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Posted (edited)

Well guys SJ would like to do a tutorial for all the characters.

Original link:http://www.dustloop.com/forums/showthread.php?11073-Community-Project-BBCS2-Character-Tutorial-Videos

So lets talk about things we can put inside of it.

1) Introduction

Welcome to the Voltech Battler or the Warlord of Science known as Iron Tager.

He is big, massive, walks with a man skirt, and drives peons into the dirt for massive damage.

if you like Big slow grapplers who likes to surprise people with the unexpected and steal wins then he is the perfect character for you!

Character breakdown of play style, strengths, and weaknesses

Tager is a grappler as stated before, your job is to get close and grab them without mercy but before that you must condition them to be scared of jumping out or for fear of being knocked down and put in the same situation again and thankfully Tager has the basic tools needed for doing this and to assist him he has his drive! Voltech battler which magnetizes his enemies to reel them into his range of pain.

Breakdown of normals

5A: Tager does a short stab with his five fingers. +2 good for staggers and tick grabs.

2A: Tager thrust upward with his palm. +2 and makes for a good anti-air as well as tick grab setups.

6A: Tager swings horizontally with his left arm. Pulls opponents who are magnetized in as well as carry super armor when held.

5B: Tager does a shin kick with his left leg. Good for tick throws as usual and hits low allowing you to confirm into a combo.

2B: Tager ducks low and kicks you with both his legs. +5 on block use this for staggers and tick setups.

6B: Tager raises his left foot and stomps his foe. Its his primary overhead and has fatal counter properties.

5C: Tager does a horizontal chop with both arms. Used for poking mid range and usual combo filler.

2C: Tager swings both his arms vertically. Tager's anti-air and has quite a bit of hitstun, has FC properties.

3C: Tager crouches low and pushes both fist forward. Tager's sweep which combos into gadget finger, which will be explained soon.

6C: Tager bends over and with both arms smashed the ground. Tagers 2nd overhead used mostly for combo filler but doesn't get much use outside of that.

J.A: Tager pokes you with the tips of his finger. Usually used for setting up tech traps or air to air combat.

J.B: Tager with a clutches his hands and thrust them down onto his foes. primary air to ground and good combo filler/starter also stays active for quite a bit.

j.C: Tager thrust his body head first forward. Good for moving around as it adds momentum for Tager.

J.2C: Tager stops in mid-air and does a elbow drop, good for beating anti airs that are done hastely and breaks a primer.

5D: Tager punches his enemies with his big magnetic fist. Has good reach, wall bounce on counter hit and is +2 on block.

4D: Tager fires out a short burst of power from his fingers. Safe on block and has a good hitbox for punishing some approaches.

2D: Tager charges in head first into his enemies. Good for closing the gap but make sure it hits, otherwise you get punished.

j.D: Tager does a magnetic clap in the air. Good air to ground and situational air to air and leads to massive damage on CH.

Note: all Drive moves magnetize on hit meaning you can use drives as well as 6A and 360/720 to pull them in.

Breakdown of special moves

Changes from CS1 to CS2

2) Combos

Basic combos

Advanced combos

Counter hit and Fatal Counter combos

Character specific combos (if needed)

(Keep in mind that the combo section is going to be 100% practical combos you would use in a tournament, not flashy, combo video material)

3) Strategy

Mixups

Pressure

Okizeme

Misc. tips/tricks

Edited by A.X.I.S.
Posted

In all fairness I wouldn't put too much of an emphasis on tech traps. Just the big/important ones. Those are important to know, if only because the opponent will be thinking about them too.

Posted

I do still think it's worth mentioning the big ones. Like the obvious AC traps. Yeah, their obvious as hell and don't really get used in higher level play, but the fact that they exist is important to playing Tager. Also, some people might be little nooblets.

Posted

Hey, Gadget RC collider is NOT a gimmick, it's a mixup. Your opponent knowing about it doesn't change the fact it's ambiguous high/low/throw/left/right. :(

Otherwise, there should be emphasis in the tutorial on NOT using Bsledge and 2D at fullscreen, and why sj.C all the time isn't a great idea either. Gotta teach people how to play patiently.

Posted

Eh, that kind of thing should be left up to the player in question. Playstyle should be left to the player to figure out how they want to play the character. Just give the basics and then let them run with it.

Posted (edited)

Gadget RC will be noted in the list but I will only mention how its a mix up tool nothing too in depth.

for combo's SJ asked for between 5 to 10 combo's so I got a few for this:

5A>5B>3C

5A>5B>3C>2B>2C>Collider>2D

2B/6A>2C>Collider>Collider whiff>6B>2C>Collider>B/Egadget

2B/6A>2C>Collider>Collider whiff>6C>j.2C>2B>2C>Collider>B/Egadget

Spark>2C>Collider>Collider Whiff>6B>2C>Collider>B/Egadget

360A/B>5B>Spark>5C>Collider>B/Egadget

4B+C>5C>6A>Collider>B/Egadget

FC 6B>6C>Collider>j.C>j.2C>2B>236A>5C>6A>Collider>B/Egadget

FC>2C>j.2C>2B>2C>Collider>j.C>j.2C>2B>236A>5C>6A>Collider>B/Egadget

Collider>Collider whiff>MTW>TB>Gadget

there 10 combo's.

Come on guys we can discuss this!

All our combo's are CS1 anyway.

Edited by A.X.I.S.
I am human I make mistakes...FFFungus
Posted
Collider>Collider whiff>6C>2B>2C>Collider>B/Egadget

Needs a j.2C in there, other combos are fine.

If the tutorial is aimed at beginners I'd say thats a pretty good list, although you could easily start the collider combos with 2B/6A>2C >> collider, since they won't always be landing collider raw.

Edit: Since we're talking CS2, I think there should be a grounded 5C>6A>3C combo in there somewhere.

Posted

2B/6A>Collider>Collider whiff>6B>2C>Collider>B/Egadget

2B/6A>Collider>Collider whiff>6C>j.2C>2B>2C>Collider>B/Egadget

dont we need a 2C before that first collider?

Posted (edited)

Air CH 2A>Collider>collider Whiff>6B>2C>collider>B/EGadget

Being 2A is still viable anti-air option for tager

also did someone mention before that in CS2 air throws have more Honzintal/Vertical Range? not sure

Nevertheless a air grab combo should be listed as well

Air grab>J.C>5C>Collider>Collider whiff>6B>2C>Collider>EGadget

buffering tips 360/720 should be included

especailly w/ VTC being cancellable to a 720

probably brief explanation of tick throws should be there also

Edited by lolokoa
Posted
Lol, yeah really. A Tager video w/o gimmicks would have a bunch of 1k combos :P

Reading this made my head hurt.

Gimmicks does not teach you how to play the character, which is why I said we are keeping gimmicks to a minimum.

Oh and fyi I am not making the vid.

Spirit Juice is making the vid.

Posted

Sorry Axis, but I have to tell you (Though you already know)

Tager isn't a character. He's a walking gimmick.

You can give SJ all the info you want about non gimmick tager, and nobody will learn anything from it. Because 50% of that stuff is never going to be seen. If you wanted to show a true video of what Tager does it's bait bursts, punish moves on block, and 720 setups. Till then Tager has nothing worthwhile to show anyone.

  • 2 months later...
Posted

Ok updated the first page.

Lets get this ball rolling guys.

  • 2 weeks later...
Posted (edited)

So I guess everything barring mixup, pressure, and oki have been dealt with... so that's everything. Tager has no pressure, no mixup, and no oki (save for gimmicks and gadget flinger). All honesty aside, I guess for mixup you should show ways to mix 6b/6c into your strings to try and hit them with an overhead (show that 6b fatal counters). Show them how to mix command throws into their strings and ensure that they are done when the opponent is in neutral. For pressure I suggest showing some basic ideas behind his gatlings, try and emphasize using 6a intelligently since alot of players are gonna think its a really good move. For oki show off the gadget finger, maybe show an overhead after they wakeup, a buster, 6a, and volt charge to bait reversals (all of this should be shown on gadget finger and then gadget flinger). Also for tips and tricks stress the fuck out of being being able to block, because that's the actual part of the video that teaches people how to play tager.

Edited by Achtzehn
Posted

Ender 2D > AC (whiff) > 2D could be something to touch up on. the AC whiff to pull back quick techs and the second 2D to pull them back if they don't.

  • 2 months later...
Posted

Ok guys I edited the first page take a look and see what needs to be corrected.

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