CrazyI-nomitsu Posted July 5, 2011 Posted July 5, 2011 You surely mean B+C. Oh yeah....Sorry about that. You got any ideas for resets or tech traps for it?
Manta Posted July 5, 2011 Posted July 5, 2011 (edited) on forward throw if you whiff the AC when magged, they will land in front of you and then it's the usual wake up fun. If they're magged and in the corner you can use 2C to knock them too high and then tech trap them with AC. On Back throw you can do 2B juuuust too late so that they bounce tech through it, this makes it look like a mistake and makes landing a wakeup 360B all the more likely. If they don't tech then 2B will hit them anyway. Edited July 5, 2011 by Manta
Isorropia Posted July 5, 2011 Posted July 5, 2011 In the early days of CS2 japanese tagers were doing: Mag B+C > 623C whiff > jump forward j.B crossup. It doesn't work on everyone, and it doesn't even hit meaty....but it is hilarious however.
Osmond Posted July 6, 2011 Posted July 6, 2011 Mag B+C > 623C whiff > jump forward j.B crossup. It doesn't work on everyone, and it doesn't even hit meaty....but it is hilarious however. Might be fun to try for magnetism trolling, considering it isn't as fun to screw with people like I used to. Time to spice it up!
CrazyI-nomitsu Posted July 16, 2011 Posted July 16, 2011 Check it out ya'll. ( foe must be mag) B+C, 623C(whiff), j.B, 5A/B, 3C, 22D
Manta Posted July 25, 2011 Posted July 25, 2011 Check it out ya'll. ( foe must be mag) B+C, 623C(whiff), j.B, 5A/B, 3C, 22D Not much of a reset, wouldn't just going for the damage on the throw work better? Also (Mag, neutral tech) Any long-ass combo.... > 623C, 4D whiff, 360B. This one's nice because if you aren't sure if the combo has gone on long enough, 4D will either let them air tech in front of you (and form the trap), or it will drag them into the ground and let you do 22D.
heartlesswizard Posted August 10, 2011 Posted August 10, 2011 (edited) Not much of a reset, wouldn't just going for the damage on the throw work better? Also (Mag, neutral tech) Any long-ass combo.... > 623C, 4D whiff, 360B. This one's nice because if you aren't sure if the combo has gone on long enough, 4D will either let them air tech in front of you (and form the trap), or it will drag them into the ground and let you do 22D. Sweet. I'm definitely adding this one to my extended 2B OTG and Spark Bolt combos. By the way: http://www.youtube.com/watch?v=0JX2UaIrJS8 at the 6:52 mark. http://www.youtube.com/watch?v=LEzK-CoQlkA at 5:30. (4:16 also notable). The infamous 5B on airborne opponent into collider. Note: only works on Buppa's Hazama. Edited August 10, 2011 by heartlesswizard
Manta Posted August 13, 2011 Posted August 13, 2011 New one for you: Magnetised, Long ass badly prorated combo....623C, 623[C]. Ultimately catches all asap techs. Might be pokable though. Examples of long ass combos: blah blah...Terra Break, 2C 623C 236B, 2B > 2C > 623C, 623C, 6B > 623C The trick is, if it's still possible to 4D them to the ground, then it wasn't long enough for this trap.
Acidious Posted October 16, 2011 Posted October 16, 2011 Personal one that I've never seen anyone use. Standard AC combo>6C>4D (Whiff)>AC(Whiff*)(If they air-tech)>720 This is a trap I've had work numerous times, even if I've done it before. You do a standard Atomic Collider combo and then 6C, immediately 4D which will whiff and then immediately AC, if they tech, they'll get grabbed by the AC, if they don't tech, they'll land into a situation for a 720, and from my experience, once they're on the ground, no tech will beat the 720, even laying on the ground will make them auto-stand into it if you time it properly. However, 95% of the time, they will try to punish the AC whiff, thinking they dodged the trap, and you can just grab anyway on tech.
the_difinitive Posted October 16, 2011 Posted October 16, 2011 if they're lying on the ground they can neutral tech -> jump and get out of it for free.
Isorropia Posted October 16, 2011 Posted October 16, 2011 Personal one that I've never seen anyone use. Standard AC combo>6C>4D (Whiff)>AC(Whiff*)(If they air-tech)>720 This is a trap I've had work numerous times, even if I've done it before. You do a standard Atomic Collider combo and then 6C, immediately 4D which will whiff and then immediately AC, if they tech, they'll get grabbed by the AC, if they don't tech, they'll land into a situation for a 720, and from my experience, once they're on the ground, no tech will beat the 720, even laying on the ground will make them auto-stand into it if you time it properly. However, 95% of the time, they will try to punish the AC whiff, thinking they dodged the trap, and you can just grab anyway on tech. Air teching wont make them eat the collider. They don't have to tech immediately, and if they do a delayed air tech, you'll be sitting there holding a 720 while they're airborne. And yeah, they can just bounce tech on the ground then jump or dp. Pretty much the only thing this catches is an immediate neutral air tech, or immediate forward or backward (but without them bothering to double jump, airdash or press a button).
Zeron_X25 Posted October 16, 2011 Posted October 16, 2011 I don't think I've been able to tech trap any good player since early CS2. The only tech trap that has never let me down is MTW > TB > 2B > AC I catch with it most the times because they are about to die anyway and try to tech to avoid a bluebeat collider but they do it a bit too early to escape it with the slingshot effect of a late tech.
Manta Posted November 7, 2011 Posted November 7, 2011 (edited) One I haven't seen before but just practiced: (NT) ... 41236D, 5C > (4D) 360B Or (NT) (Mag) 4B+C, 5C > (4D) 360B Requires the 5C to hit right at the tip or very high up for the 4D to whiff. Catches neutral techs even if they're holding 8. If you use 360A you can catch back techs assuming they don't attack as they fall. (The back tech will actually just go straight up due to the mag), 720 will catch both. Forward tech launches them over your head. There's a couple of other situations you can engineer the situation, I find it's much easier when the 5C hits high rather than far. Also, in a similar vien: (NT) (Mag)... 623C, 6C (4D), 360B EDIT: wait, that was the one mentioned above. Yeah, it does work. You just don't need the second Collider Edited November 8, 2011 by Manta
Thucy Posted November 8, 2011 Posted November 8, 2011 Well I'm new to DL but was told I should definitely make one, glad I did, this tager thread is good stuff, thanks a million for making this. Now i can use some new stuff against this makoto player.
Manta Posted February 25, 2012 Posted February 25, 2012 Okay, this thread needs some serious updates as of EX: (NT) (Mag)...623C, 6C > 22D (whiff), 623C Bounces them towards you in a large arc. (NT/FT/BT) (Mag) from opponent downed at your feet: 5B > 5C > 6A > 2C > 623C (whiff), 623C OR 360A A tech trap you'll get if you mess up the part of the combo where the first 623C Connects. Just got to watch how long you hold the AC out for. (NT)(Mag) 3C > 623C (whiff), 623C Again, salvaging what you can when you mess up a 3C flinger and make them fly too far.
Darlos9D Posted February 25, 2012 Posted February 25, 2012 And of course, special mention goes to 3C > GF whiff. Basically where you'd GF at the end of a mag combo, you instead do it a bit late and it yanks in their forced neutral tech, and the GF whiff recovers fast enough to where you can basically do anything you want (throws, 5B, blah blah). We can have old-school oki if we want, basically. I know people probably already knew this, but I think it needed to be posted here at some point.
Manta Posted March 11, 2012 Posted March 11, 2012 (edited) (NT) (In corner) 360A/B, 5B > 4D, 720C 4D is techable at that proration. (All) (Mag) ... 3C (AC), 2C > AC You need to delay the AC cancel slightly or they'll neutral through it. (NT)... AC (into corner-ish), j.2C, 5B > j.A > j.B >j.D, AC (NT) (Mag)... AC , j.2C, 5B > j.A > j.C >(j.D), 360 On the second one, the j.D land cancels and they land in front of you. Edited March 11, 2012 by Manta
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