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Posted
Surely you Tager players have learned how to deal with pressure and have some advice for a beginner?

Depends on what kind of pressure and who's doing it.

The "easiest" way is to look for gaps and then go on the offensive. Well timed backdashes also help. Also if you're quick enough and have the meter you can IB and 720 punish.

It mostly boils down to experience.

Oh and when you put on your pressure, don't stick to the classic [C, D, SledgeB] "pressure", it's full of holes and can easily be punished by most of the cast.

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Posted

I hear punching the opposing player in the face works.

Doesn't work too well online though...

Posted
Depends on what kind of pressure and who's doing it.

The "easiest" way is to look for gaps and then go on the offensive. Well timed backdashes also help. Also if you're quick enough and have the meter you can IB and 720 punish.

It mostly boils down to experience.

Oh and when you put on your pressure, don't stick to the classic [C, D, SledgeB] "pressure", it's full of holes and can easily be punished by most of the cast.

i like using 3C because it gives me oki if it trades.

Posted

Something that I have been wondering for a while now is if there are any combos that involve Tager sending his opponent away but then Tager uses Collider to make them spin and suspend them in the air only to let Tager continue to pummel his opponent?

I know I've seen it happen in a few vids and I've managed to pull if off twice, but I don't know how you pull if off and I don't know if it's a legit combo or just a trick.

I also know I'm sorta kicking a dead horse by posting in this thread, but I might as well throw it out there before CT is really outdated.

Posted
Something that I have been wondering for a while now is if there are any combos that involve Tager sending his opponent away but then Tager uses Collider to make them spin and suspend them in the air only to let Tager continue to pummel his opponent?

I know I've seen it happen in a few vids and I've managed to pull if off twice, but I don't know how you pull if off and I don't know if it's a legit combo or just a trick.

I also know I'm sorta kicking a dead horse by posting in this thread, but I might as well throw it out there before CT is really outdated.

Uhh do you mean by letting them tech in the air, such as when they are magnetized.

Do shit->collider>Bsledge,5AAA,collider hold until they tech, reset. Its probably the most basic one though this is a gimmicky reset, so its not really a combo.

Posted
Uhh do you mean by letting them tech in the air, such as when they are magnetized.

Do shit->collider>Bsledge,5AAA,collider hold until they tech, reset. Its probably the most basic one though this is a gimmicky reset, so its not really a combo.

No I meant that the opponent is sorta flying away, then you collider and they float in place and spin around, supending them in the air and then you continue to wack them. It is not a common thing, so it's probably very situational.

Posted

I think what you're referring to is when people don't tech at all. The combo will do very little damage from there and they can tech out straight after the next move, in general.

Posted
No I meant that the opponent is sorta flying away, then you collider and they float in place and spin around, supending them in the air and then you continue to wack them. It is not a common thing, so it's probably very situational.

Are you talking about combos where you knock them away, and then pull them in for more damage like collider(whiff),2B,2C,collider. I don't know of any true combos that are useful using that in CT. Its good for gimmicks mixups or being flashy I guess. Its a fairly big thing in CS though so if you like this style of comboing CS will be awesome.

Posted

iirc that happens when you do 5D collider when the opponent is in the corner and Tager is right on top of them. Dunno if you can combo with it, but there's the situation to test if you want.

Posted
iirc that happens when you do 5D collider when the opponent is in the corner and Tager is right on top of them. Dunno if you can combo with it, but there's the situation to test if you want.

5D is a combo ender so no you can't.

Posted

I sat myself down and experimented and you were correct rei-Scarred. The combo I tried (amongst several) was when you're right in the corner and you for example do 6A, 2C, 5D, (opponent tech window*), heat, (opponent starts spin floating in the air), follow up with say 5C, heat, etc.

Dunno how useful this will be, smells like a gimmick, gonna experiment some more to see if you can create some kind of trap that might make them not wanna tech.

Posted
I sat myself down and experimented and you were correct rei-Scarred. The combo I tried (amongst several) was when you're right in the corner and you for example do 6A, 2C, 5D, (opponent tech window*), heat, (opponent starts spin floating in the air), follow up with say 5C, heat, etc.

Dunno how useful this will be, smells like a gimmick, gonna experiment some more to see if you can create some kind of trap that might make them not wanna tech.

Add it to the growing list of gimmicky tricks Tager has, once he gets enough of them, they stop being gimmicks and start being really quite deadly mindgames.

Posted

It isn't really that important as a tech trap. I see it more like a shitty OTG that does no damage but forces a tech eventually.

Still sucks though. Then again I rarely use 5D enders. I dislike being put so far away.

Posted
It isn't really that important as a tech trap. I see it more like a shitty OTG that does no damage but forces a tech eventually.

Still sucks though. Then again I rarely use 5D enders. I dislike being put so far away.

2D, and j.D enders for life.

Posted

i use 5D for corner mostly so its not half bad...

problem with the 5D>colider in the corner is if you let go and they tech they fly to the other side of the screen.

FYI thats a bad thing especially if its someone who can out poke/zone you.

just 2D ender it, gives you a chance to get in and poke low.

  • 4 weeks later...
Posted

this is probably a retarded question, but is there any way to avoid or counter rachel's astral if she uses it standing right next to you?

edit: upon closer inspection it appears that you can block it with a properly timed burst or mtw, but i'm guessing if you don't have either of those options available you're screwed.

Posted
this is probably a retarded question, but is there any way to avoid or counter rachel's astral if she uses it standing right next to you?

edit: upon closer inspection it appears that you can block it with a properly timed burst or mtw, but i'm guessing if you don't have either of those options available you're screwed.

You can time a backdash, or j.C over her, then backdash, its not to bad.

Posted

Never get caught in it, I always have enough time to jump away. But what are its properties? Why does MTW work? Is it because of the guard or...? Maybe try out voltic charge in practice.

Posted

I get caught by it enough...I don't know the attribute so I'll try testing it out in practice mode.

Posted

rachel's astral:

its an unblockable attack...voltech charge loses to it.

backdash at its max range gets you out.

MTW's autoguard protects you from it if its well timed and it will hit rachel.

with terra break it does 48xx damage.

Posted
Strange that MTW goes through it, but not voltic. Maybe it counts as a grab?

nah...grabs beat autoguard.

its just an unblockable attack.

wouldn't be surprised if astral's beat VTC.

Posted
nah...grabs beat autoguard.

? He was saying that if it had grab property then it would logically beat voltic and lose to spinny. Which is what happens, so this line confused me a lot.

But yeah it's unblockable and spinny just blocks things autoguard normally doesn't.

Posted

when I got hit by the astral I noticed that little red mark that signified a unblockable.

so thats the best I can assume.

I have to test a few other things with it though.

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