Runis
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I said you can be "ghetto" implying its a gimmick that you toss out as a surprise, not a go to solution. 2D RC 2D is ghetto. You shouldn't be using drive block strings against tager but if you decide to be adventurous and do, its something you need to know that beats the tager go to option.
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5A x N, 2B (6A 2B) 5B IAD back is your go to gattling. You can stay in his face for quite a while. When you throw in Staggered 5A and Jump forward>Air Back Dash/ Jump Forward j.A x N>j.B>5A x N, you get more pressure on Tager What I meant is, if you get an opportunity to pressure Tager, make it count as much as possible, because if you don't, you're not frustrating him, and if the Tager player isn't frustrated, you aren't playing against Tager correctly. 4D gets 'caught by the sledge' as in the sledge's projectile armour eats the 4D hitbox, but Assault Through on reaction to sledge start up will invul through the active frames before it gets to her hurt box. Tager has nothing he can use to hit your out of jump at range, so I don't see why this is a problem if he pushes you to the point where he is going to WHIFF into a 720. Holding up back at point blank is stupid, I agree. But at the range where his fast attacks are going to whiff, you have less to be scared of. Sledge does not work against 2D 5B, it beats it clean every time. If the Tager is 'Sledging' in reaction to a drive starter, they are taking a risk. B Buster will beat everything except X.D Rapid 2D/Spaced X.D 4D, Sledge will beat gimmicks/auto pilot but lose to most of the go to options on a blocked 2D. Why would the Tager player deliberately take the worse option when they see a drive?
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This match is seriously a pain in the ass. Any gimmick you might have that will work against other people, will not work on Tager. Any string that is not -2 or better on ending you have to be careful about since IB 720 beats -3 or worse if you're predictable, -6 or worse and its a free B Buster. Assault through, Spring raid, 3C ending on 6A, are all free to B buster and moves like 6B, 5C and A Optic Barrel can be IB'd into 720. A Optic can be IB'd into B Buster, but that has bad range so if you space it buster will whiff, but 720 normally will not. Be careful of holes in your strings. IB A buster will ruin your day. If you get caught by Tager, chances are you're going to be screwed as his oki game is strong. Only salvation is that most of his nasty oki stuff is obscenely unsafe for him to try so most Tager players will stick to the safer options. If you're gonna rush him, stay on him and don't let up for as long as possible, We're not Makoto so are pressure is mostly in bursts, but thankfully his over sized hitbox means we stay in his face for longer and can use strings we normally can't. Using drives against Tager is very risky, so if you are going to use a drive string, be certain to space it and hit confirm ASAP. If the drive is blocked, 4D to get away as safely as you can, confirm he's not using sledge if he isn't - Optic Barrel, if he is - Assault Through. If you have 50 Meter, know the Tager can B Buster you on reaction to a 2D attempt you can be Ghetto and 2D RC 2D for a CH combo. If you are not magnetized and he starts a block string on you, if you start to get to the range he will whiff, hold up back, chances are a 720 is coming. Really depends on the person playing Tager, but a whiffed poke into 720 is very stock standard. Best advice I can think of for this match up is to be very patient. Tager players are the most patient people I've played, as long as you use your mobility to your advantage, poke him when you can and make it so that he has to come to you, the Tager match should be far more manageable. Just remember that Noel's guns are both made of metal, and polygrafted to her hands. Magnets are not your friend.
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Only thing I liked was the CA in response to Makoto's rush, Except after you CA you should instantly dash back at her and 4D for a FC 4D into big damage since she can't RC if she doesn't see you CA and its a free fatal.
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This shit does NOT work. Everybody I play who is in a corner, the moment I tag em with fenrir is expecting a reset of some kind. If you don't tech and let Noel try to reset, when she screws up she gets punished.
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if you're gonna try force a primer break, try this: - any blockstring into 3C, be sure to hit confirm (ie combo if it works/do it again and combo if it breaks). if they block it you can rc into a dash 2D. It catches most people off guard because it will cross-up. If they start standing when you RC the 3C, just 3C again on them. 3C rc 3C works so often its no longer funny.
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http://dustloop.com/guides/bbcs2/frameData/noel.html At the bottom is the revolver table. As for big damage block string, the nastiest block-string possible is dash 5A 5A jc iJ.4D. if you do it right, the j.4D looks like you're doing a 2D and general reaction is to stand up to prevent cross-up, so even if they see it cross up they get hit by the low. Its also a cross-up so people get hit by it, if someone's mashing out of it it can FC and j.4D links straight into d.6C so even if they block correctly they lose 2 primers (3 if you Spring Raid - make sure to RC to safety) otherwise you can do 5A 2B 2B 6A 5B 5C (B+C whiff recovery)/2C
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Yuji, don't take it as its "NEVAH FENRIR!" that 1.1k damage is still decent and it gives you oki. but just remember there are better uses for heat. In certain matches her Counter Assault is a life saver, being able to RC a risky move is worth it (ie they're on one primer and you try to break it but they barrier), at 50 heat she has a DP and at 100 heat she has a DP that leads into RC 662D for your 4.8k drive string, or 663C for a haida loop. (CH is bettah since you get more time to hit confirm)
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Also hex, learn the ghettoness of staggered 5A/2A and 2A dash 2A throw. Staggered 2A/5A is frustrating to deal with and usually people will option select a throw escape. Use that to your advantage.
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gawd dammit now I have a whole bunch of style combos I have to start learning =/
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turn off sound. or you WILL go deaf http://www.youtube.com/watch?v=SXNH3mqKhDY
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not so much a reset as a dodgy trick. 5AxN 5B 29.sjc ~delay until you cross over and then j.4D will cross over normally. j.96D will cross over BACKWARDS. I've shown luna what it looks like but the vid is shit quality so unless its 100% necessary I'd rather let it rot in obscurity.
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Are you sure its female? o_O
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If you absolutely must haida, you can do ALMOST any combo on a croucher into d.6C d.6D 236A 6C (s)jc j.D reload 2B 6C(B+C 6C) 22B 22BBBC 66 ~6C 5D d.6B 236D. Just the timing on the 2B 6C is extremely tight, you have to delay the 66 6C so that the 5D will hit and I think you get roughly the same damage doing a normal combo anyway. If you do a normal jc you'll need a second 6C o get them low enough, other wise you're spaced well enough so that you just need to delay for a 22B. I don't think it works if you do 6C(2) after the 22BBBC but it might just be tight timing/you need a d.5B d.6B delayed 236D in the corner. edit: Had to change the any part. Some combos have too much proration on them.
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His ice car is also very punishable if they're scrub and throw it out randomly or miss time it and you can block. If you're in the corner, watch for his 6D attempts, its slow enough that if you Stagger a 2B either his block string keeps you in block stun or you CH him into funky damage.
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I've done Optic barrel to knock lambda down AFTER she's shot the spike chaser, then done 4D assault through to safely close distance afterwards.
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Good tool for this matchup - Optic barrel. Lambda can't do as much mid-almost full screen from neutral since OB shuts down a lot of options. Forces lambchops to resort to more rush down pressure than zoning pressure. Get the knockdown then RTSD.
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if you're gonna use Haida to reset, you're gonna be looking for their tech options. Delayed 66C catches both back tech and neutral tech and Forward tech loses to air throw. The other spot you can reset is anything into d.6A>delayed d.6B/d6D/Delayed muzzle filter. You have to delay the 6B to the utmost point before she reloads or it'll hit them and not reset. Only really useful in the corner when you can flash kick, or with 50 meter when you can RC the first hit of Bloom into 3C haida.
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you guys do know that the Haida is also the ultimate reset right? Usually doing too many loops means they tech, but if you delay the timing on the 66C it becomes an anti-air reset, which thanks to sjc j.D reload 2B 6C leads to MORE HAIDA.
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I thought Cor wasn't going to complete requests?
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[OHN9 DIY] BBCS2 Date: 28/05/2011 Time: 12PM(Subject to change) Entry Fee: $5 Platform: PS3 if the patch is out by OHN, otherwise X360. Disclaimer: So the story goes that BBCS2 patch/platinum dlc was confirmed for 10/12th May for 360/PS3 for the japanese version of the game, US versions were confirmed for May, making it incredibly likely they'll be out before OHN. Now with the PSN shenanigans it's possible that the PS3 patch may be delayed, but X360 should be good for OHN. This topic will be updated when things are concrete, but in essence, we will be running BBCS2 and not BBCS1 if it is at all physically possible. Clarification on pricing: As described in the DIY entry topic, if you intend to enter the sf/mvc/tekken tournaments, or even intend to play those games at all during this weekend, you'll need to pay $40 venue fee and register through the ohn.ozhadou.net site. If you're only going to be playing DIY games (and no sf/mvc/tekken whatsoever) then the venue fee is $25 and how that will be paid is currently being worked out. Madcatz TE sticks will be provided, but you can bring your own sticks if you want. Also we'll have pads if you want to use those. ( Judges for this tournament are Isorropia and Davo/Runis/Fireryda/Keith...they all know what they're doing. The pot will be split 70/30 between 1st and 2nd place. Rules: -double elimination -best 2/3 games per match -all characters legal -winner must keep the same character, loser can change character Signups (Based on conversations I've had with people, if this list isn't correct please let me know): •Isorropia •Fireryda •Davo87 •Keithkimyh •Runis •Runis' gf •Zer0kage •Jarop •CPS2 •Kamakazii (YEAH THAT'S RIGHT) •Luco •CV (another canberra guy) •KG (He says he'll enter if I pay his entry fee, fine by me. :S) •Remxi •Kyokugen •Valkyran
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Just reminding you not to forget my stick request - TE, Mu and Noel - don't care about colour scheme but want something a little sinister
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Anyone else giddy over the potential un-found combos thanks to Noel's damage boost for 2D combos in CS2? CS1 you can get 6k in the corner - http://www.youtube.com/watch?v=wfHShWl7Iew&feature=youtube_gdata I'm kinda excited over what I can find for CS2 in term of damage
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Most of the combo's I've posted in that thread are high difficulty and high damage but they're still practical. Landing a CH2D in the corner isn't too out of the picture. I just need to get that capture card delivered so I can record it properly.
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Haida loop is the XX>6C 22C loop. It has very specific spacing and timing requirements on most of the cast. This is a setup I found in CS1 off a CH 5D http://www.youtube.com/watch?v=dBEMEBQSWVs