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Posted

I'll enjoy absurd 720 pull. Possibly more than the super armor. Hell, probably definitely more since I've seen 6B stuffed more often than not in videos.

Also a faster Hammer is nice I guess.

Oh well, it's not like I don't know this score. I'll still play Tager despite constantly complaining about him, just as I always have. I'm a sucker for his hard scientific love.

Posted

I like the additional scoot to hammer, and as much as I know we can't abuse 6A, it'll be a fun trolling tool (though not as hard of one as 5B air unblockable, lol!)

I think some of the new ways he can combo are pretty neat too. Tager has more options overall from what I'm seeing-

basically I can't wait for gimmick/shenanigan findings! :D

Posted
Definitely in agreement! :]

More epic than astral.

Have we figured out whether or not Tager can forward throw into Astroll yest?

Also regarding CS2: Fuck Arakune.

Posted

You could have used general discussion but whatevers.

Lets talk shall we?

CS2 Tager is an improvement from CS1 Tager.

The new 6A is strong tool for a meaty now since it has super armor which also means we don't have to constantly tread lightly on DP's, if poorly spaced we can be low poked or grabbed which is why I say you should learn the timing on a meaty 6A on neutral tech, get a feel for it and make sure your opponent is caught in its active frames.

Throw change hurts a little but not in the way you expect, you see currently in CS1 you only do command grabs because it does good damage really fast and we are not gonna talk about how it can't be Blocked broken.

Truth is you can get more meter and similar damage off the normal Bnb off a grab both with and without magnetism, the 50p1 on all grabs in CS2 gives us a even bigger incentive to do command grabs.

Command grabs haven't changed too much but they are so much better than CS1.

360B has a more untech time so we can actually get gadget oki off of it, practice your walk 2B>(2C)>623C guys.

360A puts your opponent in the same spot as 360B, this is so much better and it should have always been like this.

Shame it took ASW 3 games to realize this.

720 pull before flash is delicious, its by far the tastiest thing that have ever been shown to me.

Use it and abuse it, whiffing pokes magnetized might have just gotten more dangerous.

VTC 720 cancel is great too because it gives us a legit 720 set up...surprise your friends in neutral with it. (seriously don't do something so silly...I love you all.)

3C being safer isn't much because its still unsafe if blocked, it just means some characters will have a harder time punishing it.

Final thoughts: We are gonna have it harder in CS2...but for a different list of reasons.

Posted

6A is not anti air material bro.

You can use it to catch people who jumps during mag.

I guess by theory you can beat IAD's with it though.

Posted

My own take: Most of the zoners that already kicked the crap out of us are still going to kick the crap out of us, but the characters we actually had moderately good match-ups against are now moving way the hell up the tiers.

Posted

IB nerf destroys my playstyle of CT/CS Tager. I probably can't even play the game anymore after that.

Still 6f jump.

6A is easy to react/punish.

Footsies still suck.

More characters got better. Tager got gimmicks.

Still no Sledge Break/movement move. Hammer is still unsafe as all hell on block.

CT Jin.

Posted
IB nerf destroys my playstyle of CT/CS Tager. I probably can't even play the game anymore after that.

Still 6f jump.

6A is easy to react/punish.

Footsies still suck.

More characters got better. Tager got gimmicks.

Still no Sledge Break/movement move. Hammer is still unsafe as all hell on block.

CT Jin.

Which matchups are you specifically worried about IB nerf really fucking? I also agree with your sentiment on playability of the game. I'm giving CS2 ~1 month to prove me wrong when/if it becomes available.

Posted

Question:

Given that 360A prorates less than 360B (or it did in CS1). Is it possible to do 360A, and then a double collider combo? Sounds a bit like wishful thinking I know.

Posted

IB got nerfed as far as the number of frames it cuts off of guardstun, but didn't everything get their animations shortened (attacks etc.)? I thought I read that. Wouldn't that basically mean that IB is still removing the same % of frames, Proportionately, to what it did in CS? Now if they didn't change the number of standard (non-IB) guardstun frames on all moves, that totally throws everything out of whack. Anybody know? If this is true, everything would essentially be the same, but faster.

Posted

Let me Explain a few things.

The frame data to CS1 won't apply to CS2 because of the changes to the IB system, some moves with plus frames have less plus while other moves became safer to use because of it, heck some moves have less recovery and lets not talk about other small things they made like Tager falling faster than some characters.

As for match ups some of our bad match ups got a little better for us but not by much, in fact thanks to the buff's some characters received and the lack of of useful buff's Tager received, we are still gonna get rolled on.

Tager life is hard son.

@ Manta: Yes you can still do double collider combo's off 360A, that wasn't changed.

Posted

Tager is a slow grappler in a game where most of the cast can both fly and poke you from halfway across the screen. I feel like he really needs some kind of mobility option (double jump, Sledge break, whatever).

Also, thanks to the general damage nerfs, Tager's damage off combos looks alot stronger now and should help make him a bigger threat once he's inside/ give him more chances to get in.

Lastly, Mu will rape you for free. That match-up has only gotten worse.

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