Isorropia Posted October 22, 2010 Posted October 22, 2010 Nah, you can't. The point on valk's hitbox (makoto's too) where you can pick them up with a j.B is right in the centre of their body, so to hit it after collider you have to walk forward for ages, they can tech long before you can get the j.B to hit OTG. Tested Makoto: 360A: 22D and slight step 5B4D connect. 360B: Walk 2B collider works. Could not get -any- magnetless double collider combo. j.2c>2B, j.C whiff > j.B, Bsledge>2B, 6C all fail...she just falls really far away from tager somehow. Also Magnetised B+C > 6A > 2C > AC etc seems universal, could it be better then B+C > 5C > 6A which misses some chars like arakune and valkenhayn? Also a note for valk, in combos involving 6C > j.2c, he has a weird aerial hitbox, if you do the j.2c quickly you'll whiff, make sure to delay or superjump to make it work.
A.X.I.S. Posted October 25, 2010 Author Posted October 25, 2010 HI GAIS! anyways I was in the chat with sev and he was telling me about how 360B>2B>2C>623C works on bang. well here's the thing, they have to be magnetized. why did I post this...because you can do this on not just bang but on several other characters too. best part is its a free 4.5k off a B buster if they are magnetized but the bad thing is the timing for walk 2B is a pain, if I remember correctly another player was talking about how strict it was. anyways i'm done not making sense. in a few mins I'll have a list of the characters it works on.
Isorropia Posted October 25, 2010 Posted October 25, 2010 360B>2B>2C>AC is already in the first post of the thread. http://www.youtube.com/watch?v=nKVSvmGHmI0&fmt=22 According to this topic it works on: Tager (no need to walk), Noel, Ragna, litchi, bang, hazama tsubaki, and lambda. Also it works on Mu/Makoto. It's easier to do if you omit the 2C tbh, also you don't need mag if you just do 2B > AC. That being said, I can't get it to work on litchi/haz/tsubaki consistently. Also it works on Mu/Makoto. If you have mag you can even do 360B > walk 2B > AC > 5D, or, MY FAVOURITE, 360B > walk 2B > AC > spark > 5C > 6A > AC/pink airthrow (4.7k before the reset/throw)
A.X.I.S. Posted October 25, 2010 Author Posted October 25, 2010 weird, I couldn't get it to work on hazama and tsubaki. I forget to do things to this thread all the time. with that said thanks.
Isorropia Posted October 25, 2010 Posted October 25, 2010 Yeah, I can't get hazama/tsubaki either, I think it's a case of like...walking the maximum possible frames forward before doing 2B/2C. 360B is around +21 (since you can hit 6A on rachel) and so in theory you can walk forward for 10f before doing an 11f 2B.....too hard to be practical on those two if it's actually possible I guess. (For reference 360B > walk 2B > AC will never work on hazama, OTG 2B > AC doesn't even work pointblank on him)
A.X.I.S. Posted October 25, 2010 Author Posted October 25, 2010 OTG 2B>AC is iffy on some folks. also I couldn't get walk 2B>2C to hit on mu...mu has a janky hitbox.
Isorropia Posted October 25, 2010 Posted October 25, 2010 Ok so, did a bit more testing on it, confirmed that (with mag) 360B>2B>2C>AC WILL WORK on haz/tsubaki....timing for the walk is so very tight though. I can personally vouch for 360B>2B>AC without mag working on the following characters: Tager Bang Ragna Lambda Noel Mu Makoto Litchi, Hazama and Tsubaki require the 2C + mag to pull it off, and the timing is very strict. And yeah, point blank OTG 2B>AC works on all except hazama hakumen and valkenhayn. Then how well it works on others with distance varies, the aforementioned characters (tager bang...makoto) having the best aerial hitboxes to get hit by it.
Soriphen Posted October 25, 2010 Posted October 25, 2010 holy mother of shit 360B > 2B > 2C to AC WORKS! DAAAAAMN thanks for this info. Crazy tight walk though like ya said.
Mike Z Posted October 25, 2010 Posted October 25, 2010 BTW with magnetism, remember 5D drags them to the ground quickly (to stop teching before they land) so you can do 360B, 2B->2C xx AC, 5D. Don't need Spark to get that extra mag.
Isorropia Posted October 25, 2010 Posted October 25, 2010 If you have mag you can even do 360B > walk 2B > AC > 5D I mentioned that too....*sadface* But spark still has it's uses, since if you don't have mag you can do 2B>collider into spark to gain magnetism, and it sets up a collider trap that catches neutral air tech. Or the pink airthrow gimmick (which the SB commentators claimed was legit and hard to escape lolololol)
Mike Z Posted October 25, 2010 Posted October 25, 2010 Oh sorry, I missed it...hard to read with just the > 's in it, I skipped right over that last bit. Hah. You are correct. It also sets up the blah blah AC, (they tech) AC gimmick, which works way too often (read: ever). Gimmicks are all impossible to escape, that's why Tager is top tier!
MusashiKagehide Posted October 26, 2010 Posted October 26, 2010 I'm still relatively new to Dustloop but if I just look over all this Tager stuff I should be able to improve my Tager game, yes? (For the record, I have basically dropped the prospect of a sub because I have a laser focus on the power of science, which is all I'll ever need. Also old habits die hard so I need to unlearn some things I have a habit of doing that never work but my hands do without me thinking which leads to ruining combos, leaving me open, etc.)
Soriphen Posted October 27, 2010 Posted October 27, 2010 One bad habit I know of is Bsledge after a 5D blockstring. Easy way to fix it is to realize that 5D on block is +2 frame advantage for ya xD. Tager doesn't have any move that has an active frame that early to be able to take advantage of the +2 situation...but, you could always just block or use dat yomi game that Tager players should be known for ...A 360A for good measure or an AC is pretty good as long as they don't poke like bitches lol.
MusashiKagehide Posted October 27, 2010 Posted October 27, 2010 I have saved replays of a lot of matches (some serious, some for lulz) and I'd love to share them for lulz and criticism but I have no means to transfer them from Xbox to computer. Is there some sort of cheap but good capture card or some other method to get these videos online? Also I managed to hold my own against the 18th(?) highest PSR Lambda for a Rebel or two but got thoroughly destroyed during the following rounds of the match. Is that decent? Or just lucky?
A.X.I.S. Posted October 27, 2010 Author Posted October 27, 2010 this isn't the general discussion guys. another thing, player rank and psr has nothing to do with skill level. I have a 206 psr and my rank in the leader boards are near the bottom, does it mean I'm good? no. does it mean I'm bad? no. anyways if you guys have your op magnetized during a FC you have no excuse for not breaking 4k regardless of execution. FC 2C>5C>collider>collider whiff>5B>5C>6A>2C>collider>B/Egadget ends with 4.1k FC 2C>5C>5B>5C>6A>2C>collider>collider whiff>6B>2C>collider>B/Egadget should lead into 4k too. possibilities are endless guys. I also messed around and figured out on the J.D whiff>j.2C can get 200 more damage if you do J.D whiff>j.2C>2B>236A>5C>6A>2C>collider>B/Egadget. you still get magnetism but you get a bit more damage for what its worth. man I am just a wellspring of stuff everyone should know^^ -desperate to get thread back on topic.
A.X.I.S. Posted October 27, 2010 Author Posted October 27, 2010 added more FC's guys. check it out, I'll have the numbers in a little later.
Soriphen Posted October 27, 2010 Posted October 27, 2010 (edited) Is there a difference between doing a j.5D whiff to j.2C or a j.5C whiff to j.2C? Is it just the magnetism pull that gives better placement? I find it harder to do the j.5D whiff to j.2C so I end up doing j.5C whiff instead. EDIT: Oh shit, forgot to put this in general discussion...sorry bout that. Edited October 27, 2010 by Soriphen
A.X.I.S. Posted October 27, 2010 Author Posted October 27, 2010 j.D pulls them closer allowing some combo's to be less spacing specific. its flashy compared to j.C whiff's. one more thing! if they are magnetized collider whiff is easier to do and can net as much damage as a j.D whiff.
Isorropia Posted October 28, 2010 Posted October 28, 2010 with mag: AC whiff > 6C > j.2C > 2B > 2C vs. j.D whiff > j.2C > 2B > 2C Former is superior in all cases, since it's the same...with an extra 6C. Gains about 50 dmg and 5 heat more.
Osuna Posted October 28, 2010 Posted October 28, 2010 (edited) with mag: AC whiff > 6C > j.2C > 2B > 2C vs. j.D whiff > j.2C > 2B > 2C Former is superior in all cases, since it's the same...with an extra 6C. Gains about 50 dmg and 5 heat more.Well, sometimes 6C's extra 80 proration stops you from getting knock down after the second collider for your follow up options. Depends on how you got to the collider, but it's better off the good starters. Edit: More specifically, I forgot in which combo but Im Certain that there is a combo where you can add extra hits before the first collider if you J.D whiff for a net gain in damage and heat. The difference wasn't huge, but there are circumstances in which it is better to J.D whiff. Edited October 28, 2010 by Osuna
Isorropia Posted October 28, 2010 Posted October 28, 2010 Ok so, after testing a few combos from non-optimal starters: From 5D CH: 5D CH > 5C > 6A > AC > j.D whiff > j.2C > 2B > 2C > AC > Bgadget gives around 50 dmg and 3 heat improvement on 5D CH > AC > AC whiff > 6C > j.2C > 2B > 2C > AC > Bgadget From a magnetised B+C forward throw: B+C > AC > j.D whiff > j.2C > 2B > 2C > AC > Bgadget gives 40 dmg more but 3 heat less than B+C > 5C > 6A > AC > AC whiff > 6B > 2C > AC > Bgadget From an instant landing or RC j.2C: j.2C > 2B > 2C > AC > j.D whiff > j.2C > 2B > 2C > AC > Bgadget gives the same heat but 80 dmg more than j.2C > 2B > AC > AC whiff > 6C > j.2C > 2B > 2C > AC > Bgadget In other cases like spark, airthrow, 4D CH and probably others that can only do 6B 2C, it pushes the proration too far for a second untechable collider.
Tong Posted November 14, 2010 Posted November 14, 2010 What is a combo? A miserable little pile of hits?
AOYF Jay Posted November 15, 2010 Posted November 15, 2010 I see, its all clear to me now. Thank you Axis for this WONDERFUL thread. You are truly a great guy
Nobus3r1 Posted November 16, 2010 Posted November 16, 2010 Q: Is it worthwhile or necessary depending on the character to follow 2A CH with 5C or is going strait up for AC a better idea?
A.X.I.S. Posted November 16, 2010 Author Posted November 16, 2010 From a 2A CH you can also do 2C but as far as I'm concerned your better off doing collider because it always connects, but if you wanna add damage then you got 5C/2C to use before collider.
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