Jump to content
Dustloop Forums

Drges

Members
  • Posts

    86
  • Joined

  • Last visited

Everything posted by Drges

  1. Yeah, I ended up getting negative penalty against Bang because he kept running away
  2. Hey guys, I've playing some Tager vs. Nu, and want to know your thoughts. I Note that I haven't tested anything extensively (yet), only that I can hit with the j.D consistently (at least, against Nu). I scanned the Nu thread, and did not see this, but sorry if this was already discussed. After getting an Atomic Collider in, rather than 6C -> 5D or Sledge, I do 6C xx jc, j.D (must be done immediately after Tager gets off the ground. As usual, if your opponent decides to air tech forward or backward, they will eat an AC. The advantage in this is that your opponent is MUCH closer than if you did a standing D, your opponent is a bit higher, and you're not eating the recovery of the standing D and allows you to control the field before your opponent can recover. What I like to follow up with afterwards is 2D, if they're teching neutral air or on the ground. This allows you to pull them in even closer (safely, if they neutral tech, I believe), or if they teched incorrectly, go into a 2D, RC combo. Edit: SledgeB can also hit them if they wait too long to tech. They can neutral tech as soon as they hit the ground so that it'll whiff, so you might be able to follow up with a 720 or something. I think it's safe, as you can block pretty much anything she does out of tech, and your 2A will also beat her A. 2D will also whiff, of course, but Nu will be on the other side, and there will be a bit more distance between you two. Edit2: Atomic Collider will only catch people backwards air teching if you do it as soon as you hit the ground, so you have to buffer it while you're landing if you think Nu will backwards air tech (unless the opponent delays the tech a bit, or something) Again, I haven't tried this much against people yet, so your mileage may vary. Nice!
  3. I used an octagonal gate for a brief period, and while I like it for when I ride the gate, like for 360s, I can't say I like it for QCF/HCF, and DP motions. I keep accidentally hitting the gate due to the shorter throw for the corners, and that throws me off. Probably something I can get used to, but I can already perform 360/720s consistently, so meh. As for grip, don't know what it's called, but index and middle on the ball, outside of the ring touching the shaft, and thumb on the top.
  4. You can't RC a whiff, if that's what you're asking.
  5. Nu's projectiles, besides the sickle (iirc), don't get eaten. You'll trade hits.
  6. Whenever I try this, the training dummy always air techs after the collider. The only thing I've been able to follow it up with is Shot, C xx Collider.
×
×
  • Create New...