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FlyingVe

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Everything posted by FlyingVe

  1. I will grant you that as a random attack it might be okay, but if he's going to try a meaty command grab you can just jump. Much safer then 214D~B and you can punish with a corner BnB for solid damage.
  2. Even better, that means jB still beats collider. 2C though... Damn. Actually that's true of both characters, be scared of Tager's 2C and abuse yours.
  3. Also, 214D~B will lose to his 5a every time. If you are on the ground your best off just blocking or going for jayoku if you're feeling ballsy. If he's on the ground 2a like always. Edit: I should clarify, by on the ground I mean knocked down.
  4. So If I understand that correctly, there's only one frame of room for the Dash5B after 22C? Also, 2C isn't as fast as I thought it was, that's only marginally faster than CT (14f) and it's range is crap. Still a kick ass move though.
  5. At the risk of sounding very needy, is there any chance you could post the frame data here like they have done over in the Hazama section? Question: How fast is the startup of 2C exactly? I'd like to know what it should be able to beat out.
  6. Atomic collider has some invulnerability, but not much, and not immediately (like frame 11 I think). So you can still lord over Tager from the air. Watch out for 2C though, it got a big buff, and hurts big time. Also, because of his hitbox, some combos get really finicky in the corner like in CT. Watch for when you see the combo going awry so you don't wiff and give a Tager free command grab. Lastly, 5A wiffs on crouching Tager now...
  7. First keep at the stick, you'll get used to it, less tired, less gate riding, etc. Everyone has trouble with the square gates at first, because it puts emphasis on the diagonals as opposed to the cardinal directions, but practice makes perfect. If you are new to stick, I recommend feeling your way around at first (i.e. riding the gate), eventually you will get a feel for the stick's locations, and you will back off the gate and your execution will tighten up. Edit: What grip do you use. If you're getting overly tired you might consider another one. Personally I use the wineglass grip, but kinda tipped on its side.
  8. You're looking better than ever. Al of that looked pretty solid, but here are a few thoughts. 1) No carnage on block. I know everybody gets dumb (just ask one of the many people I've tried to astral) but it isn't a good idea. Even with the meter to RC, there are better ways to keep up pressure. Hell with 100% heat you can almost guarantee a guard crush post burst. 2) ID. You can ID the crap out of tager on reaction, any Tager play knows how obnoxious that is. 3) No HF on block, it isn't terrible but ragna can do better. 4) For punishing Dash5B is greater than 5C in most situations. Lastly, if you ever want to go a few rounds feel free to message me, you getting pretty solid.
  9. There's no reason to meet her in the air (if you can avoid it), I'd rather hide behind my 5B and 6A. I get a lot of my damage against litchi by watching for that itsuu cancel (litchi can be pretty predictable with it) and punishing with 2B>3C>PAIN. Otherwise treat this match like you would in CT.
  10. In a nutshell the biggest things ragna got were more damage off his 5B and other moves (thanks to BE), and an actual oki game (again thanks to BE).
  11. It isn't really that hard, you can pretty much just mash out the whole combo. Plus you can practice the 3C>2B>5C in CT if you need help with the timing.
  12. 1) You have to step back to connect the 6D~A x N but it's not quite a full back dash (or at least I don't do a full one). 2) You can pretty much just mash out the jC's after pulling yourself up with 4D~D and hit the small characters, but even if you go to high and wiff the first jC, keep mashing, more often than not I hit them with the second one and can continue the combo.
  13. I just checked out your combo movie. That was pretty sweet, especially the way you ended all of them with Diasharin. The prospect of playing you when CS hits consoles is a bit scary. Also, my inner Tager is very sad.

  14. Alrighty, I figure it's time I throw my hat in the ring, and see what you guys have to say. This is a slightly old match of me and Seon Panther. http://www.youtube.com/watch?v=VtvWUnOj4bw Neither of us were at our best, but if we were there wouldn't be much to critique (and I probably would have lost).
  15. Hey, welcome to DLoop. I figured a player as good as you would wind up here eventually.

  16. Sorry if this has been asked before, but how soon after doing 214D and you cancel into one of the follow-ups? In other words, how many vulnerable frames are there before you can begin the flash kick (214D~B)?
  17. Bangs 5A is a nightmare and I don't think there's much to do about that. I usually keep my distance and poke with chains. I have had some success with 236C (command grab) through the 5A on wake up, and as always IB>jayoku hotenjin but that can be hard, I hope that helps.
  18. Thanks for the link and you-tube upload. I always appreciate the exposure :)

  19. Here's a link to some scans: link removed until project is completed
  20. No, but when you're learning you really need to feel around. As you get good, the motions become second nature and you will naturally ride the gates less. The biggest problem in switching is how different some motions feel on a stick. I was attempting to illustrate what it should feel like when you do it right. You are correct though, riding the gate adds execution time, so it's best not to, you just have learn to use the stick first.
  21. Tip: Since you probably have a square gate, you should really feel for those corners. For example, on a quarter circle motion you should feel yourself move past the corner and here audible clicks for each of the three positions. For DP motion, it will feel very rigid, a lot like you are drawing the bottom half of a 'Z' with your stick.
  22. I feels a frame or two faster to me, Bang playing friend has alot more trouble jumping out of it then usual (though that could be execution). However, it's still slow enough to really get you killed sometimes. D.ID takes away a guard primer on which ever hit connects first. It's actually decent if you know the hit will guard crush someone.
  23. Using DID outside of combos is ONLY valuable if you need the extra height or you are sure that it will guard crush them. Trying to use it as a reversal or Yomi isn't gimmicky, it's dumb, especially since you have an amazing DP in C.ID.
  24. Yes, I even specified that it was only the second hit, and it must be a counter hit to do the combo because the CH keeps them from teching till they hit the ground. If it's isn't a CH do the normal ID combo. You can do a combo off CH ID (first hit) but you need to rapid cancel, and that is almost impossible to hit confirm.
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