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  • 1 month later...
Posted

CH 5C, 6C, j.D

...is fantastic in this match up because you'll be playing footsies almost the entire time, and 5C is your main poking tool, so you'll be sure to land a lot of those. It puts you in a great situation for tech traps, which ultimately lead into big damage.

Don't ever, ever jump in this match up.

360+A, 2B xx Atomic Collider, E-Gadget is really good, and it does 3700. So you get the damage of 360+B coupled with the range and invincibility of 360+A. Easily the best tool you have at your disposal. I tend to avoid using Gadget Finger on Tager because it just ends up getting really dumb. I usually go for max damage in my combos rather than Gadget Finger set ups because I like to sit on life leads in this match up.

  • 7 months later...
Posted

this needs to be said for this match up.

DO NOT jump full screen, don't even jump mid screen.

DO NOT gadget finger, ever! the +3 will let all his options beat yours unless your max delaying...

IB simple stuff like any drive move and 5C.

for god sakes do not throw out drive moves randomly when he's magnetized, tager can backdash it.

other than that this match is like CT.

please do the do nots.

Posted
this needs to be said for this match up.

DO NOT jump full screen, don't even jump mid screen.

DO NOT gadget finger, ever! the +3 will let all his options beat yours unless your max delaying...

IB simple stuff like any drive move and 5C.

for god sakes do not throw out drive moves randomly when he's magnetized, tager can backdash it.

other than that this match is like CT.

please do the do nots.

Yup, walking backwards a lot is still the shit though I think they changed the range on 360A so that throwing that out at the start of the round now whiffs.

Posted
Yup, walking backwards a lot is still the shit though I think they changed the range on 360A so that throwing that out at the start of the round now whiffs.

I think that's a change in tager's hitbox, not 360A, but yeah it won't work. I usually start the match just by walking backwards, that way you avoid a match starting 4D or something, and avoiding getting magnetized is always good.

Also, I buffer 720 a lot but try not to confirm it with C unless the other Tager has less than 50 heat. Punishing a move with a 720 only to have them do the same and make you lose to the second super flash suuuucks.

Posted

What? 720 is 0f after the superflash, unless they already pressed their C button during your 5f of startup then you win. And if they did a 720 in those frames...well you not pressing C is hardly going to save your life.

Also 360A molests 720, feel free to use it whenever you think they'll 720.

Posted

If you have magnetism, here are your go to combos after command grabs:

360A > 2B > Collider > Collider whiff > 6B > Collider > 5D

360B > 2B > 2C > Collider > 5D

Also, in footsies, since 5C is going to be your best poke, there is actually a magic range where if the other Tager whiffs his 5C, you can counterpoke his 5C with your 5C and get a counterhit. Learn that range, cause you'll be spending a lot of time in that range.

Posted

Be careful of 2B 2C 4D on block. Last night, I IB'ed 2B and 720 punished before my opponent's 2C could hit.

Better yet, you shouldn't try to be doing blockstrings in this matchup. Like everyone has said, just poke, poke, poke.

Posted

You can do 3C 5C Collider, it doesn't have to be counterhit either. I usually just let myself get beat up until the magnetism wears off if they are trying to tech trap me. An early 4D will usually counterhit the other guy if he's hitting 5D while you're magnetized.

Posted

kaiser you can actually do 3C>5C>6A>collider on only tager and rachel...everyone else you would have to rapid to do that.

Posted

One more reason to not use Gadget Finger extensively in this matchup is that the Tager being Gadgeted can use Astral to beat out almost anything the player using Gadget can do. Almost positive on that.

Posted

That doesn't seem to make sense, the frame data suggests that holding out a 720 will beat an astral attempt.

Posted
That doesn't seem to make sense, the frame data suggests that holding out a 720 will beat an astral attempt.

I'm not sure. This was from a match recording beating out a 360.

Posted

720's will beat out astrals. Happened to me just the other day.

But it was wake up astral, so I'm not sure if that counts.

It was a 720 into a 720, but before my second 720 came out he teched and astraled and I got him anyway.

Posted
kaiser you can actually do 3C>5C>6A>collider on only tager and rachel...everyone else you would have to rapid to do that.
According to my numbers, if you do 3C>5C>collider you can get a double collider with a gadget, or in this match up gadget alternative, but you can't if you do 3C>5C>6A>collider.

Edit: I was doing a basic number crunch because I can't test it right now, but now that I've crunched a few more numbers it looks a little more ambiguous. So I could just be totally off base.

Edit edit: I just tested it. I was right and wrong. Meterless, you can't get the second collider no matter what, but with mag, you can 623whiff>6B>2C>623C gadget substitute. But I know that some of us wouldn't mind ending with 5D, in that case you can do 3C 5C 6A 2C 623C 623Cwhiff 6B 2C 623C 5D for sightly more damage.

  • 2 months later...
  • 2 months later...
Posted

would AC whiff, 2c into whatever work better than AC whiff, 6B/2B/6C into whatever?

What I mean is, since 2c has better proration would it just be more efficient to do like,

5D CH, xx, AC Whiff, 2c, xx, keep looping?

Posted

AC has same-move proration so you'll find the damage and untechable time dropping off pretty sharply after the second collider, no matter how few other moves you use inbetween.

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