ShinsoBEAM Posted December 29, 2009 Posted December 29, 2009 I don't do that combo much anymore. :^) The easier one is, well, easier...and more dmg. But it does look funny. Real info: You can GF after they die if you kill them with a 360B, but not with a 360A. (Hey, it's important!) Also, this. Its only important if we can 720 after the GF.
ahdes Posted June 24, 2010 Posted June 24, 2010 hi i was playing against another tager today. i gadgeto finger-ed him. but he managed to B+C grab me. and also 360a me. while i was unmagnetised. i used punch after gadget finger may i know what beats these moves?
Brother Mojo Posted June 26, 2010 Posted June 26, 2010 hi i was playing against another tager today. i gadgeto finger-ed him. but he managed to B+C grab me. and also 360a me. while i was unmagnetised. i used punch after gadget finger may i know what beats these moves?360A and 5A both beat B+C. 360A also beats 360A if you wait a bit so that you start your 360 after he does... hilarious when your opponent is like "What? My 360A should have won!" but not actually that useful. Jumping beats both of them, and so should backdashing except maybe if you're magnetized and he holds the 360A a bit? I'd have to check that one.
Manta Posted June 26, 2010 Posted June 26, 2010 One of the big strengths of Gadget finger is that it drops them in Tager's throw range but no-one else's. This effect is rather nullified in mirror matches, so it a HUGE risk to do. There exist quite a lot of Tager specific combos you could use instead more safely, just be careful of some of the tech traps in case you get 720'd out of them.
Lumination Posted August 4, 2010 Posted August 4, 2010 GF can be done on Makoto after an unmagnetized 360A without any additional input. Just tested multiple times.
A.X.I.S. Posted August 9, 2010 Posted August 9, 2010 5:23 here is fucking amazing! this is one of those gimmick's that we all should use. http://www.youtube.com/watch?v=PrhXOGiFnhA leo posted this...fucking amazing shit! how do you do this?
Heroic_Legacy Posted August 9, 2010 Posted August 9, 2010 5:23 here is fucking amazing! this is one of those gimmick's that we all should use. http://www.youtube.com/watch?v=PrhXOGiFnhA leo posted this...fucking amazing shit! how do you do this? I'd have to guess GF RC as they fall time 5C so it hits them as they land, but since they are stuck in the GF animation they are counted as 'grounded' therefore you can special cancel to Gadget Finger again. But, they can't get caught by it because they are standing. Hmm...Then again I have personally caught someone in the middle of a tech roll with Gadget Finger. So I'm not sure if it's just glitchy or it actually can catch a crouching opponent or something like that on wakeup.
Heavy_Mental Posted August 10, 2010 Posted August 10, 2010 One of the big strengths of Gadget finger is that it drops them in Tager's throw range but no-one else's. This effect is rather nullified in mirror matches, so it a HUGE risk to do. There exist quite a lot of Tager specific combos you could use instead more safely, just be careful of some of the tech traps in case you get 720'd out of them. This. Don't bother with 3C>Gadget Finger. Go with 3C>5C>5D instead.
Augxst Posted September 4, 2010 Posted September 4, 2010 I just noticed something stupid about gadget finger, okay if do GF and you attempt a command grab 360a/b or 720 your opponet can jump out which everybody knows, okay but if they stand there and you attempt a command grab the pink bars come out what the hell that doesnt make any sense, I mean if there fully moblie when the command grab comes out why do the pink bars come out, was this on purpose
natearistata Posted September 4, 2010 Posted September 4, 2010 Maybe I'm just not fast enough, but I've never had 360A become techable. 360B though, you do have to wait a slight moment, and it will be techable if you do it as soon as they hit the ground. the way I do it is to start the 360 at either the 1, 2, or 3 position. Then you can use the whole holding the direction down for x frames (5? I should probably learn that). Right when Tager crouches, I hit B. If they sit there and block, it'll hit and be untechable.
Osuna Posted September 4, 2010 Posted September 4, 2010 I just noticed something stupid about gadget finger, okay if do GF and you attempt a command grab 360a/b or 720 your opponet can jump out which everybody knows, okay but if they stand there and you attempt a command grab the pink bars come out what the hell that doesnt make any sense, I mean if there fully moblie when the command grab comes out why do the pink bars come out, was this on purposeBB has always had purple throws for being in stun, and for slightly after. GF puts you at frame advantage so it's not hard to purple throw after it. You can even have purple counter throw. It's always been this way.
Mike Z Posted September 4, 2010 Posted September 4, 2010 GG has 6f of throw protection after hitstun, meaning you can't be thrown at all. BB turns this protection into time where the throw will be purple even though the opponent has recovered. Gadget is +3, A-Buster startup is 11f, 11-3 is 8 frames before the 360A hits after the opponent recovers...meaning in theory you can't ever do a purple A-Buster after Gadget. Even if they extended the throw protection to 8f in CS (I dunno) you still would be grabbing the frame after the protection expired. 360B starts up in 6, 720 in 5, so those can both easily be purple.
Manta Posted September 4, 2010 Posted September 4, 2010 This. Don't bother with 3C>Gadget Finger. Go with 3C>5C>5D instead. Does 3C, 5C, 6A, 623C 2D or 3C, 5B 623C 2D not work?
Kaizer Blade101 Posted September 4, 2010 Posted September 4, 2010 Does 3C, 5C, 6A, 623C 2D or 3C, 5B 623C 2D not work? I don't think 3C 5B works, I know the 3C, 5C, 6A 623C 2D does, but the best damage you can get is 3C, 5C, AC, j.C whiff, lowest j.2C, 5B, 4D.
Darwock Posted September 16, 2010 Posted September 16, 2010 I have finally graduated from just using GF to buffer 720s and 360s, and started mixing it up with Atomic Colliders as well. However I'm not having much success. Twice tonight I opted to do an AC after GF, and coincidentally both times my opponent jumped. However my AC did not grab them, they just kind of circled around and stayed out of range as they jumped back. What gives? I held the button down, is that the wrong thing to do?
Augxst Posted September 16, 2010 Posted September 16, 2010 I have finally graduated from just using GF to buffer 720s and 360s, and started mixing it up with Atomic Colliders as well. However I'm not having much success. Twice tonight I opted to do an AC after GF, and coincidentally both times my opponent jumped. However my AC did not grab them, they just kind of circled around and stayed out of range as they jumped back. What gives? I held the button down, is that the wrong thing to do? your supposed to let go of c when there near your hand to activate the grab
evilben Posted September 16, 2010 Posted September 16, 2010 if you are trying to nab a jumping opponent after GF dont hold it down. AC will catch them even if they are just barely off the ground so just tap it out there and if they are in the air in front of you, you get em. otherwise you get to have fun with physics, which in unfortunately a science even greater than the science of magnets (but it can be quite hilarious... have you ever tried to AC a mag'd jin ice carring away from you? after the ice car ends he shoots at you a billion miles an hour...)
Darwock Posted September 21, 2010 Posted September 21, 2010 Cheers for the tips on using AC, I've got that nailed now. In the Ragna match-up thread it's said that using GF against him is basically suicidal as he will get a free hit with inferno divider, but earlier on in this thread someone said that you can backdash to escape from ID and then punish. I have to say I didn't have much success avoiding it, but maybe I am slow - which is correct? Also any thoughts on using voltic charge after a GF rather than blocking?
Sponson Posted September 21, 2010 Posted September 21, 2010 Both are correct, but usually a GF means an ID bait anyway, ie. backdash. And Voltic Charge is too slow and still susceptible to lows and you're better off back dashing or just blocking in general after GF.
A.X.I.S. Posted September 21, 2010 Posted September 21, 2010 you can do a late backdash to beat ID. mike z already covered it.
Osuna Posted September 21, 2010 Posted September 21, 2010 Everyone covered most of why gadget sucks versus ragna, so I won't get into that. One more problem with using charge after gadget is that, espcially with ragna, if they RC you're screwed. If they have meter to RC the only thing it would beat Really would be gold burst.
Mike Z Posted September 21, 2010 Posted September 21, 2010 Regarding the backdash vs. INFERNO DIVIDAA, "can do it" doesn't mean "is a good idea to ever even try, let alone rely on when it counts".
Darwock Posted September 22, 2010 Posted September 22, 2010 Yeah I came to that conclusion after last nights sessions. It never worked. I sometimes instinctively go for the finger after a knockdown, then kick myself when I remember I'm fighting Ragna. It seems the only safe option is to burst before he can ID and then try to collider him? I also had some failures last night with doing 360As or 720Cs on a magnetised Hakumen - held the button down but he never got sucked in at all. Looked like he backdashed but then just easily stayed out of range. Is that normal?
Acidious Posted September 22, 2010 Posted September 22, 2010 Something that hasn't been pointed out yet that I've found works well. 2C after a GF can stop most if not all attacks that don't have invincibility, it'll be a fatal for at least 40% of the moves you can point out. The only attacks I don't see it work on is 'A' attacks (Not many people use this on wake-up I've only seen two at most), Ragna's Inferno Divider, Tager command grabs, and wake up distortions. It's selective, but can lead to much larger combos then the alternatives.
Recommended Posts