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Dacidbro

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  1. No, I mean like; jB j623B 5B 623B 5B 2B jB jC Perfect oki, much higher damage than jB jC Tao is the first mobile, but she can't -fly-. If you're smart about footsies you can get above her.
  2. It's a WIP Lmao Besides, if I did mention it, it would be You activate FRKZ; lose They activate FRKZ; win
  3. Yep. I'll add a little emphasis on 2C being dangerous later.
  4. Bang is the second most mobile character in the game, and you're -never- above her? Work on that And for sure, Tao's grab will wreck you if you're using your aerials wrong. There's two popular enders, jC and j623B. jC happens to be better all around in this case, unless you could combo j623B.
  5. Not any more Your FRKZ wont gimp me anymore. You have no hope.
  6. All the best Japanese Hakumen 6D nails that I've seen It's free perfect invincibility with a wide hitbox of counter as well. Granted, slashing them is better, but that's not always available. And you're correct, it is assumed that Hakumen is trying to predict things. However, 5A > 623C and 2A > 623C work well even on characters that don't have a counter, it just works better when that's an option. It forces Hakumen to want to jump out, which makes bang's lows work better. And for sure, Hotaru will beat command grab clean. But that's meter, you can neutral jump falling aerial for the same thing at no risk of magatama. Usually a better choice, isn't it? Thanks for coming over here, it's nice to have a Haku player's voicings.
  7. I mean jC to finish air combos to ground her. Ex, jA jB jB jC But if you're above her, it actually works quite well. This isn't just theory, I've been playing TaoFTW, a fantaaaaaastic Tao.
  8. Haha, I was already writing up the tick grab section, I posted it before reading your's, Huey. Thanks though, you're spot on.
  9. Good call, I'll write a whole section on nails being bad for approach; there's actually a duality to nails being horrid approach.
  10. live this and breath this if you hope to be good come summer; http://www.youtube.com/watch?v=8BX9PDzOkn4 If you need help figuring out what they are, just ask, but those are top notch BnBs.

  11. Well, yeah, he's simple and REALLY good, so it does make sense that you could almost pull somethhing off as a fluke. By the way, something that will speed up the process immensely is if you take it upon yourself to learn these bread and butters; http://www.youtube.com/watch?v=8BX9PDzOkn4 That way when I'm teaching you, you already know the physics of the character, I just have to show you the tricks and the flow.
  12. CS Bang MM? :] 1 or 3 or 5 bucks?
  13. Gonna kick these off the ground, no time to keep waiting Will update to look more professional later, when there's more info to throw around and I have time to waste with the cosmetics. Part A You're saying I can do ANYTHING I want? Come on, if you lose to Rachel, you're not trying hard enough or you live in Matsu's hometown. Her reversals are horrible, have some minor respect for cat chair and pressure her all day. Be patient in approach, use your super jump/double jump AD/Double AD to outmaneuver her and make her one with the concrete. Will add more later, but this matchup is hardly priority.
  14. Gonna kick these off the ground, no time to keep waiting Will update to look more professional later, when there's more info to throw around and I have time to waste with the cosmetics. Part A So she only has one move that does damage? 3C. This is her only damage move. If she connects it within the first two or so hits of a combo, she can get roughly 4-5k damage. Certainly not too shabby.. HOWEVER. To hit it, she only has her incredibly obvious gun-twirl overhead (Block high then low) and non-overheads, so all you have to do is block it and punish (Don't use 5A/5B, they whiff), because she can't hit confirm it. That's all you have to do to diffuse her damage game, and past that, this matchup is easy. Her AA sucks, and you'll outprioritize everything she does except 5D. If she starts using 5D too much, feint an approach and block, then block the incredibly simple drive mixup until she reloads and punish. More on this later, but really, an easy match. Use pressure smart and you should win easy, more often than not.
  15. Lol, thanks for the compliment, but I don't think I would say I'm better than you.. Just bouncing off the sudden change in tiers. :toot:

  16. Yeah, there's quite a number of Bangs in Socal, but there always were. It's not really something new.
  17. Gonna kick these off the ground, no time to keep waiting Will update to look more professional later, when there's more info to throw around and I have time to waste with the cosmetics. Part 0 Something I can relate to to show a couple things that go wrong; http://www.youtube.com/watch?v=TC4f4R1NVBA Noted mistakes you might encounter 1) Combo timing is different on Litchi than most, particularly with aerial double palm. Learn it or you will probably lose (like me) 2) If you empty jump to bait the shoryuken, make sure you block the moment you leave the ground or you will probably eat it (like me) 3) If you IB her staff, you seem to be stunned for 0-1 frame, so if she's over relying on her staff's stun and you IB it, you can usually slip in a 2D (With meter, better yet, Ashura) before her pressure aerial comes in. This is of course only a gimmick as she just needs to hit you low, but interesting to know. 4) In aerial combat, if you at least don't give her the CH jC, your risk goes down a lot. Whenever I ate the CH jC, it was 4k and corner pressure. If I didn't eat it counter but just got hit, it was like 700 damage and even. Part A Get in the zone So, your spacing game is going to look something like this, at a complex metaphysical level; Watch out for pokes and for the love of GOD dont give her the counter hit Air to air combat is damn hard for Bang in this matchup, but he has a couple tricks. Empty jumps with block are your friend, as most commonly the range Litchi wants to be is out of your range to do anything if you're both in the air. Then, when you have outmaneuvered her in some significant way and she either whiffed or got scared, you can try your own attack (recommended, jA when close, airgrab when pointblank, j4C if above. jB is slower than jA and won't outrange anything she has, only use in rare scenarios). If she outmaneuvers you, just show off your excellent defense. Knowing how to deal with Litchi's offense is not optional, so practice the hell up, you have one of the most solid/high damage mix ups in the game against one of the worst defenses (Particularly in the corner, where you are always forced). You're in for a tough one. Part B Dat pressure game 6D Gimmick Litchi has many, many pressure tricks. Most of the most dangerous ones involve her staff, and forcing you to block it for lengthy periods of time. Rule of thumb is if you have the option to 6D guard point the staff and litchi is already starting a mixup, you can usually 6D+C teleport and get out free, or if you feel risky for no reason you can try A teleport to hit her. This is actually Bang's most significant advantage compared to other characters in the defensive aspect of this matchup, as it forces Litchi to think twice about using her most powerful mixup tool. Once you have her wondering if it's safe or not to use her staff for pressure, you have her where you want her. IMPORTANT NOTE; Her special supers like great wheel and the one that animates the staff are a different story. Chances are Litchi will have no qualms with waiting for a moment to see if you're going to 6D and react accordingly, so be really careful. Also, note that 6D is punishable as shit, so don't RELY on it. It's a gimmick, but you want Litchi to think it's better than it is if you're going to use it. Even a gimmick can demoralize someone if used correctly. SECONDARY IMPORTANT NOTE; 6D Will NEVER replace good defense. Never, ever. You have to learn how to block, and well. Seriously. D-Fence Okay, so you're wondering, how do you block Litchi's quick highs and lows? First you need to get a feel for how her moves work. Honestly, I'm not qualified to write this part yet, it's coming soon. I'll put a couple things I understand out. 3C -> Guardpoint low -Her 3C has so much blockstun that if you try to jump out afterwards, you will get free-low'd. Resist temptation. Awesome, thanks! I haven't played this matchup enough, help
  18. Gonna kick these off the ground, no time to keep waiting Will update to look more professional later, when there's more info to throw around and I have time to waste with the cosmetics. This is an annoying matchup. You have to be INCREDIBLY careful about Carl's reset game, cause, of course, your defense is crap overall. Part A How to get out of pressure? SAVE YOUR METER FOR CA I can't stress it enough, don't use your meter for anything else (exception for finishing off). If you can at all help it, don't get sandwiched between Carl/Nirvana, but if you do, don't get impatient. If you try to jump out, you will FOR SURE get low hit. Stay low-block, reaction block the overhead charge up even if it doesn't look like it's going to hit, and if you see Nirvana wind up her long overhead... Block low, then high. Carl is going to 3C you before it hits 90% of the time. A smart Carl will start interchanging what hits first though, so I don't really know what to say. If you have time to gold burst, do it. Another note, don't always quick roll. I had been doing that for a while, and it took me a long time to realize I was deliberately putting myself into multiple 50-50's. Often it's best to wait a moment on the ground, see what Carl is doing, then rolling/downteching/neutral teching appropriately. In the above scenario, if you are on the ground and see Carl set that up, if you're close to Carl or nirvana, roll to whichever one you're close to (but only if you'll go past) NEW REVELATION (Concerning Carl's aerial crossup) If Carl is blockstringing you, and then suddenly AID's, 5D with A teleport will beat out any crossup/intentionally not quite crossup he does unless he specifically tries to punish it. This adds another level of the mixup guessing game, and an important one. If he can try the crossup for free every time, he has a level of safety that's just really unhealthy for bang. This provides a potential out of pressure free every time he wants that crossup. After he's afraid of the above, you may get out of pressure for free sometimes. Two thumbs up! Zong1's input; Thanks Part B Your Offense Carl's defense is pretty weak overall. 2A is your best friend for meaty wakeup, don't be afraid to use nails for pressure, and mix that small child up with the most difficult to escape blockstring high and lows.. Always take true oki. Try to capitalize on 2A damage, it can be tempting to just throw away 2A hits, but Carl's health is so low he will start to feel it very quickly, and it will make him less effective against your overheads and 623C's, which will tear him to shreds. Just don't let up, but make sure you're intelligent. If he has meter, watch for gear, and unless he had 100 % meter, on block with barrier it's a free daifunka if Nirvana isn't there to screw it all up. Another interesting thing to note, if you are between him and Nirvana, if you call out his Vivace, as long as you didn't throw any move out, you can easily reaction punish it. EX; http://www.youtube.com/watch?v=XS5B1ZKuA4o&feature=related#t=44s Although that was a BVivace (Not an A, which would be shorter but faster), that Carl used it directly after IBing 2C, meaning he had a TON of time, and still was stuck in it. Vivace isn't as good as it seems. Part C Approach/Approach Denial The most important aspect of spacing against Carl is not falling into Nirvana traps and not getting fatal jB'd. Either one will lead to 3k+ damage, and Nirvana traps will usually lead to reset attempt too, so be really careful. Notable moves; jB -Fatal counters -3.2k non corner Summary; If the carl you're playing likes this move, figure out a way to punish it, or at the very least not get fatal'd by it. Empty jumps are smart, since even if you get non-CH hit, most Carl's wont follow it up: If you jump cancel the jB on the fatal counter, you miss your 3.2k. ]8[D -Completely air unblockable, no amount of barrier will save you -Popular reset Summary; If carl is hitting you with this a lot, your air approach/air teching is too predictable. In both regards, relax, and try to stay away from nirvana. Don't always air tech when available, eating a highly prorated ]8[D is much better than getting trapped into a fresh one+combo. ]2[D -Very, very slow overhead -Powerful, prorates 104% mid combo -Will most commonly be led by a Carl low, so block LOW FIRST, and if you have the space, backdash, as the whole setup is quite slow. Summary; Carl gets 4.5k if this move hits you as the first or second hit, so if you have a free burst and think you could win the round, either A: Use it before carl hits you for a free combo and pressure, as Carl will just about always try to attack you, and if he doesn't you're +4 on block anyway, or B: use it when Carl hits you to not lose half your life bar and get back to even. The common ender of this move puts you back to even, so at least there's that if you get hit and dont want to/cant burst. under construction
  19. Gonna kick these off the ground, no time to keep waiting Will update to look more professional later, when there's more info to throw around and I have time to waste with the cosmetics. I guess most obvious, watch for his DP's. If you're in the corner, Jin is going to be ITCHING to DP you, because his DPs become 4k in the corner. So, bait and punish accordingly. Trolling 5A/5B is a good idea, you'll beat out a vast majority of his ground normals and bring it back to oki at the end. I haven't played this matchup enough, help
  20. Gonna kick these off the ground, no time to keep waiting Will update to look more professional later, when there's more info to throw around and I have time to waste with the cosmetics. Part A Wait, I don't have an advantage? Yeah, Ragna and Bang are pretty even overall. You're gonna really need to put everything your character has to use here, there's no one-strat beats all solution for Ragna. However, there are a couple things in particular that work well. 5A and 5B are like always fantastic pokes, and they're gonna be faster than a lot of things Ragna has. These are certainly going to be some of your most effective mashes, particularly for interrupting his 6B, or after you IB Hells Fang. Rule of thumb is use 5A if you're close/don't have time, 5B if you're too far for 5A or do have time. However, lets face it, you're gonna have to block, a lot. Ragna has some fantastic pressure, lets break his primary pressure moves down; How to block! 2A -Really fast -Guarantees a block string -Great for tick grabs (If he's mashing on 2A and he stops/whiffs a 5A over your head, get ready to tech) Summary; Very solid, respect it. After it hits you, you're sure to be in block until he tries some kind of mixup, so be on your toes. If he stops 2A'ing, you might be able to mash out, but don't rely on it. It gatlings to the Jesus Kick among others, so really, you're usually going to be forced to block. Barrier will push him back significantly, so you may force him to try to dash in after a couple, which is a great opening for your own 5A 5A -Really fast -Whiffs on crouch (!!) -Another tick grab tool -Actually quite solid AA, so be careful; on CH (Maybe even on non CH, will confirm later), gatlings to 5D, so it is a high threat AA Summary; Solid. Often used in tick grabs if you're in low block, as people see the 5A whiff and think "Oh, mash out time" but then immediately get grabbed. The recovery time is insanely low, so be careful. If you read the 5A (lol reading 5A) you can 2C him for free. 6A -Fastish -AUB (!!) -Gatlings to 5D on hit and block Summary; Respect it. If he hits you with a 6A, keep blocking. A TK Gauntlet hades is popular after 6A ground block string, so watch for the overhead. If you're approaching in the air, this will beat out anything you can do but Dnails, so if you're approaching Ragna from the air and he's on the ground, make him afraid of your approach with Dnails after your air dash. Let him know 6A isn't free against the hero of justice. 5B -Legendary -Really fast, really long range -If he connects this, you're getting combo'd or blockstrung, just accept it Summary; Try to space yourself right to avoid this, so that either you're too far for it to be effective, or close enough to 5A interrupt. Not really much to say here overall. If it hits you, stay patient, block low, watch for the overheads. 2B -Free low -Gatlings most popularly to 3C, 6B, or 5C Summary; if gatling'd to 3C or 5C, you're safe just blocking low. If gatling'd to 6B, you can mash 5A if you're early enough (esp with IB), or get a 5D guard point out at the very least. Since 6B gatlings to 5C, either 5D or 2D with A teleport should catch Ragna on counterhit 9/10 times, unless you've done it before. 6B -Mediocre overhead -Not really distinct, so make sure you're alert Summary; pretty slow, mash out or Guard Point usually, but Guard Point might be being baited, so be careful. If you see it coming with enough time, you can Daifunka it for massive damage, but I would make sure you're really comfortable with it first. 5C -Long range -Gatlings to a couple important things Summary; 5C means you're at the beginning of the end. He can still use either a low (3C/6C/2D) or a high (TK Gauntlet), so keep blocking low/watching high. If he throws the TK Gauntlet, you're in the clear if you react (If no follow up, 5A, if follow up, 5B), unless he has meter (Which starts it all over again). If he does anything else, keep blocking, stay patient. 2C -Really low range -Fatal counters Summary; Just block it, nothing special. This is a good reason not to try to get fancy and IB interrupt after his 5C, cause this'll beat you clean more often than not and fatal counter you for your efforts. 3C -Low -Gatlings to 5D, don't think you're in the clear Summary; That's right, keep blocking. Really watch for TK Gauntlet Hades, but don't block high until you see it, because there's still 2D. 6C -First hit low -Both hit's jump cancellable Summary; When 6C hits you, on block or not, rule of thumb is block high. Often a Ragna will throw the 6C, and in desperation for mixup cancel if into TK Gauntlet hades, with no confirmation. Be aware of that, and capitalize on your knowledge. Careful though, if you're playing a top notch Ragna he may Rapid after the first hit of 6C and low/grab mix you. Overall, 6C is the end of his mix unless he has meter. If he just jump cancels it and tries for an aerial, 5A anti air or jump aerial/airgrab him. 2D -Breaks a primer -Mildly unsafe on block -Long range low Summary; Looks very distinct, get a feel for what it looks like. It's a free punish if he doesn't have meter. Try not to let it counter hit you, the hit stun is so long you'd have to break your stick to not combo off of it. 5D -Hits twice -Both hits can cancel into moves, stay focused! Summary; Just don't doze off on the first hit, stay blocking low and looking for the TK Gauntlet hades, as always. If he goes to the second hit, you can quite easily IB it, and assuming quick fingers it should be a free daifunka every time.. but the timing on that would be absurd. I'll let you know if I figure out anything that makes 5D more unsafe than I think, I'm gonna try some stuff. As of now, just keep blocking, really. Lol. 6D -If this hits your block, his pressure just reset -Gatlings into jD for a free, but easy to see coming overhead -Watch out, he may deliberately whiff jD and low (!!) -AUB (!!) Summary; One of Ragna's more prevalent resetters, if Ragna hits any generic hit he can > Hells Fang (1st) RC > d6D > jD > ??? To reset his pressure. Just something to know about. Also, it's air unblockable, so a tricky Ragna may try to reset you with it if you tech up into the corner; even if you do barrier block it, you're in Ragna pressure, so try not to let that happen in the first place. THE MOST IMPORTANT THING TO DO AGAINST RAGNA PRESSURE If you use Instant Blocks, this matchup goes from quite hard to much, much more managable. IB 5B works wonders to diffuse his mixup, as if he delays even a moment too long, or throws an overhead, or just a move that starts up too slow, you'll interrupt him and immediately start your combo/pressure. Other than that, be moral with your blocking, don't be afraid to guard point an overhead if you see it in time, and don't forget to teleport it as soon as he starts another attack if it was 6B you GP'd.
  21. Gonna kick these off the ground, no time to keep waiting Will update to look more professional later, when there's more info to throw around and I have time to waste with the cosmetics. Some things to note, if you play against a Hazama that knows how to IB 236236B none of your basic blockstrings are safe if he has meter. If he can do that, has 50meter and you see an IB, either jump cancel to block (Ideal) or cancel your move to guardpoint/daifunka (guardpoint is better, but risky, Daifunka should ONLY be on super flash buffer) If you successfully punish one of them, he will be very nervous about using his most powerful tool. Then you have him where you want him, especially since other than that, his defense is ass. Use true oki, use pressure. I haven't played this matchup enough, help
  22. Gonna kick these off the ground, no time to keep waiting Will update to look more professional later, when there's more info to throw around and I have time to waste with the cosmetics. The most notable aspect of this matchup to note is that unless you're in the corner, if you find yourself right next to Tager, 9/10 times you should BACKDASH, right away. All of Tager's true mixup is only viable at point blank range, but it's devastating. A few examples; 5050 game between 2B and 360, both 3k+ ending on oki 5050 game between collider and 360, both 3k+ ending on oki 5050 game between 3C and 360, both ending on oki 5050 game between all of the above and 720, one removing half your healthbar, both ending on oki Literally none of that is viable unless you're nearly touching him, but he can force that situation on your wakeup easily. So, on your wakeup, don't think, just backdash. If you're playing a Tager intelligent enough to 6A your backdash, or the tager knows how to 720 your backdash, life gets much harder. Will add more to this later, but I do need help with this matchup. Mike is killing me. ~~~ 3/30/10 update I spent a bunch of time with Tager's frame data, helped me conceptualize how to get out of Tager mix much better. ~ Tager/startup/blockstun (non-gatlingable moves posted as static difference) 5A/7/9 5B/10/11 LOW 5C/15/15 BD PUNISH 5D/23/25 2A/8/11 2B/11/14 2C/15/17 3C/14/-8 LOW (On block; standard block in range, 5A) (On block; IB or far away, 5B) 2D/26/-1 (Grounded block: Always instant block 5A; -1 - 5 = 6, 5A = 5, free) (Aerial block: IB Dnails is safest bet, All else is being mixed up) 6A/21/10 BD PUNISH 6B/24/17 MID INVULN OVERHEAD 6C/28/17 TELEGRAPHED OVERHEAD (Guard point or super it) 4D/13/+-0 (On block; IB 5A is FREE! (But a 1 frame punish)) (On block; On regular block, TK Dnails or ashura super is a good choice) ASledge/19/19 (On block; IB dnails with perfect timing is free; if Tager gatlings to A command grab you're still safe) (On block; With no IB, recommend jump backwards and option select block the sledge follow or late Dnails to beat ACollider and AGrab) BSledge/35/18 (Ideally, guard point or super it, extremely telegraphed) (On block; IB jump Dnails > 5A) (On block; You're SCREWED. Honestly though this is a worst case scenario: Backdash is often good, but if read you die. Dnails is good, but if sledged you die. 5A is good, but if frame advantage'd by his 5A you're in gadget finger, meaning you took damage and ending in the same spot. Consider a reversal super?) (Sidenote Aerials give no static difference, so no honest frame data concerning block stun can be derived. Sorry!) Weak Aerials (jA, jB with IB) (On block; dependant on height, you might be able to 5A or Dnails?) Strong Aerials excepting j2C (On block; Keep blocking but pay attention, you aren't going anywhere) (On block; Theoretically, you could try to reversal super predicting his ground normal) (AVOID THIS SITUATION LIKE THE PLAGUE; INTELLIGENT GPOINT AND BD) j2C MOST COMMONLY CALLS OUT GUARD POINT (If you get punished, rethink your aerial denial game) (On block; IB it, punish with 5A (5B is height dependant)) Tager's throws FWD/6 (!!) BACK/7 Air/6 (!!!!) (Also, his ground throws are denoted as ".4" block level, air throw as ".3", probably refers to tech time. I'm guessing Tager's are short) Command throws A/11-31 (INVINCIBLE (might be 3-11 (!!!)) B/6 (!!) 720/5 (!!!!!!!!!!!!!!!!!!!!!!!) ~ the TL:DR of this is if you know it's free, IB 5A, if you're unsure if you have enough time, but you got the IB, try TK Dnails. But really, thoroughly understanding all of his most used moves and their blockstun is going to be the only way to know for sure.
  23. Gonna kick these off the ground, no time to keep waiting Basic advice Save your nails as much as you can for mid-range approach and often free combo to oki, Lambda really falls short on defense. Pressure her wakeup with your longer normals, and meaty them in a way that option select hits her block or baits the DP. It's a really slow DP. PATIENCE. Don't approach too hastily, and don't be over afraid of taking a guard primer or two. You have FIVE, a whole meter of barrier, and even if she breaks your guard somehow you still only take one hard prorated combo. Don't buy into lambda's "YOU'RE GOING TO DIIIE if you don't approach NOW!" mind rape. If you find a hole in her zoning, you can make her immediately feel it, hard; you won't get that if you're impatient. Make sure you IB her multi hit-guard pressure, because if you don't, when you see that Parser, you'll be frame trapped and won't be able to interrupt it. If you DO IB, 5A that garbage clean. Also, a random parser, if you read it, 5A to INTERRUPT. If you read it too slow, IB it, and if it was the low, you get a free 5A anyway. If you IB the AUB, you can Dnails, which should interrupt any attack and catch her backdash too. If you IB and NOTHING HITS YOU, very often is a cancel to grab; if great reflexes, you can try to jump towards her and make her whiff her grab then aerial her, but most commonly just be ready to tech it. I haven't played this matchup enough, help
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