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Posted

To clear up the last bit: You can still get "Throw reject miss" on a non-techable 360/720 if they had buffered a throwbreak before you did it. Heck, you can TRM after the guy is dead...

So TRM is not an indicator it was breakable.

This must have been why I was confused then. Kinda silly for them to add that in but whatever. As long as I know there is no chance of them to tech it if it's a straight up grab, I'm happy.

Side note, I know you probably get pestered a lot Mike, but perhaps I can send you an invite sometime to learn a thing or two? Thanks.

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Posted

anyone know good set ups for = (magnetized air opponent)shortestcollider > 720? whenever i try this trick the person just flies over me instead of into me and falling to their doom.

Posted

Does the whiff collider into 720 actually work against people? Trying spark volt > 5C > 6A > 2C > collider(tap) > 720 in training with various settings on, it seems all they have do is tech forward over your head, then the collider will throw them horizontally rather than pull them vertically. It works beautifully on neutral tech, but the others....

Posted

Yeah, it's totally a gimmick and depends on which way they tech. However, if they tech Fwd or Back you can just do another Collider and grab for free. (^.^) Additionally, in that situation a lot of [good] players will want to neutral tech because they'd come down straight on top of you, and as we all know Tager's antiairs are bad.

Posted

Just seems like the gimmick buffers rely heavily on how they tech or react Backdash 360/720 is "how well you can predict" AC buffer 360/720 is purely if they air tech(if magnetized after a 6C>5D) or neutral tech. Still just seems that Tager's ability to win is still reliant on capitalizing on your opponents mistake's and tendencies

Posted

Well no one is perfect and Tager gets the most damage out of openings your opponents make so it makes sense that Tager is not very good at making his own opportunities. Not like he can be played as a rushdown anyway.

Posted

Well no one is perfect and Tager gets the most damage out of openings your opponents make so it makes sense that Tager is not very good at making his own opportunities. Not like he can be played as a rushdown anyway.

Thats a given, grappler and rushdown are two words that are usually never in the same sentence unless comparing types.

My main trouble now is buffering 360 or 720 off an IB. Isn't hard by any stretch but I just need to do it consistently now.

Posted

So, just to chime in a bit...Spark, jump towards (they bounce-tech), 720 is hella good, I used it a lot today. A few more tricks: - Air-to-air blocked j.B->C, land at the same time, 720. Just like any other grappler in other games. - BSledge (stagger), jump towards B that whiffs as they tech, 720 is also stupidly good. - So is setting up a situation where they bounce tech and doing a jump-towards B that looks like it'll hit right when they finish the tech...but do it just a slight bit early and 720 instead. Just like any other grappler on wakeup.

Posted

360A in the corner, j.B whiff, 720 catches a lot of people. Usually, they try to tech out of the corner by rolling underneath you. I never understood why people do the 5C, 720 in this instance. The 5C can hit them on a certain tech (can't remember which one) which can ruin the 720. Plus, it seems harder to hit-confirm, or whiff-confirm in this case, the 5C to stop yourself from doing 720. At least with j.B whiff, it's easier to tell when they neutral tech where they can escape. I think they can escape with neutral tech.....

Posted

So, just to chime in a bit...Spark, jump towards (they bounce-tech), 720 is hella good, I used it a lot today.

A few more tricks:

- Air-to-air blocked j.B->C, land at the same time, 720. Just like any other grappler in other games.

- BSledge (stagger), jump towards B that whiffs as they tech, 720 is also stupidly good.

- So is setting up a situation where they bounce tech and doing a jump-towards B that looks like it'll hit right when they finish the tech...but do it just a slight bit early and 720 instead. Just like any other grappler on wakeup.

Thanks for confirming that SB to 720 with the forward hop. People recover all too often after they bounce off the wall thus landing right in range. I tried to get the SB, dashback, 720 in but was unsuccessful, my thumbs aren't fast enough, yet. but now that I know this works, there's no need to worry about it anymore.

  • 2 weeks later...
Posted

One of the set ups I've been practicing is out of a combo I do. The standard Collider combo to a power spark bounce, and jump throw, you can buffer the 720 just as you would an empty jump after the throw assuming they don't tech out of the air throw. I'm not sure how reliable it is, I've only done it twice because I just thought about buffering it from there since that's the end of the combo, but it's definitely flashy as hell. EDIT: After doing tests now that I'm home, they can completely avoid the 720 IF they tech roll behind you, or just do not recover and stay down, so most likely you're not going to get this move off if you try to use it all the time.

Posted

Guys, I'm sorry if this is old news. But if its not, I found out that you can walk a little and do a 720. I was trying to figure out a timing for unbreakable 720 set up after tager does 2d since it is a good set up, except you can escape it. I was messing with the timing and I found if you do a 360 at the end of 2d, you can walk and do the rest of the motion. Almost like Urien walking charge partition. Not far, but you can def take a step and do the rest of the motion. Will upload video of it if anybody is interested.

Posted

http://www.nicovideo.jp/watch/sm8027988

technical jargon which may or may not be right, based on what i can tell: do the first part of the 720 (6321478), after this, you typically have SIX frames (how long your prejump animation is) to finish the 720 (another 4 directions, which takes around 9 frames assuming you hit a cardinal + diagonal direction per frame), but if you hit D, this cancels your prejump animation into a standing or crouching D attack, which gives you THREE more frames to kara cancel into a 720.

to put it simply: do 63214789632D 1478C roughly. very, very, very fast. it is also very, very, very hard.

Posted

Good find. I can see this done with enough practice, TBH. Just do a 720 motion really fuckin' fast and push b~c at just the right time. Still, it's not gonna be me. I hope someone will rise to the challenge.

Posted

I can't even get to the video. I click the link but can't find where to go afterwards...

Look up registering an account on nicovideo(its free duh), you need an account to watch vids, if you already have one then who knows.

Posted

Lol. That video is hilarious. I'll try to find a way to do an "unbuffered" 720. I could do it with Hugo in 3s. From the op's analysis so far, I've got to say that's probably what that tager is doing.

Posted

Looking at the inputs more closely, I don't think this is a macro. The exact inputs are not consistent, and he messes up several times. He seems to just be spinning the stick in a 720 as fast as he can and pushing d~c after the first (full) 360. Messing up will either give you a standing d (you get punished), 2d (you get punished), or a jump if you go to slow on the d (less punishable). Success = glory to the motherland. I'll try this out later.

Posted

Wow, he cheats like mad on the first one: R,DR,D,DL,L,UL,U,UR,R,DR+press D, then D,UL,U+C.

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