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Everything posted by What
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I always thought that the universal way to play 2d fighters was to intelligently poke your opponent and hitconfirm into a combo that puts your character in a favorable position to keep your pressure going. Look for patterns in your opponents blockstrings by blocking them and look for holes while also keeping in mind frame traps, etc. I guess just keep those things in mind and get some experience applying the fundamentals.
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Exactly but I mean to say that's where he seems to capitalize the most on when I fight him, at least for the few valk's that i've played so far. (I dunno probably just need much more matchup experience) Other than that though to me it seems he's not quite as good in the footsie department and him jumping in to ragna is for the most part suicide.
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IBing and mashing 2a, whatever does easily stop most of his non wolf pressure but what I really had trouble with was when he was mid range wolf and dashes at me. I could never tell if he's going to hit me with a high or a low attack. Also does his ground super have invincibility or is it just really fast like tsubaki's?
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Ragna Critique and Self-Improvement Thread
What replied to Bandit Revolver's topic in Ragna the Bloodedge
In that case i guess just end it with ID instead. But instead of doing 2C FC > 5D > etc, you might want to try 2C FC > 3C > dash5B > 2C > 6C > etc into a 22c ender. -
I hope since there messing around with moves like this they'll improve some of the near useless aspects of some characters moves; such as giving the first hit of carnage scissors stagger animation and letting you be able to link a 5b or something after delaying carnage scissors.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
What replied to Wolf Pup TK's topic in Archive
I was messing around in training mode and i noticed after you dash cancel 5d you actually have time to dash again and do an attack like 5b or 3c so you can do like 5d > (dc) > 66 > 3c > 2b > 5c > 6c > (dc) > j.c > (jc) > j2c > 214c for 2816 damage and 28 heat. -
Slight edit to belial edge bnb 5b, 3c, 5d, (DC), 6a, (HJC), jc, jd (JC), jc, 214c, dash, 5d, 22c, dash, 5b, 3c, 22c deals 4335 damage gains 46 heat Pretty solid bnb should work on everyone deals almost 300 more than double belial. You could actually add a dash 5b after the last 22c but nothing else after that. I think the last 22c might only work in the corner.
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8. Basic Movement Walking Hold left or right on your joystick/controller to move your character forward or backward respectively. Dashing Tapping the direction that your character is facing twice and holding that direction down will enable your character to dash. It is important to note that Tager and Arakune cannot dash. In Arakune’s case he will do a teleport that can go through your opponent. Backdash Tapping the opposite direction that your character is facing will enable them to backdash. Arakune’s backdash is also a teleport and Tager’s backdash is invincible on frame 1. Airdash Tapping the direction that your character is facing twice when your character is airborne will enable your character to do an airdash. Toa, Bang and Arakune can airdash twice. Tager cannot airdash at all and everyone else gets one. Jump Tapping up on your joystick/controller will enable your character to jump. Tao can jump 3 times, Tager can only jump once and everyone else gets 2 jumps. Superjump Briefly hold down on your joystick/controller then immediately tap up to do a super jump. You can tell that you’ve done this correctly when you see your go higher than their regular jump. Instant Airdash Simply input a jump then an airdash instantaneously.
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Ragna Critique and Self-Improvement Thread
What replied to Bandit Revolver's topic in Ragna the Bloodedge
This combo video shows gauntlet hades combos around 1:40 http://www.youtube.com/watch?v=g1nP-gruS3I&feature=related In general when you always have to delay the second hit of GH. I'd say just watch the video and practice a combo like backthrow>214b>delay214d>5b>etc and you'll get it down in no time. -
Actually the strongest combo ive done to punish jin with 5b looks like this 5b>6a>5c>5d(1hit)>214b>delay 214d>5c>hjb>jc>jc>jd>623d>236c>214c 3856 damage oh and in this combo 5b>6d>(slight delay)j.d>665b>3c>22c>5b>5c>214a>214d I'm pretty sure the opponent would be able to tech before the part in bold could connect. On a side note I think its generally more favorable to end combos with 22c that way you could dash back in and reapply pressure.
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No Kain you can do it from basically anywhere except the corner and i doesn't have to be a counter hit but it does seem like you can only pull this off from a ground combo. Also it's good to know that your opponent cant burst out of it so if it's gonna kill might as well do it. Here's a little clip http://www.youtube.com/watch?v=630o4Dovgjw
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I don't know if you guys found this before but I was messing around in training mode and I noticed that you can actually pull of two carnage scissors in a row. All you have to do is do the second one right before the screen turns back to normal.
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I found this combo a while ago and didn't see it on the list so I guess i'll post it here 5B, 6A, 5D,(1 hit), 214B -> delay 214D, 5B, 5D(1 hit), 214B, 214D (9hits and 3522 damage) In order for the second 5D to connect the opponent has to be at the corner. I've tried this on Tager and Jin so far.
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Just wanted to point out in the standard bk corner combo specifically the 5d>dash>5d>dash>214214D combo you can dash in on the end and grab em with 22C. I tried this on an Arakune the other day.
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