easily. 6A still has lots of gattlings too. 4)Tager's jD, the move is very easy to AA, just pay attention to how far he can pull you with mag. 5)You can 6B most stuff on reaction, don't do it neutral. Tager can tag you with 5C, which leads to big damage if he has spark. 6) Rachels 6B hitbox is straight up bigger than Tagers 5A. If he's hitting you out of it, you throwing 6B way too close anyways. 7)5D is mad slow. It's really only good as a prediction or when Magnetized. 5C on the other hand...
  25. The guide looks really good, great job. i'll try and do some testing and get you some damage numbers in the next few days.
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