Jump to content
Dustloop Forums

Edalborez

Members
  • Posts

    147
  • Joined

  • Last visited

Everything posted by Edalborez

  1. Not that I tried myself yet but some of those damage numbers seem way too high for what's in the combo (actually just the very first one that I can tell at the moment). Also you don't need to RC to do 6C after FC2C, just nobody does it due to really bad proration. And 2C > 6C doesn't gatling I believe so... I'm lost. Will try some when I wake up more. I just say this since I spent like a whole 3 days exploring nonmag FCs last month so if I missed something like this...
  2. Not to be hostile but... not really that useful unless showboating Would also be hard to confirm (churn butter in the air, profit. Really obvious what you're going for). CH j.D can lead to like 7k with 100 meter anyways, and the bulk of the damage can't be bursted if they didn't rageburst on first hit (not that you should really try astral when they have a burst still). Just the bracketed part: [JD air CH > 623C > 623C (whiff) > 236236B > 236236B] > 5C > 41236D > 2C > 623C -- Though if you mean grounded j.D CH... I dunno. Still might be better things to do. Also possible I'm just being a negative nancy.
  3. Random and useless question but I've seen sometimes the screen shakes during Omohikane and sometimes it doesn't. Anyone know what affects this?
  4. @6C issues I don't personally do this but if you keep popping out accidental 6Cs when you mean for 5Cs, just input as 4C.
  5. If he thinks he can Sledge through 5D>4D>214D he eats a free combo (2B>3C>stuff), IIRC (and I might not). Wouldn't try rushing in if he has meter though.
  6. 100% agree with this. I rushdown way too much with Mu and everytime I go in for lame mixup/pressure on Tager (hi 360s/FC 2C) I hit myself because it's just a bad idea. Can save yourself by IAD backwards after lame strings but... predictable. Have to be smart with zoning, just like any character Tager can Sledge through (bad spacing) or just walk and ride out the storm. 214D wakeup trap on Tager is indeed good, pretty much forces a neutral tech + block right?
  7. Seems I'm your next victim on Lol laser team. When's good for you?

  8. ^^ on MTW RC 360 Same method/similar timing to not-pink-throwing-360 off of Gadget. Do it deliberately a tiny fraction slower than "mash" speed.
  9. You can definitely do AC after RC MTW... but if you had 100 meter it's better to Terabreak > gadget or followup (2C > AC iirc).
  10. You didn't do too bad on the stream honestly aside from all the dropped combos :( Almost got that Litchi. Match 2 late MTW not getting blocked was pretty hype.

  11. It would help if you said when else he gets you with 360s. If you're dropping combos and he's getting you that way, learn/practice some actual combos. If you're getting hit out of blockstrings vary it up/jump. If you're getting hit mashing Inferno Divider on wakeup, stop doing it. "Stop sucking" is kind of blunt but honestly it's the best way to sum this up. 360 mashing only works on people who suck. Watch videos of your matchups, learn what they can do, learn what YOU can do, and get better. If it's just GH he gets you on... stop doing it (as much/in the same situations you keep doing them)? Sorry, not a Ragna expert. But in any case you would have been better off asking in the Ragna section. And not in its own thread.
  12. Oh burst is burstable? Damn I never realized that. Makes sense in retrospect. Oh well, my bad then :x Edit: Never actually tried it outside of training and didn't really pay attention since... 2 bursts = VERY practical, right?
  13. Probably not that useful but I was playing with FC level 1 63214C a bit. Found it could combo in the corner on RC. Tested all on Lambda. CH SoD (lv 1) > RC > dash > [2B > 6A > j.C > j.2C]x3 > 2B > 6A > 2C > j.C > j.2C > oki [4179 / 39 heat after RC] CH SoD (lv 1) > RC > dash 6A > 2C > j.C > j.2C > [2B > 6A > j.C > j.2C]x2 > 2B > 6A > 2C > j.C > j.2C > oki [4410 / 40] CH SoD (lv 1) > RC > dash 6B > 6A > j.C > j.2C > [2B > 6A > j.C > j.2C]x2 > 2B > 6A > 2C > j.C > j.2C > oki [4693 / 42] CH SoD (lv 1) > RC > dash 6B > 6A > 6B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C > 2B > 6A > 2C > j.C > j.2C > oki [4852 / 41] Lv2 SoD FC causes ground slide so you can follow up without RC, again only in the corner though. Tried out the following: CH SoD (lv 2) > dash [2B > 6A > j.C > j.2C]x3 > 2B > 6A > 2C > j.C > j.2C > oki [4349 / 45] CH SoD (lv 2) > dash 6B > 6A > j.2C > [2B > 6A > j.C > j.2C]x2 > 2B > 6A > 2C > j.C > j.2C > oki [4777 / 47] CH SoD (lv 2) > dash 6B > 6A > 6B > 6A > j.2C > 2B > 6A > j.C > j.2C > 2B > 6A > 2C > j.C > j.2C > oki [4782 / 43] might vary slightly, first 6B hit inconsistently between 1-2 hits Full SoD FC (lol) as mentioned elsewhere leads to the 7.2k FC. Really impractical I know but I was bored :V Went ahead and listed all instead of just the best just to show what I tried. Probably missed out on some options. IE: didnt try ending anything in Omohikane (would have to make adjustments for some of these to do so). Edit: one last note- these are just kind of near the corner, don't have to be right next to it. Though the Lv 2 versions need to be closer than lv 1s I found.
  14. For extra troll/style points you can do (mag) [stuff > AC > AC whiff > gold burst > 1080D]. Bonus is that it's unburstable after the first AC, period. Edit: I'm dumb, burst can be bursted (wtf?)
  15. Go by timing rather than visual cues if possible. Depends on how heavy the lag is. Hard for me to say it any better since it's more of a muscle memory thing. Just make sure to buffer the 623 into the first AC's recovery to be as fast as possible. Practice practice practice.
  16. Your online timing is just a bit slower due to lag or something. Late AC whiff just won't drag them close enough. You'll get used to it.
  17. Don't mind at all. Go for it.

  18. Pretty much this. Occasional bashers are kind of annoying. Stream is ok but very indicative of typical online play. But if that's the intent then it's alright :V
  19. Litchi has long combos. If the combo meter does not turn blue (stays red) then you can't escape it. Only advice that can be given without a video or specifics is to block more, learn which attacks of hers hit high or low, and learn how to punish her in the few instances you can. In the future you could ask this sort of question in the appropriate match-up subforum (in this instance Hakumen > Matchups > Hakumen vs Litchi (CS))
  20. So far I've used laser spam if they really wanted to run away for some reason (and obviously only if they can't hit you at fullscreen [save for select options, ie Tager]) or sometimes at the end of a round if I had a significant life lead. As long as you're ready to change it up when they start approaching, it's fine to do in moderation. Generally wouldn't want to try this on Ragna or Bang though imo.
  21. 5A spam should also at least lead into knockdown (5B>3C). Don't throw/AC them out of the corner when possible. Predictable sparks, scare them by holding onto it. You use B+C throw like half of the time on wakeup, just block. Voltic at start of round is pretty much never a good move.
  22. Someone feel free to correct me but oki tactics are basically performed to guide your opponent to do certain things and/or get punished for it (in the more literal sense, attacking while they recover). Forcing them to block with 236D lasers while you set more steins back up, or rushing in for mixup while they are "helpless" is such an example. Cross-unders and punishing rolls with 2B are others. Essentially these are options. Many of them are 2B>5C>6C>(steins)>(do stuff while they do/don't tech) and set them up for another combo or pressure and so on.
  23. You mean the second vid on the first post? From Dec 09? Specify please
  24. Last guy was at least putting on some decent(?) pressure and actually went for wolf command grab a couple times (which seems like it has the potential to be pretty damn scary for mixup games). First guy just kept throwing out normal grabs, made me wonder how fast you can get out wolfgrab from human form. 2C (think that's it, the sweep-up grounded kick?) seems to be a pretty solid anti-air, which is nice. 5:27 Nice sample of surprise wolfgrab reset. Seems like it would've lost to mash 2A though. 9:56 The combo from 6C did a nice 4.4k, 3.3k without air super. Edit: wrote wrong time for the first thing
  25. ^^ http://www.youtube.com/watch?v=KbVioLGD-gU if that's the one he's referring to.
×
×
  • Create New...