Commanderoftroy Posted September 14, 2009 Posted September 14, 2009 I suppose im going back a page or two with 720 set ups but has mike z or anyone come up with any more practical uses for the 720 out of atomic collider. It used to be very reliable haha back when people air teched but outside of the spamming short sledge like others have mentioned until the guy techs have not found many new or should say reliable setups as the 720 is never for sure. I saw mike z pull it out in the middle of a combo against heartnana ha thats worked about once for me but feel at higher levels atomic collider set ups still come as unexpected or that could be some way to incoporate it more often as a buffer.
kensk Posted September 14, 2009 Posted September 14, 2009 the best way to make someone get hit by a 720 is make them terrified of the options that beat it. bait them and the second you notice them start blocking again, roll out a 720 setup.
Mike Z Posted September 14, 2009 Posted September 14, 2009 the best way to make someone get hit by a 720 is make them terrified of the options that beat it.QFT. You will never land one against someone who is holding Up the entire game because you always let them jump. That said: - if already magnetized (or vs. Jin) blah blah AC, 6C->j.D land (they tech), Collider, 720. This works no matter which way they tech, as long as you hold the Collider long enough that they land in front of you instead of behind you. - 360B, intentionally late ASledge as they tech, 720.
Commanderoftroy Posted September 14, 2009 Posted September 14, 2009 Yeah i do that late sledge off the 360b a lot i do the bsledge off 360A when they are magnetized because more often than they are in a hurry to get away from you and tech roll backwards and the bsledge always whiffs and sets up real nice i had not tried that atomic collider setup though ha i did that little atomic collider in the middle of a combo the other day in a player match messing around ha the person literally said you got mike zd astaroth speaks the truth
Mike Z Posted September 15, 2009 Posted September 15, 2009 360A to BSledge vs. back techroll won't whiff on some characters. Jin gets hit/blocks it, for example.
kensk Posted September 15, 2009 Posted September 15, 2009 360A to BSledge vs. back techroll won't whiff on some characters. Jin gets hit/blocks it, for example. not necessarily a bad thing, though seems weird that jin gets hit by it of all characters though, since hes super thin.
DivineChaos97 Posted September 15, 2009 Posted September 15, 2009 A few questions regarding this 720 set up. CH Sledge > 2B > 2C > AC > 6C > Spark Bolt > 6A > 720. And obviously there are tons of other ways to get into this as long as you get 6C > Spark Bolt, or at least something that bounces as high as 6C. The Spark Bolt should send them flying behind you and the 6A is used only for pulling them towards you for the 720 to catch. Now on with the questions. I use this set up a lot and have discovered that people don't really know how to get out of it, either that or it's near inescapable. I've had people burst after the spark bolt and that's as close as they come to avoiding it. 1) Do people often use this? 2) Is there another way to escape it?
Commanderoftroy Posted September 15, 2009 Posted September 15, 2009 360A to BSledge vs. back techroll won't whiff on some characters. Jin gets hit/blocks it, for example. Yeah i noticed that thought for a while it was just because they were teching earlier than usual or my timing on the sledge cause the jin thing doesnt really make sense with his character size as he said. That atomic collider works well seems to be a lot of options with the jump d and magnetism when it comes to setups.
Tofu Warrior Posted September 15, 2009 Posted September 15, 2009 Are there any true/guaranteed block strings after 5C? It seems like there's an exploitable gap no matter what I follow it up with. According to the frame data, it's -5 on block, so I guess I'm pretty safe just not doing anything now and again. Is 5C, 3C a true string? I haven't been punished for it yet. I rarely get punished anyway if I just mix up my follow ups, because it becomes difficult for them to gauge when to reversal. Still, something guaranteed would be nice. 1) Do people often use this? 2) Is there another way to escape it? So after the Spark Bolt connects, you combo a 6A to pull them towards you, they tech and you grab them with a 720, which you buffered during the 6A? Am I picturing this right? If so, then they can just neutral tech and jump away, like any other 720 set up.
Commanderoftroy Posted September 15, 2009 Posted September 15, 2009 You could even wait a bit and tech out of it with a backroll i would imagine
A.X.I.S. Posted September 17, 2009 Posted September 17, 2009 A few questions regarding this 720 set up. CH Sledge > 2B > 2C > AC > 6C > Spark Bolt > 6A > 720. And obviously there are tons of other ways to get into this as long as you get 6C > Spark Bolt, or at least something that bounces as high as 6C. The Spark Bolt should send them flying behind you and the 6A is used only for pulling them towards you for the 720 to catch. Now on with the questions. I use this set up a lot and have discovered that people don't really know how to get out of it, either that or it's near inescapable. I've had people burst after the spark bolt and that's as close as they come to avoiding it. 1) Do people often use this? 2) Is there another way to escape it? 1. no its unpractical, 6A can jump cancel..now if you used collider to make them tech and buffer the 720 then maybe.... i tested that part but collider to 720 can be a pain eh. 2. but of course like most of tager's game its a avoidable gimmic, the can just not tech and hit the ground then roll away. last time someone bursted my spark bolt they ate a free spinny and died.
boringperson Posted September 17, 2009 Posted September 17, 2009 Do you guys think its viable using tager's 360A as a wake up?
Tofu Warrior Posted September 17, 2009 Posted September 17, 2009 Do you guys think its viable using tager's 360A as a wake up? Yes, but it depends. If you're expecting that they'll poke you, then 360A will stuff whatever they do. However, if they poke you with a move that puts them in an airborne state, you'll eat a nice, juicy counterhit combo. This would include moves like Taokaka's 6B. They can also bait a 360A by standing beside you, then jumping at the last second and coming down with a move. If they time it right, again, you'll be eating big counter hit damage. So really, it's all a matter of reading your opponent and reading their tendencies. All good players will jump to avoid 360s, and when you clue in to that, they'll start poking you on wake up to counter hit your Atomic Collider or 2C or whatever. So just be smart.
kensk Posted September 17, 2009 Posted September 17, 2009 360a is not a reversal, you shouldnt really use it as such unless you have a damn good reason to. any attack active just as you are recovering will stuff 360a 100% of the time.
HZMN Posted September 18, 2009 Posted September 18, 2009 360a is not a reversal, you shouldnt really use it as such unless you have a damn good reason to. any attack active just as you are recovering will stuff 360a 100% of the time. Quote for truth.
Commanderoftroy Posted September 18, 2009 Posted September 18, 2009 Just recently i was playing noel and did magna tech wheel at the same time as her super and it ate over half her bullets before i moved under her because she was in the air. Does anyone know if that would protect you from her entire super or was it the basic start up armor the move has. All be it situational at best could be a nice thing to know if you are ever in trouble with her.
bjholmes2 Posted September 18, 2009 Posted September 18, 2009 It auto-guards projectiles up to frame 51.
Commanderoftroy Posted September 18, 2009 Posted September 18, 2009 It auto-guards projectiles up to frame 51. Got ya thank you sir i figured id better move out of the way of it thinking it was not going to last forever.
Tofu Warrior Posted September 19, 2009 Posted September 19, 2009 Do you think Tager would be broken if all of his moves that are affected by magnetism had inherent magnetic properties? So in effect, your opponent would be permanently magnetized. I was thinking that Tager should have two Atomic Colliders; his normal one with magnetic properties, and another one with no magnetic properties but invincibility against high attacks. It wouldn't be fair to have both at once.
A.X.I.S. Posted September 19, 2009 Posted September 19, 2009 Do you think Tager would be broken if all of his moves that are affected by magnetism had inherent magnetic properties? So in effect, your opponent would be permanently magnetized. I was thinking that Tager should have two Atomic Colliders; his normal one with magnetic properties, and another one with no magnetic properties but invincibility against high attacks. It wouldn't be fair to have both at once. i love this idea..mainly because tager needs a collider like that..he got 2 sledges and 2 360's why not 2 colliders.
Mike Z Posted September 19, 2009 Posted September 19, 2009 I do think it's kinda dumb that the 360s don't magnetize...
A.X.I.S. Posted September 19, 2009 Posted September 19, 2009 I do think it's kinda dumb that the 360s don't magnetize... that would turn tager from scrub to a god...in fact how come 6A dont magnetize?
Tofu Warrior Posted September 19, 2009 Posted September 19, 2009 I'm starting to think that permanent magnetism would just make Tager good, and not overpowered. Giving 360+A its permanently extended range wouldn't make it any better than Zangief's jab SPD, which already has 4 times the range of Zangief's normal throw. Giving him some super armour, whether or 2D or an entirely new move, would also help him out a lot. High point invincibility on 2C or a second Atomic Collider with high point invincibility (but no magnetism) would solve his anti-air problem. Back dash just doesn't cut it as an anti-air, because even if you do guess right and back dash at the right time, you're forced into another guessing game; will they poke, throw, jump or use an invincible move? Very little with Tager is guaranteed, he needs more tools to deal guaranteed damage. Oh, and an air sledge .
Osuna Posted September 19, 2009 Posted September 19, 2009 Wouldn't a high point invuln collider be the ultimate anti air? I mean, It would be immune to all air attacks and unblockable.
A.X.I.S. Posted September 19, 2009 Posted September 19, 2009 I'm starting to think that permanent magnetism would just make Tager good, and not overpowered. Giving 360+A its permanently extended range wouldn't make it any better than Zangief's jab SPD, which already has 4 times the range of Zangief's normal throw. Giving him some super armour, whether or 2D or an entirely new move, would also help him out a lot. High point invincibility on 2C or a second Atomic Collider with high point invincibility (but no magnetism) would solve his anti-air problem. Back dash just doesn't cut it as an anti-air, because even if you do guess right and back dash at the right time, you're forced into another guessing game; will they poke, throw, jump or use an invincible move? Very little with Tager is guaranteed, he needs more tools to deal guaranteed damage. Oh, and an air sledge . god this is actually perfect. this will this solve some tager issues..he can use a 6D..you know something thats quick but gives a magnet anyways. hell a air sledge is just mean, lets hope kokonoe gives him fucking boosters for it, hell he can also use a DD when he's in the air..something like a seizure shockwave. x_x @ osuna, if he's upper body invulnerable then it wouldnt be..look at infernal divider, that shit is almost a hack... dont get me started on litchi's anti air..nah i wont its less threatening then ID.
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