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kotokot

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Posts posted by kotokot


  1. People have been going out to rural areas to snipe SBO qualifying spots for years. It's happening a lot less with ArcRevo since every gold ticket holder had to win a silver ticket first, which wasn't always the case with SBO qualifiers in some areas. Having a silver and gold ticket qualifying on separate days would mean having to travel across country twice for a gold ticket to snipe a spot, or figuring out how to stay in that area for a few days.

    ArcRevo qualifiers are probably much more representative of each area's actual scene than SBO was because of it, but as a result, some qualifiers probably had much lower overall skill than others. Tager thrives against middle skill players, hence more Tager qualifiers.

    You'd have to have some kind of brain damage to honestly believe Tager is somehow a stronger character than Hakumen, or Tsubaki is stronger than Mu. The number of ticket winners simply isn't indicative of any sort of relative tier placement. And really, Tager will probably never be S, just because of how many bad matchups he has. Arakune's been shitting out 10k+ damage off of unreactable mixups for almost 3 years, and he hasn't broken into S-tier again because he has so many hard counters.

    bluerevo didn't had much tagers, but it had team,that lost to dacidbro:-)

    bad mat cups becomes bit better with every bb, this time he looks pretty strong. and most of his hard matchups aren't that bad as considered by forum/yt players.


  2. samthegreat

    dont whiff against mu, never

    stop doing chairs if you not sure if it hits, its easy 7-8k for mu, and you at best can half of it on ch

    watch for lazors. Throw is great option against it, even if it isnt green

    you must apply pressure in corner, since its unwinnable in neutral. Dont run from this bitch

    stop doing pumpkin instead frog in combos

    for oki you can go for 5B clash with dp same as against ragna. Work on knockdowns and oki

    air lobelias have landing recovery, so you can always be punished for whiffing it

    work on ib, in this matchup ib is really easy and gives you shitloads of heat

    use td for approaching and mixups instead setting up frog and pumpkin

    mu strengths are in absolutely retarded damage from 5c ch/2c ch and in corner and 50/50 mixup with 6b/6b rc 2b with retarded 22f startup and safety on block, so you must try dont give her chance spam it. Lazors are annoying, but cant really hurt you much if you not failing holding block/avoiding it.


  3. Work on the next exhibition video is coming along nicely and I have a good idea in the other tools I want to focus on in this one along with some new combos I haven't seen around.

    Anything you guys would like to see or would like to see a more in-depth coverage of?

    some setups, oki, char specific stuff, properties on moves, etc. Less combos, more usable stuff.


  4. restart option in versus and netplay(why no one fucking did it?).

    and Celica A. Mercury%)

    427px-Celica_A._Mercury.png

    lol at Ragna bad mixups, he have best crossup, fuzzy guard after 6B RC and other. He just needs some meter for mixups.


  5. not an option,,, i do 5cc 6B as quickly as possible however,, it seems if they IB 2a will always beat the 6B how could 'timing' possibly fix this if im using it as fast as possible & im not saying u cant punish them... cause 214A~C will catch the mash, but thats so unsafe imo. If they do block im hit =<

    you can use mash 2A tactics or 214A~C~A/214A~C CH~B or 214A~D or 214B/C or 214A~C reset.


  6. why valk matchup here?%)

    236A - now can't be punished on ib=(

    jabs for wolf form if you want play safely. [w]5B>5C>j.A can be beated by 6A without ib unlike other chars, though he can bait it. Cannons can trade with 6A or whiff if think. 6A have guardpoint since 5th frame, can beat with frametraps. Instant overhead can't be blocked on reaction, see for jump cancelable attacks and 50 heat.


  7. Well, the advantage of a cross-up is that it screws up, for example, an ashura input, so you'll actually hit him if he tries to ashura because he'll get an a mash and counter hit. (same would go for any super/dp input)...this is especially true for like wake up daifunka, bc if you back dash on his wakeup you'll still be in recovery from the back dash when daifunka hits you (and any bugs you summoned wouldn't hit him cuz he would still be invulnerable. But I'm used to playing stay free who does the most random shit and I have to expect things like wakeup daifunka and steel rain, as opposed to ashura.

    opponent can OS crossup

    2363214A+B+D

    214214A+B+D

    412364A+B+D

    421A+B+D

    for C specials/supers is possible C~A+B but is much harder and isn't that effective.

    very char specific because different invul/input/hitbox, can beat forward dash, j.236A/B, 236A/B, loses to j.236C/236C.

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