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Posted

Hammer still have the same trippy active frames as in CS1 , so that's enough for me :)

It alone granted me numerous wins + now with new guard primer rule ( 5/2 = 2 ) its gonna be quite fun :D

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Posted

The projectile armor is useful for 1 thing; Lambda's 5D, if you fall short on sledge (Which is common for all tagers.) you can use hammer to give the extra range to pop her out of her next move, and since it comes out faster it can trade with more stuff when your opponent thinks its safe to mash.

Posted
The projectile armor is useful for 1 thing; Lambda's 5D, if you fall short on sledge (Which is common for all tagers.) you can use hammer to give the extra range to pop her out of her next move, and since it comes out faster it can trade with more stuff when your opponent thinks its safe to mash.

It would be nice if it lead into more damaging combos. I feel like if you're hitting someone with hammer you should get a little more for it. Like bonus proration and free cake.

Posted

It has 100p1 (assuming we have CS1 proration still.)

But the tager didn't do the most optimal combo and collider does less damage.

Posted

6B Fatal looked so trollsy. That's good though, it'll be nice to be able to deliciously profit off a baited DP with another new toy. Still wish a clean 6B on a standing opponent would connect with 6C regardless. Like committing to 6C wasn't bad enough ..

Posted
Two things I noticed in the second video in the first post, 6b did fatal, woooo.6a canceled into 360.

A late 6A cancel into 360 is possible in CS1 as well, you just need to cancel the very end of the animation (so you don't jump cancel). Good to see that's still there though. But what kind of bounce does 6B cause, I can't imagine there's any real pickup off it... maybe an AC combo?

Posted (edited)
It has 100p1 (assuming we have CS1 proration still.)

But the tager didn't do the most optimal combo and collider does less damage.

Hammer has the same proration as 2C...So if you hit it and they're magnetized, they're eating over 4k easy. You can hit 4k without Mag actually so yeah, its dangerous as hell to mash out of it.

Also 6B Fatal doesn't bounce. It just causes huge hut stun on the ground. Best bet is gonna be 6B>6C>AC>whatever but there may be some good uses for it like 6B FC>2D>RC>6A>etc

Edited by OrionXElite
Posted

It doesn't bounce. Keeps 'em grounded. I'm sure you could just pick up into some other aspect of the 2C fatal. I'm hopeful to see at least 3.5k out of it. Really depends on how close they are to you.

Posted

Ground looping.. know when it prorates too hard and get a free buster? I like it. On a side note, more reps in that loop confirms trolling.

Posted (edited)
Ground looping.. know when it prorates too hard and get a free buster? I like it. On a side note, more reps in that loop confirms trolling.

Hell you could that now with his 2A>2B>ASledge crouching loop. 90% of the time, it'll always uncombo on the 2nd ASledge so you could just cut it short and 360B.

A Fatal loop might actually be useful now given the properties. Maybe 6B FC>ASledge>2A>5C>6A>6B>6C>AC>BGadget So technically not a loop but nothing would work due to repeat proration on ASledge. MAYBE you could go AC>Walk>BSledge>2B>AC>BGadget if the Fatal allows for that.

EDIT: In case no one knew by now, Slingshot oki is still in CS2. Unsure if its any harder than CS1 as the Tager did it on Platinum

Edited by OrionXElite
Posted
http://www.youtube.com/watch?v=-QivAH67Szo&feature=sub

Interesting thing to note, while 5D's magnetism pull isn't anywhere near as good when pulling them across the screen, it continues pulling them for a very short time after it connects on block. Not entirely sure how that would be useful, but I'm sure more clever people than me can think of something.

I was pretty amused at around 8:41 in that video. 6A pretty much ate a DP and left Mu open for a FC. Hot shit.

Posted

Hmm, I wonder if 6A armor can eat bursts (I mean, Sledge explicitly can't, so who knows). That'd make Spark to 6A a viable combo and burst bait...rather than Spark, 5C get bursted like now.

Posted
A late 6A cancel into 360 is possible in CS1 as well, you just need to cancel the very end of the animation (so you don't jump cancel). Good to see that's still there though. But what kind of bounce does 6B cause, I can't imagine there's any real pickup off it... maybe an AC combo?
You want to do it at the end so it doesn't purple, you can do it plenty early if you wanted. There was a lot of speculation that the cancel would be gone because the idea behind 6A buster was that the jump cancel makes it possible. Happily it's still there.
Posted (edited)

Watching that Tager vs Haku vid, seems that recovery on 5D has lessen? Haku can't punish Tager's whiff 5Ds in the vid.. Unless it has been like that before.

Also, has anyone seen a vid where XYH cancels into 720? I wanna see how fast it has become.

Edited by Waks
Posted (edited)

In that vid MooMoo posted I noticed something very interesting.

J.B>2B>2C>collider>6C>j.C>j.D

that never worked in CS1 without fatal...

VTC doesn't put you in CH state at the end of it either.

6A's Swing doesn't eat projectiles, would have beat Tsubame if tager had more health, gold burst beats super armor something I didn't expect.

So 6A will beat DP's but won't beat bursts...this isn't bad.

Sledge A seems to still be bad on block, The tager didn't want to do anything on IB.

Thanks to IB nerf he actually had a chance to block the possible -5 or -6.

I am updating the first page...watch the fight with platinum guys, the game chariot one.

You will see something really really cool.

Watch carefully, something you can't do in CS1.

Edit: 360B>2B>collider>236B>gadget 4600 damage.

This means we get gadget off 360B no matter what.

This might also mean that magnetized 360B>2B>collider>collider whiff>6B>2C>collider might work for 5k or so damage.

CS2 tager is looking so hot! Gotta take my clothes off!

Edited by A.X.I.S.
Posted (edited)
In that vid MooMoo posted I noticed something very interesting.

J.B>2B>2C>collider>6C>j.C>j.D

that never worked in CS1 without fatal...

VTC doesn't put you in CH state at the end of it either.

6A's Swing doesn't eat projectiles, would have beat Tsubame if tager had more health, gold burst beats super armor something I didn't expect.

So 6A will beat DP's but won't beat bursts...this isn't bad.

Sledge A seems to still be bad on block, The tager didn't want to do anything on IB.

Thanks to IB nerf he actually had a chance to block the possible -5 or -6.

I am updating the first page...watch the fight with platinum guys, the game chariot one.

You will see something really really cool.

Watch carefully, something you can't do in CS1.

Edit: 360B>2B>collider>236B>gadget 4600 damage.

This means we get gadget off 360B no matter what.

This might also mean that magnetized 360B>2B>collider>collider whiff>6B>2C>collider might work for 5k or so damage.

CS2 tager is looking so hot! Gotta take my clothes off!

When was XYH punished for no CH? It's a long video and I really don't want to watch another 11 minutes searching for individual things again. I want to see how tight it was to get an idea for how many fewer CH frames we can suppose.

I looked at it again but XYH can still be CH'd when you let go but the time in which you are in CH state is reduced.

He did it against Litchi in one of those vids.

And I believe he would have beaten litchi's Tsubame but it does 2k and tager just didn't have the health to survive it.

and I edited your post by mistake, I have to really slow down on this...sorry dude.

Edited by A.X.I.S.
Posted

I remember reading a google translated jbbs post about 6A "Impossible to hunt" bursts. I ASSUME that means you can't bait bursts with 6A. I haven't seen a 6A absorb any bursts in any videos. In fact I've noticed a trend of people using 6A as a moment to get an almost guaranteed gold burst VS Tager. I think people are less inclined to spend bursts defensively thanks to the primer nerf, so you see players looking for more opportunities to land gold bursts as reversals.

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