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Everything posted by toanenadiz
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Isn't that normal since he was on the ground and only got hit by the last attack of it? And CH 3C->214D looks nice, but I didn't see Yoshiki ever follow it up. I wonder what our optimal damage from that is.
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I'm pretty sure all the combos on the first page do 2K+ and are universal.
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No they aren't. Her 2A, 2B, 5C, and 6C are faster than Lambda's. Lambda's 5B and 3C are faster than Mu's. The rest are the same or don't really matter.
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He isn't talking about forward/backward roll(right?). He is talking about when the person refuses to tech. and stays on the ground. Bang has had a fat hitbox since CT when he is knocked down and could always be picked up with 5DD into air combo. Tager, Rachel and Valk can also be picked up with 5DD->236C if they refuse to tech as well.
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I don't know if you can backdash j4B. I have never had an issue throwing Bang out of it. If he is hitting you out of a throw, you are either throwing too late or he is using a different move to stop your throw. In the 2nd case, you can just escape on the ground. Fire Punch is always a good place to burst. He would have to RC it in order to do anything about your burst. It is hard to give a general strategy to zone Bang. It would be easier if you could give a situation that you are having an issue with.
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When Bang jump cancels into j4B, just air throw him out of it. You can also 236A out of there. Firepunch is minus on block so his pressure is over. Always IB it in case the Bang was stupid and did it within 2B punish range. Not quite sure what j5B pressure you are talking about. Could you elaborate on that?
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Bang has multiple ways of baiting out Lambda's 6A, so I find it better to use the time he is in the air to maneuver into a position where his stuff would whiff and go from there. Mashing against Bang is a very bad thing. He has very good frame traps and gets good damage from counter hits. 5C'ing nails is just asking to get punished. 5C should always be making contact with the opponent if you throw it out. It has far too much recovery and too small of a hitbox to use any other way. It is a much better solution to end up in the holes of the D-nails and use swords to hinder his approach.
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If that is working, you are playing a bad Tao. However, this isn't the thread to discuss the Tao match-up.
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Lambda has no 3-7 match-ups. Only Taokaka, Carl, Hazama and Bang are her only 'bad' match-ups and they are 4-6 at worst. Most of her 4.5-5.5 match-ups aren't clear cut and could be considered even, depending on who you ask.
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Lost just probably enjoys taking risks now that I think about it
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I don't know about that. The best Plat I've fought is LostSoul and he will throw out Mami whenever he thinks it will hit, regardless of how much meter he has.
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You missed the point of all of the retorts to Mightfo's posts. And every character's archive has a vs Tager match-up thread which should be more than enough to teach you how to beat CT Tager unless you use like Hakumen. CT Tager is a really, really bad character.
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That's just my braindead AA 3C combo. It is also pretty good for punishing things close up.
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I use pad too. And iirc 3C->214A->4B(2)->2DD->j214D->5DD->236C->dash 5C->2C->air D spam and end with 632146D which is the most basic and easy combo you could do midscreen does like 5K and builds 41 heat.
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It is easy to land the 236C after 5DD if you delay the 2nd hit of 2DD.
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If you whiff a 6D, you are sitting there for 45 frames. And there is 13 frames of start-up for it. So it is actually a pretty slow move to repeatedly spam.
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Doesn't she have even or better match-ups against half of the 4 primer characters? Do you still consider those match-ups among the hardest? Tager has randomness. Haku doesn't.
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If you are spamming 6D, wouldn't the Hakumen use your recovery time to move forward and push you towards the corner?
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This match-up feels like it is in Lambda's favor, probably 5.5-4.5. Or it is even. Plat shouldn't be able to safely pull out bubbles against you. You should punish them everytime they try it outside of them using it for oki. Mami Circular is hard to beat out with normals, unless you are stuffing it. Missiles are pretty tough to deal with for me. They give Plat a free way in and missiles shit on all of our non-DD projectiles. Bat isn't that big of an issue, although it is annoying when they use it as an air to air move since it sends you to the corner. Cat Hammer is definitively annoying, but it is minus on block so IB it and make sure you stop them if they try to spam it. Frying Pan gives her that instant overhead into a lot of damage. You just have to watch out for that. Bomb doesn't seem that annoying to me as long as you know its range and avoid being where it will land. Hammer is annoying due to Plat's kara air dash she has with hammer. Important thing to note: If any Plat does 3C->bubble against Lambda, blow them up with a CH 5D combo. Be wary of them doing heart car instead. If you react to the bubble start-up, then you should be fine.
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Can't you just do a gravity well combo from a FC Calamity Sword?
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It looks like the JBBS is saying Tager can do 360->3C->AC->whiff 4D->GF if they are magnetized(3K for A version and 4K for B version).
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I still play with friends offline. I haven't played BB online for awhile. Only really play when I get an invite to room. Otherwise I am playing AH3.
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We could get over 5K from 5B and 3C midscreen if we have meter easily in CS2 and they only had a p1 of 90.
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Xie revised his post. He meant no characters can follow-up after a CA, which sucks And it seems like 6A, 2A if referring to any characters that has grounded A moves which gatling to itself. So it is mostly for 5A and 2As.
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But at least now we can combo after our CA so our CA doesn't suck anymore.