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OmniSScythe

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Everything posted by OmniSScythe

  1. Yeah I know it was a Lambda video with Jin and Tager having some parts but the name escapes me, thanks anyway.

  2. Hey jourdai, your wouldn't happened to know which combo video had Jin's Tager specify cross up combos would you? lol

  3. Dizzy, bananas.
  4. Good games, I think those DLC colors gave me that final push at using him again. Now I just got to break those Makoto habits that's been messing with me since day one. xD

  5. Seriously? I checked there last Wednesday and it was gone, I remember cause I played Marvel that day but who knows.
  6. Put away the 3C against Ragna in general. You can read what I wrote about being mid-screen and on offense against him just a few posts above yours... Actually I think I'll upload a match of me fighting against a competent Ragna for an example. (not any time soon due to not saving matches among friends due to it being one sided. ) Off topic: Ask Blade.
  7. I remember clearly they removed CS from CF. lol
  8. MATCH-UP STRATEGY! First off Ragna's meter gain is just as good as yours, expect RC on unsafe moves and respect his ID. Mid-screen: He can poke you with 5B/5C but he can't get any real damage unless it's counter hit and hit confirms it (or spends 50 heat which he most likely will). At this range you can either poke back him with 2A or 6C which even on trade is in your favor since it pushes toward the corner. Don't use break shot at mid-range, instead just plant cosmic cannon as it can help stuff jump ins and pokes. You can also parry if he gets to predictable with 5B. Close-range: On offense this is where you want to be at all times, avoid doing her BnB as a block string (2A>5B>5CC>6B) 5CC is the universal language of "Inferno divider me". Instead, end your blockstring short like if you want an overhead do something like "2B > 6A > 6B" "2A > 6B" "j.CC > 6B" or heck just run up and 6B, it's really fast when it isn't being way to obvious. AV seems gimmicky on paper but it's actually legit, it's easier to use when your not using the same blockstring religiously. When you do find yourself using 5CC try staggering it and using AV B Barrier (214B > barrier) to avoid and punish any ID especially when it's IB'd. On defense it's good to know the options (the good ones) he can have during any move, for an example. Ragna's 2B: 2B > 6B(overhead) 2B > 5C 2B > 2C(can fatal and is safe) 2B > 3C (another low) 2B > 214B (overhead) 214D(second part, is very common to see a rapid off this) One small note beforehand, Ragna's 2B is probably the worst move he has, it's unsafe even on normal block to our DP and PF if he tries to follow up on it. His mix-up isn't too much to worry about, react to him trying to restart his blockstring and don't push buttons without a reason. If Ragna is in the air he can use j.C as a long range poke to avoid her 6A, dash 6A to take care of that. Another move is his j.B, it's has a ton of active frames and works well as a cross up. If he tries to jump cancel his j.B into another from the other side you can buffer the parry from the right direction so if he doesn't cross up you can 6A and if does then just parry it for a good amount of damage. Another option is to reversal input her DP but I rather for the save option. Things to look out for (gimmicks): Ragna's cross up ID, basically he does 3C, IAD over your head and ID D version. Lucky for Makoto doing the parry motion beats it clean with either a block or her parry. doing your own 3C also avoids this but who wants to give up free damage? Air inferno divider against your anti-air, basically use 6A on reaction. Situational/Variant combos: Parried j.B: 5A/2A or Dash 5A/2A > 5B > 2D(1) > 5CC > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6200+) Forward grab: B+C > 214A~A > 5CC > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6000+) CH 6C: CH 6C > 214A~A > 5B > 6A > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6500+) Inferno divider punish: CH 5C > 2C > 2D(3) > 2366A~D(3) > 214C~D(3) > 2366A~D(3) > 214B~D(3) > 6A > 5D(3) > 2366A~D(3) > j7.D > 2366A~D(3) > 632146D(3) (7300+)
  9. MATCH-UP STRATEGY! First off do remember Arakune is an aerial character, respect his air game. Mid-screen: When Arakune is grounded you got the option of going for a mix-up or breaking his guard with close range breakshots taking off 2 primers. Mix-up wise you can do blockstrings like 2A > 2B > 6A then either go for an overhead(6B) or jump cancel. On jump cancel you can either: Grab him if he jumps, start an aerial blockstring like " j.B > j.A > j.B > land 6A or dash under 5A/2A for a cross up which will also punish barrier block" , forward air dash to punish his backdash, go for a low to ground j.C or empty jump and 2B. If arakune attempt a 5C and your attack whiff but your grounded do not try to continue your attack, instead if you don't want to block then DP or PF right away. When Arakune is in the air try to bait his bird by empty jumping to close the gap, if he does j.6a/b/c then IB and j.B, it'll be a normal hit or if he was mashing a free CH j.B combo. Against j.B try to parry it (up to 6k meterless off of it) or at the least 6A. If he does a low bird then get ready to parry or DP his j.B. After you stop his j.B a few times a smart Arakune is going to start zoning, empty jumping with barrier or using his fakes. The best way to tell if a fake is happening outside of the weird jump/dash is by listening to the sound. Normal jumps and dashing all make a sound but Ara's fakes is mute. Far-screen: If your here that means he teleported or knocked you away. Just dash right back in and keep an eye out if tries to throw out a cloud or j.D, it can be punish by using AV B/C version into j.B or D. Cursed: Blocking? Block his mix-up as best as you can and avoid using barrier block unless it's for your last primer. If you have 50 heat you may even be able to IB PF if the bugs leave a big enough opening or you IB his 3C before the C bug makes it safe. If he tries to cross you up with the D bug by teleporting you can punish it. Not blocking? RUN! If your find yourself near a corner just time the moment the A and B bugs aren't block the route and AV C barrier out of there. Situational/Variant combos: Parried j.B: 5A/2A or Dash 5A/2A > 5B > 2D(1) > 5CC > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6200+) Forward grab: B+C > 214A~A > 5CC > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6000+)
  10. When in doubt if 2C/2366A would work just go for 5CC, you may be able to do 5CC > 2D(3) or 5CC > 2D(1) > 5CC > 2D(3) into lighting arrows. Also play with the AI in training mode, they tend to try to grab a lot. Actually with Tager the only way he can punish 5CC is with IB or 50 heat (which in that case AV C out of there), otherwise 6B to punish any Tager mashing grab. Try practicing hit confirming a CH off her 5B/5C, you should improve a bit more while bettering your combos. Also feel free to try AV canceling your own combo (off of 2A/j.2C) for another chance at better damage though I mainly use this in the corner since her grab is almost hidden from view and does as much as a lot of her starters.
  11. CS1 lol Done with FC 214D~B > 6D > d.6D > j.5D > Jakou > j.6D~D and his forward grab
  12. If I end up having to import this I need you to give me a brief summary of what's going on, after that I'll just mess around like I did radiant mythology 2.
  13. I would like to mention that Jakou > j.6D~D > etc works on Makoto.
  14. Slowly but steady, though he seem like one of the character I use that's not gonna get better without me practicing with my stick more often.

  15. Yeah I'll be up for some games later.
  16. 6C is too strong of a poke on Tager, I wouldn't suggest backdash as good option to try a lot on Makoto due to stuff like 6C/orb and j.2C beating it every time. Also Tager's 3C is definitely a good poke if spaced right.
  17. Not really, I couldn't help but go for solo acts with Carl and you know how that usually ends up.

  18. Sure, I just switched my ISP so now I got to see if it's better or worse.

  19. He seems to like it (face expression). lol

  20. You're horrible. Batman Guy is all you need.
  21. With the IB nerf and Tager's blockstun you just going to have to deal with it or have a reversal and hope there a 1 frame opening on IB (or that IB+barrier gets you out).
  22. To any xbro with Valk, once you got used to him lets play some games so I can get some combo practice Match up experience.
  23. As soon as I find out if I can punish a whiff by staying just out it's range IT IS ON.
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