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Posted

So is the general consensus that Tager's counter assault isn't worth the meter? I've used it once or twice to escape pressure, but it seems like a lot of meter to burn in most situations.

good use for counter assault: using barrier guard and then having the other person cross up, so you do it by accident.:yaaay:

Posted

good use for counter assault: using barrier guard and then having the other person cross up, so you do it by accident.:yaaay:

then perhaps you SHOULD go for the counter assault and hope they cross you up so you do the barrier on PURPOSE. :v:

if not you get a free stomp. win.

Posted

Has anyone here ever grabbed a Nu out of Act Pulsar with a 720? I'd get such a hard on from just watching that happen.

Posted

Has anyone here ever grabbed a Nu out of Act Pulsar with a 720?

I'd get such a hard on from just watching that happen.

Yea, I've done it. Just push her into a corner and bait an Act Pulsar by standing at the right distance.

Posted

Hey everyone, I've been lurking these boards for a while, finally decided to man up and get a G-Mail account so I could register. I recognize a lot of names, like Leo7ard and Astaroth136, good to see you guys on here. IIRC, Leo7ard and I have been pretty even in our encounters so far, though I distinctly remember him violating me with back dash 720s last time we played...:vbang: Anyway, yeah, my main question: 1) What options does Tager have for punishing neutral techs after 360+A? Any guaranteed damage set ups, like how 2D will beat tech rolls? I've resorted to following up with 3C just to avoid the whole situation all together. If I do feel like mixing them up, I'll usually A-Sledge through their tech invincibility, then do the A-Sledge follow up and hope for a CH :lol:. It's pretty good for stuffing jumps because it's active for so long. But most of the time, I'll just A-Sledge then guess, which is inconsistent at best.

Posted

1) What options does Tager have for punishing neutral techs after 360+A? Any guaranteed damage set ups, like how 2D will beat tech rolls? I've resorted to following up with 3C just to avoid the whole situation all together. If I do feel like mixing them up, I'll usually A-Sledge through their tech invincibility, then do the A-Sledge follow up and hope for a CH :lol:. It's pretty good for stuffing jumps because it's active for so long. But most of the time, I'll just A-Sledge then guess, which is inconsistent at best.

I'm pretty sure that it's impossible to have a guaranteed punish to a neutral tech ever. Since it is invulnerable until the end, meaning you can only get a mix up at best.

If they are magnetized you can do a minimum hold collider to make them land closer to you after the neutral tech and do any of the mix ups you normally could do on someone who neutral techs next to you.

Posted

1) What options does Tager have for punishing neutral techs after 360+A? Any guaranteed damage set ups, like how 2D will beat tech rolls?

This was mentioned in another thread, but if you're going to do 2D, and the opponent Neutral Techs, you can try another 360+A after they're done teching. Gimmicky, but it works sometimes.

Posted

You can't get a guaranteed punish on a neutral tech, but tager's options seem pretty decent when I've tried them. Meaty 360B/720C will beat sitting on the ground (except for reversal throw invinc moves) and doing the same setup but hitting AC will typically catch jumpers, from my experience. Also, try jumping and doing a meaty j.D. If they try and jump it will hit them in their pre-jump frames for good damage and magnetise, and if they block on the ground it's a free magnetise.

Posted

I'm pretty sure that it's impossible to have a guaranteed punish to a neutral tech ever. Since it is invulnerable until the end, meaning you can only get a mix up at best.

This is what I figured, thanks for clarifying.

And thanks for all the detailed responses guys. I particularly like the Atomic Collider pull and meaty j.D. I've also seen Mike Z do j.C, 720.

Posted

After 360A I usually do 2B xx XYH (vs. Tager), 5B xx XYH (Ragna, I think some other people but truthfully I forget) or 3C, XYH. The first two put you in an odd situation, where they will usually air tech but you bought yourself a longer charge; the last one, hey, it's 300 extra damage and you didn't cost yourself much, because good players will be neutral teching / rolling forward at the last moment anyway.

Posted

Special thanks to render for being willing and able to translate the text file that comes with the nico version.

Cantabile bug (link): The hitstun from a Poison Nail is extremely short. If Carl is hit with a Poison Nail as he performs Cantabile, a second one will come out (I assume you have to hold the button down), and from then on, as long as one is still out, you can keep throwing them.

(I didn't try this one, because I spent too long on the next one.)

Anima bug (everything else crazy): I recommend recording Carl with Memory in Training Mode so you only have to get the input right once, and you can then try vs different characters.

- Do Anima, and right before it grabs do the gear Super. If Anima grabs the opponent at the exact same time as the super flash, the opponent can do weird things.

- The opponent must tech Anima during the flash, which will allow them to do a move after the flash is over, while Nirvana still throws them. Depending on which moves, you get different things. You have to do a throw-invincible move, though, or else Anima will just hit you at the end. (You can also buffer the throw tech before Anim actually grabs, once you have the timing correct.)

- Basically, the opponent will become stuck to Nirvana in various ways. Activating/deactivating/killing her can do things, and hitting her removes the glitch.

- Good examples and their effects from the vid are: Litchi's Great Wheel, Hakumen's Yukikaze, and Tager's 720, which is all the Tager stuff. Messing around some more, Tao's Berzerker Barrage makes her completely disappear, and Jin's Ice Car will get hit but looks neat before he does.

So yeah, fullscreen 720 is done to Tager by Carl, sorry guys.

Posted

from sledge i either: 2A>5B>5C>5D to sledge again. grab>sledge>5C>623C>follow up. 5B>5C>>sillyness. or my favorite and most effective, tager buster. double ! means nothing hahahahahaha!

Posted

Normally, I do 6A>2C>Atomic Collider>F>6C>D There's another one I always do cause, the main reason I use this combo is to make sure I get to magnetize my opponent safely. I use another one almost just as much which I'm sure you guys know well. 6A>2C>Atomic Collider>F>6C>Spark Bolt>Magna-Tech Wheel

Posted

Hello all :) I've been using IB -> 720 quite often lately, and started to find places that are easier to use, some others where people can escape with little effort (mostly jump cancellable normals :psyduck:). If anyone has any sweetspot to IB -> 360/720, let's gather them here! Nu: -Last hit from j.2C (it also works from 2nd to last hit) -Last hit from 3C (max distance has a chance to miss, unless magnetized) -...4DD xx Act pulsar, IB on 4DD's second hit from far to max distance Noel: -5A to 5B/6A (watch for jump cancels) -2nd hit of 2C (may be avoidable if she uses 214A, have to check the startup frames of it) -Chain Revolver 214D, 236D 2nd hit from close distance -ground 236236D first hit :vbang: Jin: -5B 2nd hit (watch for early 5C or DPs) -2D :v: -j.C/j.D (props to Yuumura and Loveless) -Close 623C Ragna: - Bang: -5B to 2B (props again to Loveless) -2C to 2D -j.D Taokaka: - Tager: - Hakumen: -Zantetsu(41236C) 1st hit (props to Loveless) - Arakune: - - Litchi: - - Carl: - I'll test and put some more later!

Posted

With all this talk about Instant Block -> 720, I was curious on how you actually do it. Can someone give me an example? It can't be a 720 input right after an IB, and if so that boggles my mind :psyduck: thanks in advance.

Posted

That's basically what it is, BUT, you can buffer it...sort of. Do the instant block, but immediately start spinning the stick - don't wait until you see tager go white, just start spinning once you've pressed back at the right time. Then let it go at the last moment you think you can before their next attack will hit, and BAM 720. Record ragna doing 5B > 5C > 5D You can IB > 720 between any of thos (Even between the two hits of 5D!)

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