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Everything posted by Senovit
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If he sekkajin's (mash C), you can barrier him out and do a CH 5D combo. Air to air, I dunno. His j.B is pretty gdlk.
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I just air combo Carl now. Doesn't do as much damage of course, but it sure beats having him tech out and avoiding an ender altogether.
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Lol. LostSoul is the Tager I play with all the time and is the one I was referring to in my post above.
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Cause if it spaces you just right for the 22BC loop, it'll net you more damage than a 5D CH combo.
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Careful about autopiloting a punish for drive 6C. Canceling into 2D will stop any counter throw/2a, and since Carl is rather short, probably 5B too. Basically all of her drives are punishable, you just have to watch out for 2D/28D.
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I try not to spout too many memes in one day, it's bad for my indigestion.
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Pretty cool teching system dudes.
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You have to register on their site first. Google a tutorial.
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I may have misread, but I don't see why any Ragna would punish Noel 3C with Inferno Divider when they can net a better combo off a 5b instead.
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Problem is, if they tech in that "small window" then you're sitting there whiffing a 6C... not a good spot to be in.
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Great explanation, tried it out in practice mode and replicated the effect. Thank you. Sorry though, I'm not a Ragna player so I can't tell you the strategy against Blood Kain... I was just screwing around in versus with my roommate.
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Well, I figured as much. I really wish I had a video, or could at least remember the exact situation. The first thing that came to mind was the backdash bug, but I really doubt that it can carry over for that long into a super that gets countered...
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Some weird shit just happened to my roommate and me while we were in this matchup. I was in the left corner and used a random Carnage Scissors after falling onto the ground after an air tech, and he countered the first hit of it with Yukikaze. However, instead of hitting me, his Yukikaze blew straight past me and I continued to use Carnage Scissors, although it missed him completely since he was on the left side after whiffing the Yukikaze. He was not in mugen, and I don't believe I was in Blood Kain, although I might have been. I've been trying to replicate this in training mode, and I've found that I can't. My roommate and I think it might have something to do with Ragna's hitbox with Carnage Scissors, since he sort of crouches downward. Maybe his crouching causes Yukikaze to blow clear over his head? Unfortunately I don't have a video or even a replay of this since it was local play. Any ideas on what the hell happened?
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In order of use, I guess. Comboing a ground super off drive chain. RC'ing a blocked spring raid. Random air distortion. RC'ing an air distortion as a round ender so they float downwards slowly.
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The grab after drive 6C can be baited with 2D and 28D, so I'd be a little cautious of getting predictable with throws right after a blocked drive 6C.
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Okay, going to post again after getting a bit more experience in this matchup. This is all taken from a pretty long series of games with a friend of mine that played Tager. Generally against Tager's online I stick with j.AAAAA as a way to get in and stay away from drives, but against this particular Tager I was getting crushed like none other until I started varying my playstyle. Keep in mind this is against ONE player that I played against a lot, so much of this may simply just be a counter to his habits, but hopefully other Tagers have the same habits he does :v. If you get stuck in a Tager blockstring, here are some of your options: If you see him prepping 5D and you're on the ground, instant block it and immediately 6C. If he cancels into 236A, you'll still be stuck in blockstun and will block the A sledge. If he cancels into 236B, your 6C will counter him and you can immediately do 5D 6C 214A etc. If you block the A sledge, he is going to either go for a throw or mash 5A. At this point I will usually jump. If he's a little late you'll block the 5A, else you'll eat a few hits. I'm not entirely sure whether him landing 5A hits on you can let him combo into anything, but so far that I've seen it doesn't really lead into anything big for him. If he does 6C and you instant block it, watch his animation. He will usually go into 5D. If you instant block the 6C, your 3C will slide right under the 5D for a free combo. Do not try to 6C it, it will trade and he'll recover while you're magnetized and bouncing back towards him (not a good position!). Unfortunately, he can also cancel 6C into a sledge and eat your 3C for free. I haven't IB'D 6C enough times to know whether you can switch between 6C and 3C on reaction to his sledge startup animation or not. I also assume that he can cancel straight into a throw which would beat both of those options, but the particular Tager I was playing never did. I pretty much always air tech his tech trap nowadays. Even though I said in the above post that teching late nets you a free combo, that can get baited into a throw and doesn't quite seem as worth it to me anymore. If you don't tech, he can ball you into some more hefty damage. If you tech early and j.D, you can follow up with spring raid if he happens to be in the corner or recover while he's stunned and return the game to neutral. Be cautious of doing this too much though... since I pretty much teched into j.D every single time, he once did 5D -> 623C (whiff) -> jump airthrow. Needless to say I found this hilarious, but yeah. I wouldn't expect someone to do that unless they've been playing you a long time. Although I generally stay away from the D button against Tager, I've noticed that a lot of Tagers go for sledge/360A almost anytime they see the glow. You can take this to your advantage by abusing the fuck out of Spring Raid. Now, I know Spring Raid is really dangerous, and having it blocked will have you eating a full combo or worse, a 720, but it seems to work well for keeping Tagers on their toes. Since Tager is gigantic, any Spring Raid hit will pretty much lead you to a full bnb drive combo. My general strategy is to do any sort of ground string into 2D. From 2D you can go for 214A, 236D or 28D. I advise 236D only if you expect him to block. You can get thrown out of 236D, and I'm a little unsure of this but I believe that 236D can be punished with the magnet ball if you're close enough. Both 214A and 28D will lead into your bnb drive combo, it's really up to you which one you choose to use. 28D will of course be safer if you think he's going to try and poke after the 2D, and 214A will be a better choice if you think he is going to try and throw instead. Of course, if he's patient you're kind of boned. So eh. My general strategy in this matchup is to get in close, throws be damned. Save all meter for rapid canceling spring raid, and build it up with silly strings that end in bloom trigger. I usually approach aerially. If I land an air hit I'll confirm into j.D 28D into the bnb drive chain. If he doesn't have magnet bar I'll spam a few optic barrels to try and bait a sledge then run in with either a 6A or a 6C. I also jump on pretty much everything since I'm afraid of the throw. I'll jump after he sledges and eat a few 5A's, I'll jump on my wakeup, I'll jump on his wakeup, etc. Also keep in mind that if he magna tech wheels and catches you while you're in the air, the last hit will be a crossup if you get pushed to the other side. There's been a few times when I've been hit anyway, so it's possible that at certain ranges you don't actually get crossed up, or maybe it was lag messing up my blocking. Watch for Rapid Cancels, otherwise block the last hit high then do a combo of your choice :v. A lot of videos of this matchup show Noel doing 5B 5C 2C 5B 5C 2C etc. all day, but you can get 360'd in the face during 2C -> 5B, and probably other parts of the string too. I'm also not really a fan of 5AAAA as to be perfectly honest I never use it on anyone else so I'm too shocked when it actually hits to do anything but a gatling combo instead of going straight into 6A. I'm sure it's a good option though. I hope you enjoyed this wall of text that might only be viable against the Tager player I was against anyway.
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3C 22C 6C 5D 6B 236D 6C 5D 5B 6B 5B 6B 236D. It should work on everyone as long as you time it properly (it seems to me like it'll only work if the first bloom trigger nets two hits, but I haven't really played around with it enough to know.) If there's a character it doesn't work on, try cutting off the 6B after the first 5D and just doing 5D 236D. Whether you think it's worth it or not is up to you. If you have a more damaging/easier to perform corner combo, then don't use it, otherwise, incorporate it. Just so you know though, it is rather risky. If you don't time it right, then it's very possible that the 6C after the first 236D will miss completely, letting them tech and getting a free combo on you while you have to sit through the entire attack animation + recovery of 6C.
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They can throw you out of that chain at pretty much any point. You can try to make them scared to throw by utilizing random 2D's/28D's after a 5D, but eh. If all your opponent is doing is blocking, then by all means go ahead and do it to waste their guard bar/barrier, but be aware that it's really unsafe.
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Everyone can punish drives with something. DP, distortions, any throws, pokes, whatever.
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I didn't watch the videos until just now, so some comments: To Grifter: Even against backdash happy Nu's, I still find random fenrir's to be really unsafe... unless they backdash as you're doing the move, they'll have enough time to either end the animation and block it, or they can just throw a sword at you for a full combo. Against backdash happy Nu's, I prefer IAD'ing right towards them after a knockdown and using the air distortion in hopes that they backdash on wakeup. Still not safe either since they can knock you straight out of the air with a 632146D or what have you, but at least it's a lot safer than a ground distortion. Yeah, random bursts are pretty bad, but I think the reason it paid off in that match was it made the other player a lot more aggressive. I noticed he basically stopped blocking after you bursted, probably in an attempt to get any kind of damage on you. Even if it was unintentional, it worked nicely as you said. I would also advise against using 214D. Depending on how used to fighting Noel your opponent is, 214D is mad unsafe. I developed a bad habit of using 214D every once in awhile while the opponent is blocking, and tbh it's not all that hard to see. The risk Noel takes doing a 214D just doesn't seem to be worth the little bit of damage she gets. I think one good use of the move though is that using it once or twice on the opponent will keep them on their toes and hopefully concentrate on blocking rather than countering if you happen to be stuck in a blocked Drive loop. But still... 214D is rather meh. If you get a 5C counterhit, in my opinion it'd be better to go for 3C 22C as your followup rather than 5D. The only time I use 5D 6C as a followup to a counterhit is after a 6C or 5D ground CH. I haven't actually looked at the data but I think 5C CH 3C 22C 6C drive combo should do more damage than 5C CH 5D 6C 214A 2B 6C air combo. I could be wrong though, so if I am, just ignore this statement. :v As long as you're in the mindset for fishing for a CH with 5D, it's really not as hard as it might sound. Plus if you don't get a CH they probably blocked it anyway. To WayINside: Everytime you land a 5A, you should go straight into 6A 6C etc. etc. rather than doing the gatling combo, it'll do more damage and can lead into anything the gatling combo can. Against Tager, a full screen distortion might seem like it's safe, but you have to be careful, especially since you were magnetized. Even though he sledged there, you can get punished by his 2D into a (techable) 720. It's happened to me before, and I was too surprised at it happening to tech the throw, making me eat dirt :v. Even if you're aware of it and tech it though, you still eat a bit of damage from the 2D and your magnetism gets renewed, so I wouldn't really suggest using it. I know it might be hard to react to, but if you happen to be magnetized in the air and Tager is atomic collider'ing, you can try to double jump or j.D. If you hit with j.D and land next to him (pretty much only when he is in the corner) you can spring raid into a bnb. I'd also be careful about running straight up to Tager to 5A, just because it always seems to get me 360'd, although you were safe for the most part (besides the first throw). And yeah. That's pretty much it.
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He can't tech it at all, 5D counter hit or not. Everyone else can tech 5C 6C whether or not 5D was a counter hit.
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The chain between 5C and 6C in drive is techable by every character except Jin. Poor guy. So on him, you can do 5D 5C 6C 5C 6C 214A, on everyone else you're going to have to do 5D 6C 214A.
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If you tech immediately (right when he wants you to) you can j.D him. You won't be able to combo unless he is in a corner though, since you're getting pulled to the other side. If he's midscreen, you can tech late right before you hit the ground and you'll get pulled right to his side for a free combo. Careful with this though, as I've been baited to tech late before and gotten my face 720'd.
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Dat range man. I wouldn't use it to poke out of a string but it's not bad when both of you are in neutral.