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Posted

dude when i saw that combo i was wondering if you can use 6B instead of 5B or maybe 2B>2C its still pretty damn sweet though.

6B is too slow, and 5B has better range than 2B.

I'm pretty sure you would be able to do Fatal Counter 2C, 6B, 2C xx Atomic Collider though. :lol:

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Posted

Mike Z actually posted a similar combo here. Mike also mentioned that j.A is good for tick throws, and I never saw any Japanese Tager's utilize it until those recent Galileo vids.

Looks like Mike and Galileo think alike? :lol:

I still enjoy Maho's Fatal Counter combos though since they look fancy, though I can only nail the corner one consistently.

As for a use for 6B, I saw g0th1k4 use 6B > 6B > 6C as a block string, because it breaks 3 guard primers. Useful against characters with low amount of primers I guess.

Posted

i wanted to ask, can sledge follow up still get poked out of...it looks like 236A~236A is faster but i just wanna know, i find it a interesting way to break primer and depending on the situation makes for a nice way to force a burst.

Posted

Oh shit, thanks for the link Leo, it looks like Mike Z has known about that combo for ages already. I wouldn't doubt that Galileo took it from Mike Z too, Mike Z discovered so many combos since release.

i wanted to ask, can sledge follow up still get poked out of...it looks like 236A~236A is faster but i just wanna know, i find it a interesting way to break primer and depending on the situation makes for a nice way to force a burst.

I find myself getting more CHs with the Sledge follow up, but if they IB the Sledge and you continue with the follow up, you're eating something big.

Posted

You can mash to hit him before Hammer after either version of the Sledge, and you don't even have to IB. :^(

Posted

that sucks looks like sledge follow up is only good for catching meaty shit in between...and fishing for CH on wake-up...oh yeah another question, hows the scaling on 6A, 6C, j.2C and sledge follow up? in CT those moves was the big daddy money makers well 6C on CH.

Posted

It seems like as a combo starter, Hammer scales very little (you can do 5K off it easily). In a combo 2C and j.2C are good for scaling, 6A is next best and 6C is crap just like in CT.

Posted

well in CT 6C CH did good damage...too bad your not getting that, every meaty in the game can beat it but if you get 6C CH then pro points.

Posted

lol about my lawlz guard primer breaking combo....most of the time the second 6b wont work unless you setup them really close like 5A, 6A, 6B, 6B, 6C..and theyd have to be magnetized of course lol. And if they barrier then the second 6B will miss...but in the corner it'll rape lol. Best part is if they block, lost guard primer, if they dont, you can combo into AC and you can always spark bolt wit h1 more primer lol. It's just funny when you break the opponent's guard multiple times in 1 round. The most I've done was take a tager down to 2 primers lol

Posted

lol about my lawlz guard primer breaking combo....most of the time the second 6b wont work unless you setup them really close like 5A, 6A, 6B, 6B, 6C..and theyd have to be magnetized of course lol. And if they barrier then the second 6B will miss...but in the corner it'll rape lol. Best part is if they block, lost guard primer, if they dont, you can combo into AC and you can always spark bolt wit h1 more primer lol. It's just funny when you break the opponent's guard multiple times in 1 round. The most I've done was take a tager down to 2 primers lol

i got a idea for you, 6C>720 on guard break, i only expect this to work in the corner.

too bad the problem is positioning and 6C being jump cancelable(?).

guard break pushes them back but if you do guard break you go into 720 before they think about anything lol.

anyways i wanted to know.

in CT you can use RC to do extra damage if you don't have a spark bolt in your combo, would you get the same effect in CT? will spark do more damage?

is it a waste of meter to use 50% for extra damage because of scaling?i just wanna know how effective is combo's starting with 6A, 2D, and j.C CH, and j.2C is like if you RC Bsledge and use 5C>6A>623C...its been killing me for awhile now, if not then i can drop that habit i had in CT for CS.

Posted

i got a idea for you, 6C>720 on guard break, i only expect this to work in the corner.

too bad the problem is positioning and 6C being jump cancelable(?).

guard break pushes them back but if you do guard break you go into 720 before they think about anything lol.

Didn't MikeZ say "If you throw someone out of guard break stun, it is always a purple throw, even 360s/720s."

Posted

No, hit/guard stun causes purple techs. Guard breaks are unaffected.

No, in CS any throw out of guardbreak stun is always purple, even command throws. If you want to do unburstable damage, the best you get is something like 5D xx Spinny/Terra. Sucks, ya.

As for the RC combos, RC is useful in some situations like no magnetism AC RC sj, j.2C, 2B etc when you normally can't combo. In general, BSledge RC etc sucks now, better to do the AC RC Elbow combos because the elbow has less proration.

In other news, you can do OTG BSledge, 3C and if you do the 3C low enough it forces them to bounce-tech just like the Sledge, but adds damage and lasts long enough that you can buffer 720 out of it. Low chops!

Posted

As for the RC combos, RC is useful in some situations like no magnetism AC RC sj, j.2C, 2B etc when you normally can't combo. In general, BSledge RC etc sucks now, better to do the AC RC Elbow combos because the elbow has less proration.

thats depressing, but j.2C in combo's are gonna be a blast!

Posted

Edit: @ bjhomles2 post below me, I assume you're aiming at me? I did consider making seperate posts, but I opted not to since I don't like to clutter (but it seems I did that anyway :psyduck:) since the Tager profile image I posted for this thread was deleted and I decided to re-up it.

Sorry if I'm giving you headaches :vbang:Feel free to delete my post.

Noticed that the profile image of Tager on the first page was gone, so...

>IMAGE<

Posted

OK, we (the mods) have been talking and have come to the decision that there is too much crap on Dustloop. As a result, I will be deleting the Off-Topic and online forums; take that stuff elsewhere. Also, I will have no tolerance for off-topic posting, and I will delete it on sight. Also, do not post anything in this thread unless it has to do with the guide. From now on, the Tager forums are gameplay discussion ONLY.

Posted

What are good follow up options for a CH 4D? Only real reliable option I've gotten so far is 5C->6A->AC and so on and so forth. Even then, if you're in the corner and you get the CH, they won't bounce back far enough for you to hit them and since you can't cancel into B Sledge from it, I can't think of any other options. Only other ones I could see would either be AC if you could cancel into it or maybe MTW...not sure. I need to test some stuff out next time I get the game to myself.

Posted

CH 4D, 6A xx AC works everywhere where they bounce far, even if you are cornered, and you can add a 2C before the AC usually. If they are cornered it won't work, but then you can just do CH 4D, 5C etc.

  • 2 weeks later...
Posted

For some reason I can't execute BGadget after collider,

When I try to grab with Gadget after sledge it's missing every time, any tips?

Delay it. Than hold down the D. Not hard execution wise at all.:toot:

Posted

just hold gadget finger....and for some people u need to use EGadget, ie arakune i think hes only one

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