Mike Z Posted December 6, 2009 Posted December 6, 2009 You can do ACx2, Gadget, but you may as well do the combo first. They can all be ended with that.
NumeroGaijin Posted December 6, 2009 Posted December 6, 2009 So very glad Tager gets more versatility combo wise. We Tagers are going to have fun with the mixups when those of us who haven't played CS get a hold of it.
EasyModeNub Posted December 6, 2009 Posted December 6, 2009 Is it because of his DP? Can you not bait and punish his DP? I haven't check out that many Tager vs Ragna vids so I'm just speculating. I think the main problem is that Hsein uses his millennium eye to read what I'm going to do. Any time he had 50% and I didn't Gadget Finger just let him start pressure on me. DP>RC>pressure.
Mike Z Posted December 6, 2009 Posted December 6, 2009 This dude? You should be rolling him alllll day. :^) If you know he's going to DP after a Gadget, you can backdash it late as all heck and it'll miss. Or you can just do something ending in 5D instead.
Shine Posted December 6, 2009 Posted December 6, 2009 You can do ACx2, Gadget, but you may as well do the combo first. They can all be ended with that. Good to know. I was thinking of using it if the combo gets the opponent out of the corner. I'd rather much set them up for something else than get some spare damage.
Akagi Posted December 7, 2009 Posted December 7, 2009 So far as combos go, is the (magnetized) opponent AC to AC whiff->6B->2C combo good on the entire cast?
ZhePrime Posted December 8, 2009 Posted December 8, 2009 Then again, since the Finger is a reset it's just the same situation as if you knew he was going to DP normally, except you have guaranteed magnetism with the Finger. Also, thanks again for all the info there MikeZ! Looking good. I think the main problem is that Hsein uses his millennium eye to read what I'm going to do. Any time he had 50% and I didn't Gadget Finger just let him start pressure on me. DP>RC>pressure. Yeah Ranga's pressure can be a bit annoying. The trick is to learn the holes, which is easier said than done
bjholmes2 Posted December 8, 2009 Author Posted December 8, 2009 So, what is the basic B+C throw combo? I imagine it's something along the lines of [filler] -> Collider -> [filler] -> Gadget.
McQuinn Posted December 8, 2009 Posted December 8, 2009 On the combo list, isn't it supposed to be a j.C whiff instead of a j.D whiff. Also make a note that the opponent needs to be magnetized for the collider whiff to bring them closer.
Isorropia Posted December 8, 2009 Posted December 8, 2009 Basic B+C I've seen so far is: B+C > sledge B > 5C > 6A > collider > j.c(whiff) > j.2c > gadget
Tofu Warrior Posted December 9, 2009 Posted December 9, 2009 On the combo list, isn't it supposed to be a j.C whiff instead of a j.D whiff. Also make a note that the opponent needs to be magnetized for the collider whiff to bring them closer. The whiff j.D is there to pull your opponent closer to you; it allows you to combo after your late j.2C.
McQuinn Posted December 9, 2009 Posted December 9, 2009 The whiff j.D is there to pull your opponent closer to you; it allows you to combo after your late j.2C. Ok I was wondering because in the videos I have seen j.C was used to move forward, closer to the opponent instead of bringing them closer.
Brother Mojo Posted December 9, 2009 Posted December 9, 2009 Yeah, j.C whiff doesn't require magnetism and should get the opponent close enough for whatever. I've seen people land 2B 2C after 623C, j.C whiff, late j.2C and the reach on that is pretty weak against grounded characters.
A.X.I.S. Posted December 9, 2009 Posted December 9, 2009 mike z can 2D ch combo off anything now? before you had to RC for 2D to combo or use just 5C on ch.
Maho Posted December 10, 2009 Posted December 10, 2009 2D counter combos into 3C > 22D for 1479dmg, if you have fireball you can combo ala CT with 5C then 41236D > 5C > ACx2 > 6B > 2C > AC > B/E Gadget for 4090. If you get a crouch counter hit (good luck with that), you can 6A > 3C > 2B > 2C > AC > B/E Gadget for 3216, or 6A > 2C > ACx2 > 6B > 2C > AC > B/E Gadget for 4119, but this one needs the good spacing or else you'll whiff the 2C and give your opponent a free CH combo. j.C whiff, 2B->2C doesn't work on everyone. It's more like it doesn't work on anyone if the AC doesn't put them in the corner, though jC whiff > late j2C > 2B > AC can be done anywhere on Arakune and Tager. Also i remember a few pages back that it was stated 360B > 5C > 6A > AC doesn't combo on Rachel, it's right but 360B > 6A > 2C > AC does combo anywhere without magnetism for a nice 4587dmg, 4694 if magnetized with 5D after it. Now some combos, every BGadget must be replaced with E on Arakune and Carl : Need magnetism : ACx2 > 6C > j2C > 2B > 2C > AC > 236B > 22D : 3298dmg. On Rachel after j2C replace 2B > 2C by 5C > 6A and you'll get 3347. If you do the same starting with 2C dmg goes up to 4052, (4097 on Rachel), starting with 6A > 2C you'll get 3859 (3899), and for 2B > 2C, 3659 (3699). 2C FC combo : No magnetism : - 2C FC > 5C > AC > walk a few pixels jC > late j2C > 5B > 5C > 6A > AC > BGadget : 4161dmg. Work anywhere on anyone but Hakumen and Noel, you'll have to drop the 6A against those two, damage goes down to 4058. Against Bang, Hakumen, Hazama, Tao, Rachel and Carl you must walk a few pixels before the whiffed jC, on the others you can go directly for jC if you drop the 6A like for Noel and Hakumen, easier but you lose some damage. If started back to corner : - 2C FC > 5C > AC > jC > late j2C > 5B > 5C > 6C > j2C > 2B > 2C > AC > BGadget : 4456dmg If magnetized : - 2C FC > 5C > ACx2 > 6C > j2C > 5B > 5C > 6A > 2C > AC (hold) > BGadget : 4315dmg. - 2C FC > 5C > 6A > 2C > AC (might need hold)> jD whiff > late j2C > 5B > 5C > 6A > 2C > AC (hold) > BGadget : 4349dmg A vid of the 2C FC combos : http://www.youtube.com/watch?v=x755G8KL8S8
Maho Posted December 14, 2009 Posted December 14, 2009 So here's the results of the tests regarding spinny and terra break minimum guaranteed damage, combo used was 5A > 2B > 2C > ACx2 > 6B > 2C > AC > spark, starting with 5A with 2 AC in the combo gets damage reduce really high. Damage of the combo alone is 2490, with spinny 3220 and with terra break 3920. Then i did the same test but starting with 3 5As to get the damage reduce as high as i can, combo does 1852 with that, with spinny it goes up to 2582, and with terra break 3282. Damage values for spinny and terra break are the same in the two tests, spinny does 730 and terra break 700, so we can say this is the minimum guaranteed damage for those supers.
Mike Z Posted December 15, 2009 Posted December 15, 2009 Here's a Fatal Counter combo, Certified Mike Z Easy meaning every bit is optimized to hurt, and there is nothing simpler you can do for this much damage. Verified on all characters, no mag, no spark: CH 2C, 2C xx AC, small step forward BSledge, keep holding forward afterward, 5B->5C->6A xx AC, EGadget = 3954. Why work super hard for 200 more damage? (^.^)' (That bit in the middle: small step -> BSledge is easy, but you keep holding forward to walk immediately after the BSledge is over, which puts you in range to catch them before they land with 5B.) Remember, if you want to test min damage you can do black-beat combos...6C xx AC 5 or 6 times then into super. However, it does the same dmg. :^) Due to the new way Heat works, you get crazy amounts of super meter for everything no matter the scaling. From 70% (maybe less) meter you can do throw, BSledge, 5C->6A xx AC, 6C xx Spark, Astral.
ThaShizzle Posted December 16, 2009 Posted December 16, 2009 i dont know if this was stated in the previous pages and i dont want to go through everything, but i was at a tournament recently playing a tager and he comboed me into the astral by using a spark bolt bouncing me off the wall into it. i didnt tech up either, i didnt expect it to get me but it did. also something i noticed that really helps him is that after an AC if your opponent is magnetized right when they bounce up whiff an AC to pull them in then you can either do a gadget finger for magnetism or do 2C to another AC and repeat if they are still magnetized.
ShinsoBEAM Posted December 16, 2009 Posted December 16, 2009 i dont know if this was stated in the previous pages and i dont want to go through everything, but i was at a tournament recently playing a tager and he comboed me into the astral by using a spark bolt bouncing me off the wall into it. i didnt tech up either, i didnt expect it to get me but it did. also something i noticed that really helps him is that after an AC if your opponent is magnetized right when they bounce up whiff an AC to pull them in then you can either do a gadget finger for magnetism or do 2C to another AC and repeat if they are still magnetized. ......yeah this has all been mentioned earlier and later we found better ways of going about this.
Mike Z Posted December 16, 2009 Posted December 16, 2009 i dont know if this was stated in the previous pages and i dont want to go through everythingHuh. You don't even want to read the post right above yours? :^)
ThaShizzle Posted December 16, 2009 Posted December 16, 2009 Huh. You don't even want to read the post right above yours? :^) lol i skimmed it, i didnt notice the setup at the bottom for astral
Tofu Warrior Posted December 20, 2009 Posted December 20, 2009 After how many hits do I have to E-Gadget in a combo? Or is it always contextual?
bjholmes2 Posted December 20, 2009 Author Posted December 20, 2009 Different moves have different proration rates that affect when the opponent can tech out.
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