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Tofu Warrior

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Everything posted by Tofu Warrior

  1. Where are there gaps in Ragna's more common pressure strings? I want to know which moves I should look out for so I can IB them, then 360+A. For example, I know I can IB his 5B then grab him out of 5C.
  2. All right, I'm down, send me a friend request! Whereabouts are you from?
  3. This is what I figured, thanks for clarifying. And thanks for all the detailed responses guys. I particularly like the Atomic Collider pull and meaty j.D. I've also seen Mike Z do j.C, 720.
  4. A few little nuggets of information, from my experience with Carls: 5A is a pretty reliable anti-air in this match up, it will stuff any of Carl's air dashes aimed below your neck; you're out of luck if he's air dashing at your head. 5A will also lose to his dives. If you find yourself caught between Carl and Nirvana, which you inevitably will, IB is your best friend. A good Carl knows you're looking to Sledge through Nirvana and hit him, so he'll try and bait it. IB during big gaps in his strings, then jump or back dash away. You can try hitting him with 5A and begin pressure, but make sure to mix it up because he can IB predictable strings and CH you. If you Sledge Nirvana, you can mash 5A to lock her down in a ridiculous looking combo. This will cause your audience to laugh uproariously, demoralizing your opponent. You can contribute by saying things like, "Yeah, take it bitch, you know you like it" to heighten the effect. Forget what you've heard, this is the real tournament metagame. Spamming 5A after Sledging Nirvana will do a lot damage, depending on how long you can get away with it. If he air dashes at you, you'll stuff him and you might CH one of his pokes if you're lucky.
  5. Hey everyone, I've been lurking these boards for a while, finally decided to man up and get a G-Mail account so I could register. I recognize a lot of names, like Leo7ard and Astaroth136, good to see you guys on here. IIRC, Leo7ard and I have been pretty even in our encounters so far, though I distinctly remember him violating me with back dash 720s last time we played... Anyway, yeah, my main question: 1) What options does Tager have for punishing neutral techs after 360+A? Any guaranteed damage set ups, like how 2D will beat tech rolls? I've resorted to following up with 3C just to avoid the whole situation all together. If I do feel like mixing them up, I'll usually A-Sledge through their tech invincibility, then do the A-Sledge follow up and hope for a CH . It's pretty good for stuffing jumps because it's active for so long. But most of the time, I'll just A-Sledge then guess, which is inconsistent at best.
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