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Posted

sorry but that combo was something i figured on my own and looked on what people did. but any way its something i tried and said hey its pretty good if someone where to burst. ragna, nu, and i forgot who else. but you wanna take in consideration that certain combos that tager does even your opponent did burst will not kill them. this works for like i said ragna and nu so far and hakumen if he has 85 % health

Posted

sorry but that combo was something i figured on my own and looked on what people did.

but any way its something i tried and said hey its pretty good if someone where to burst. ragna, nu, and i forgot who else. but you wanna take in consideration that certain combos that tager does even your opponent did burst will not kill them. this works for like i said ragna and nu so far and hakumen if he has 85 % health

lets see does it go something like this... 2D,RC,6A,2C,5D,spark,5C,6A,2C,collider... ohh well name yours maybe its better.

Posted

lets see does it go something like this... 2D,RC,6A,2C,5D,spark,5C,6A,2C,collider... ohh well name yours maybe its better.

He did.

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

And it isn't better as far as I can see. >.>

Posted

He did.

And it isn't better as far as I can see. >.>

Sorry I didn' see it in that post I must of missed it

edit: ohh on the last page wow I missed it entirely Im dumb.

Posted

Hello, Tager boards.

I've started cleaning up the Tager article on the Dustloop Wiki at Wikia.

I'm working on getting things transferred from the guides, tech trap thread, and possibly even the video thread at some point.

I'm pretty busy with class and work however, so I'd appreciate any help that people can give.

This is all for the purpose of a more organized central source of information about Tager.

If everything is categorized and organized neatly, it makes it a bit easier than hunting through pages of forum posts every time you want to know something.

Here is a link to the article, for your convenience:

http://dustloop.wikia.com/wiki/Iron_Tager

Thank you for your consideration.

Posted

I'm on the opinion we don't post tech traps so that those silly guys that don't use Tager have to learn them by being 720d during a tournament.

Posted

I'm on the opinion we don't post tech traps so that those silly guys that don't use Tager have to learn them by being 720d during a tournament.

I think Mike Z put it best.

You don't win by using tricks they don't know; you win by more intelligently applying tricks they do know. Gimmicks won't win you tournaments - they only work once.

Besides, we already have a tech trap topic.

Someone could just as easily drop in and read up on that.

In addition, I'd like to expand the tech trap section to include viable options to riposte counters to our traps.

I don't want it to get too out of hand and just have a big fat "Theory Fighter" discussion on the wiki, but I think it could potentially serve as a valuable reference tool.

I'm also thinking about adding some silly but useful stuff too, like listing out all of the IB 720s from the Tager's Genethic Megaton Tager Buster video. :P

I'll probably put that in a table on a separate page, if at all, though. :psyduck:

Posted

I'm on the opinion we don't post tech traps so that those silly guys that don't use Tager have to learn them by being 720d during a tournament.

if you can properly read the opponent it doesnt matter, its another potential 3500-5000 damage depending on how they react to the situation.

also desu i was incredibly confused when you said grab because i assumed you meant 360 for a minute :psyduck: im so disillusioned from reading bad advice on this forum i assumed you were wrong right off the bat. that isnt very healthy.

Posted

if you can properly read the opponent it doesnt matter, its another potential 3500-5000 damage depending on how they react to the situation.

also desu i was incredibly confused when you said grab because i assumed you meant 360 for a minute :psyduck: im so disillusioned from reading bad advice on this forum i assumed you were wrong right off the bat. that isnt very healthy.

I could have said B+C grab or something, but I figured it'd be understood, given how explicit I was with the rest of the combo. ;P
Posted

I could have said B+C grab or something, but I figured it'd be understood, given how explicit I was with the rest of the combo. ;P

no seriously im so used to terrible advice that i have to correct here my mind couldnt comprehend you posted something useful :vbang:

Posted

What does that "attack" column even mean? It says "high," "low," and "mid," but seems to have no correlation to how the attack must be blocked, what properties (head/body/foot) it has, how hard it hits, or anything. What is it even for?

It's supposed to be where the attack will hit, and I copy/pasted it from another article.

I've pasted in the descriptions from the OP of this guide, but haven't matched the attack column yet.

Right now it's reading from where Bang's attacks hit. XD

At least Tager doesn't have like a J. 4C listed or something. <_<

Edit: Went through and fixed them.

  • 2 weeks later...
Posted

After watching some CS footage I was tinkering around in CT training with the [623C, whiff j.C, instant j.2c] combo, which I previously heard here that it was doable in CT but you couldn't really do anything after it. After some testing I came up with the following: (Opener), 623C, j.C (whiff), instant j.2C, 2B xx 42136D, 2C xx 623C Listing of openers with full combo damage: 2B -> 2C, Combo: 4194 2A(CH)-> 5C, Combo: 4248 (Situational anti-air?) 623C(AA), Combo: 4672 Works on Ragna, Tager, Litchi, Nu. Obviously requires Spark Bolt, but no heat. 5B can be used instead of 2B on everyone but there's nothing to combo with afterward. For comparison, [360B, 2B xx 41236D, 5/2C xx 623C] does 4862/4871 on characters who can be hit by 2B after 360B. Apologies if this is nothing new/usable, just wanted to share.

Posted

After watching some CS footage I was tinkering around in CT training with the [623C, whiff j.C, instant j.2c] combo, which I previously heard here that it was doable in CT but you couldn't really do anything after it. After some testing I came up with the following:

(Opener), 623C, j.C (whiff), instant j.2C, 2B xx 42136D, 2C xx 623C

Listing of openers with full combo damage:

2B -> 2C, Combo: 4194

2A(CH)-> 5C, Combo: 4248 (Situational anti-air?)

623C(AA), Combo: 4672

Works on Ragna, Tager, Litchi, Nu. Obviously requires Spark Bolt, but no heat. 5B can be used instead of 2B on everyone but there's nothing to combo with afterward. For comparison, [360B, 2B xx 41236D, 5/2C xx 623C] does 4862/4871 on characters who can be hit by 2B after 360B.

Apologies if this is nothing new/usable, just wanted to share.

On rachel you can with rapid meter do stuff,collider,lowest j.2C RC, 5C,6A,collider, heh.

Posted

anyways i was looking around and was wondering if anyone can explain how to kara cancel...just don't get it.

Posted

Did you play 3s? If so, then you know the concept of kara throws (cancel a normal into a throw). The basis is the same, but you kara-cancel the first 2 frames of a move into a barrier, as shown by Super Flash Buffering. I'd use MvC2 as an example, since you can kara-cancel a normal into another normal/special move easily, but KCing in that game is practically useless for some stupid reason, since you don't gain anything from it except a shitty mix-up game that adds no benefits to mix-up, since the first 2 frames go by really fast...>_>

Posted

Really now, I thought everybody had seen this:

How to kara throw.

(The rest of the tutorial is also excellent, and it all applies to pretty much every game.)

Kara means cancelling the beginning of a normal move into something else.

[edit] Kara comes from the slop allowance that was added to games so people who aren't very good can do something like 2,3+Fierce,6+release Fierce and still get a negative-edge fireball by canceling the first frames of the Fierce. It has come to mean canceling any normal into a special such that the normal doesn't hit - witness Makoto's s.Short bug in 3s. Usually it is even extended to things like Cable's Scimitar xx AHVB, since the Scimitar is just used for movement.

Kara-canceling a normal in MvC2 is useless for 2 reasons: Almost no normals actually move your character anywhere, and you are allowed to whiff-cancel a normal at any time anyway.

Posted

Really now, I thought everybody had seen this:

How to kara throw.

(The rest of the tutorial is also excellent, and it all applies to pretty much every game.)

Kara means cancelling the beginning of a normal move into something else.

yay now i actually get it, still a bitch to do though thanks.

btw abel i never played sf 3 competitively.

  • 4 weeks later...
Posted

I've been starting to use a new combo vs Bang. It does almost 200 more damge than the "Throw, Sledge(B), 2B -> 2C xx Collider" combo and is completely meterless (both spark and tension). Dunno if this will be of use to anyone, but I thought I'd share. Dmg 3591 (Red combo, of course) Throw, B Sledge, 5C*, 6B, 623C *(Delay 5C until Bang is close to the ground)

Posted

From the first post in this thread:

Throw, Sledge(B), C -> 6B xx Collider, Followup - Works on everyone but Carl, Arakune, and Hakumen.

It is one of the better throw combos you can do in CT, though, because it allows a followup after.
Posted

From the first post in this thread:

It is one of the better throw combos you can do in CT, though, because it allows a followup after.

Ah I must've missed it. I thought I went over it thoroughly... but not thorough enough it seems :psyduck: Oh well.

I guess I'll add some other useful stuff after work tomorrow (or on tuesday) I've been working on.

Posted

up close 6C>j.2C(RC)>5C>6A>623C>236B>41236D>5C>623C enjoy it, over 5k damage but extremely situational, key note that on rachel you don't need to RC and you have to jump forward and instantly j.2C

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