AlmightyGnat Posted October 7, 2009 Posted October 7, 2009 2D does more, if you are going for the kill use 2D. Actually I use ...AC, 2D if I think they are going to burst, because (aside from more dmg) it also always gets you the magnetism. If they burst your 6C the best you can do is jump and get a far punish...but no magnetism. Plus it makes them look stupid for bursting when you couldn't have continued a combo, anyway.... right... Right?
Mike Z Posted October 7, 2009 Posted October 7, 2009 Well you can do 2D RC Spark etc, but at that point it's a burst bait anyway cuz you can just block the burst...
Commanderoftroy Posted October 7, 2009 Posted October 7, 2009 Completely out of context but i wanted to keep it in the tager forums wanted to ask mike z if he uses a square gate or a octo gate for his stick and really what anyone uses for tager if they have a stick. I know most on here have more experience with them than i do. I feel like i should order an octo since its supposed to be smoother for 720s but it may just come down to getting used to the square gate.
ShinsoBEAM Posted October 7, 2009 Posted October 7, 2009 Also I havn't seen anything about 5D counter hit, which occurs a decent bit. for the most part I just use either 5D, B sledge, delay(otherwise collider will whiff),5C,6A,2C,collider,spark,2C,collider or more likely 5D,B sledge,2C, collider,6C, j.5D It basically seems to work almost exactly like a toss as far as how to combo after it, which im sure other people figured out a while ago and I am just slow. Also did anyone ever figure out why sometimes 2C(CH),5C,6A,2C works on some characters tao... and not others like ragna. Plus it makes them look stupid for bursting when you couldn't have continued a combo, anyway.... right... Right? The point is mostly just a decent damaging combo that they can't burst out of no mind games just they can't do it, its not super useful but its better than following up a grab in another manner than they could burst out of.
AlmightyGnat Posted October 8, 2009 Posted October 8, 2009 The point is mostly just a decent damaging combo that they can't burst out of no mind games just they can't do it, its not super useful but its better than following up a grab in another manner than they could burst out of. lol. I know. What I posted was something Mike told me in person, so I thought I'd throw it up here. Making people feel stupid is total win.
MilkRound Posted October 8, 2009 Posted October 8, 2009 Also I havn't seen anything about 5D counter hit, which occurs a decent bit. for the most part I just use either 5D, B sledge, delay(otherwise collider will whiff),5C,6A,2C,collider,spark,2C,collider or more likely 5D,B sledge,2C, collider,6C, j.5D Dont do the 2c in the 5d, sledge, 5c 6a 2c If you dont do the 2c you can continue the combo with 6C 5D, or B sledge, follow-up, RC 2C collider
bjholmes2 Posted October 9, 2009 Author Posted October 9, 2009 OK, I'm going to slowly update this guide. I'll probably only touch up one section per day, but it shouldn't take too long. After that, I'll finally get to work on those matchup forums, one at a time.
gwc123 Posted October 9, 2009 Posted October 9, 2009 Um a quick question o3o whats the rough timing for terra brick to hit? =A= i always seem to do it too fast or too slow for it to link for some reason o3o
EthErealist Posted October 9, 2009 Posted October 9, 2009 follow up Terra Break with 6C > AC its only 2 extra hits but its additional damage and guaranteed on a properly timed Terra Break Ok, so according to Training mode: Magna Tech Wheel - Terra Break - 6C to AC does approx. 5900 damage. Therefore, maybe this question is pointless... But, has anyone ever tried: Magna Tech Wheel, RC, walk forward, 2C, AC, Spark Bolt, 5C, AC? It does about 5800 damage, which is less than the above combo, and requires 100 Heat AND a full electric bar, but I was just wondering if anyone else has tried this or thinks it's a viable option in some cases. Personally, I've been able to get that down better than the Terra Break - 6C, AC combo because I can almost never do the Terra Break early enough to hit them with a 6C before they recover
individuals Posted October 9, 2009 Posted October 9, 2009 you should activate (be pressing the button) the follow up when the opponent is at the peak of their fall from magnatechwheel. more or less.
Osuna Posted October 10, 2009 Posted October 10, 2009 Mike Z posted a while ago that 6B 2C Collider was much easier to follow terra break with and I think it does over 6k too.
ShinsoBEAM Posted October 10, 2009 Posted October 10, 2009 Dont do the 2c in the 5d, sledge, 5c 6a 2c If you dont do the 2c you can continue the combo with 6C 5D, or B sledge, follow-up, RC 2C collider Yeah I figured that out later as I started using it online, also I started doing 4C, that way I step slightly back before the 5C because sometimes the bounce makes the opponent cross up.
bjholmes2 Posted October 16, 2009 Author Posted October 16, 2009 Regarding the nicknames for Tager's moves, I propose we call 236A/B "Sledge" and the follow-up "Hammer". What do you guys think?
Commanderoftroy Posted October 16, 2009 Posted October 16, 2009 Ha considering our good friend tager says it while performing the moves im all down for that sir
A.X.I.S. Posted October 17, 2009 Posted October 17, 2009 Regarding the nicknames for Tager's moves, I propose we call 236A/B "Sledge" and the follow-up "Hammer". What do you guys think? that makes sense... like calling follow up on magna tech wheel paunch. ok ok jokes aside i can't think of a appropriate names.
ShinsoBEAM Posted October 18, 2009 Posted October 18, 2009 that makes sense... like calling follow up on magna tech wheel paunch. ok ok jokes aside i can't think of a appropriate names. more like magna tech paunch. does anyone else pronounce magna tech, in a way to make it sound more like magnetic in order to abuse the obvious pun. edit: been screwing around with combos... wow, 2C(CH),charge,j.D,land,6A,2C,collider,6C,collider,spark bolt,2C,collider...Ill be messing around today seeing if I can get a more effeciant version hell, I gotta check if just 2C(CH),5C,6A,2C,collider,6C,j.D doesn't do more...
A.X.I.S. Posted October 19, 2009 Posted October 19, 2009 i've been using mike Z's collider trick, magnetized. 623C>236B>5A>623C. he's a fucking god at this. i also started using 360B more it gives so much meter and 2 of those gives me almost enough meter to do 720. the matches online for me are, get close poke, 360B get close again 360B poke for meter, surprise sparkbolt into 720 or cross up jump on neutral and 720.
Heroic_Legacy Posted October 19, 2009 Posted October 19, 2009 Wait, you don't black beat if you followup CH 2C with j.D 6A 2C Collider? Nice. Totally stealing that combo from now on. Thanks bro.
ShinsoBEAM Posted October 19, 2009 Posted October 19, 2009 Wait, you don't black beat if you followup CH 2C with j.D 6A 2C Collider? Nice. Totally stealing that combo from now on. Thanks bro. err you have to do 2C,charge,j.D, otherwise it will not combo, 2C,charge,jump is quicker than 2C,jump :D. edit3: what was I smoking that shit doesn't work at all, well the 2C charge j.D works and at least I know know to charge after 2C counter hit I mean its free magnet. edit2: Also this has been working well for me lately against a magnetized oppenent, jump towards them, j.D, make it land cancel right before the move goes off 720 hahahaha owned... 90% of people sit there go ohh shit and hold block then whammo 720. Im sure someone else has already been doing this but I am still surprised at how much it works, mix it up with hitting the move close to the ground and it has been working great so far. Normally I condition's them first by doing it once on them on block and the second time whiffing-->720, a decent number of players if I try to make them block it 3 times, will try to do something that isn't blocking...
A.X.I.S. Posted October 29, 2009 Posted October 29, 2009 i've been messing with this corner throw combo and boy does it hurt...too bad its 50 meter down the drain, only need to use it if your opponent is smart, here goes. B+C>236B>5C>2D>RC>5C>623C>41236D>5C>623C. problem is you gotta spark bolt fast and its only really good if your opponent flies in the corner on the 2D. in fact i found a flew combos to use if i wanna waste the meter, nothing tops triple. J2C combo.
Coinage Posted October 30, 2009 Posted October 30, 2009 Funny kill on ragna if he burst 1. Have 100 heat 2. Have spark bolt 2D(CH)=>rc=>6A=>2c=>623c=>walk forward a VERY lil bit=> Sledge hammer(b)=>236a=>rc,6c=>spark bolt his bi*ch ass=>c=>623c = 9400 or 10500 damage. i forgot which one
Henaki Posted October 30, 2009 Posted October 30, 2009 there are higher damage combos off 2d rc that have already been posted. also no one calculates damage after a burst, because thst just extra guesswork, you shouldnt mislead people by posting a combo with after burst damage.
Mike Z Posted October 31, 2009 Posted October 31, 2009 also no one calculates damage after a burstWith the one exception of the Nu-killer, since she bursts right away all the time, and that combo only works after a burst because of the extra super meter gain.
Genegrifter Posted October 31, 2009 Posted October 31, 2009 Dont do the 2c in the 5d, sledge, 5c 6a 2c If you dont do the 2c you can continue the combo with 6C 5D, or B sledge, follow-up, RC 2C collider ...You guys terrify me sometimes. Have I mentioned that? I don't believe I have.
Henaki Posted October 31, 2009 Posted October 31, 2009 With the one exception of the Nu-killer, since she bursts right away all the time, and that combo only works after a burst because of the extra super meter gain. then does arakune calculate all his combos after burst because everyone does it the second they get cursed
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