Waks Posted April 2, 2011 Posted April 2, 2011 (edited) j.D (whiff), instant j.2C, 2B, 2C, 623C seems to be the optimal combo now when magnetized, since 6C, j.2C, 2B, 2C etc doesn't work anymore. Only chars they don't work on is carl and makoto. 5C, 6B, 2C works on Rachel after 623C whiff. B+C, Astral works in the corner too, and mid screen when magnetized. Also, j.C (whiff) j.B pick up seems to be easier now. Most damaging combo I've tried: J.2C, 2B, 2C, 623C, 623C whiff, j.D whiff, j.2C, 2B, 2C, 623C, B/Egadget = 4077. I've yet to try an FC 2C combo that exceeds 4k. Highest I got was along the lines of 3.8k Btw, seems that 6A is also air unblockable now. Edited April 3, 2011 by Waks
Manta Posted April 3, 2011 Posted April 3, 2011 (edited) J.2C, 2B, 2C, 623C, 623C whiff, j.D whiff, j.2C, 2B, 2C, 623C, B/Egadget = 4077. There's time to do a 623C whiff and a j.D whiff? This I do not believe. Also, Tested in train mode for CS1, Magnetism does stack up to 16 seconds already. Edited April 3, 2011 by Manta
Waks Posted April 3, 2011 Posted April 3, 2011 Woops, kindly omit 623C whiff, haha :P = J.2C, 2B, 2C, 623C, j.D whiff, j.2C, 2B, 2C, 623C, B/Egadget = 4077 Forgive me, post was made @ 4am, haha.
TagerTime Posted April 3, 2011 Posted April 3, 2011 Woops, kindly omit 623C whiff, haha :P = J.2C, 2B, 2C, 623C, j.D whiff, j.2C, 2B, 2C, 623C, B/Egadget = 4077 Forgive me, post was made @ 4am, haha. i just tried that combo and it only does 3676 damage
Isorropia Posted April 3, 2011 Posted April 3, 2011 My guess is Waks is trying it out in CS1 while you're doing it in CS2....?
CrazyI-nomitsu Posted April 4, 2011 Posted April 4, 2011 To me his damage output drop in CS1. How is his damage output in Cs2?
A.X.I.S. Posted April 4, 2011 Author Posted April 4, 2011 Combo wise slightly worse. You are gonna rely a bit more on 360s for optimal damage.
mAc Chaos Posted April 4, 2011 Posted April 4, 2011 lol they keep making his combos worse and worse. Pretty soon his combos will regenerate the opponent's health.
FlyingVe Posted April 4, 2011 Posted April 4, 2011 On the bright side, his average damage is higher by comparison. It's a shame Tager has such a low max damage cap though, stupid 40% character rating.
Waks Posted April 4, 2011 Posted April 4, 2011 (edited) I must be referring to another combo.. :| My bad, haha. Must be a rachel combo IIRC. Either way, I can assure this one is accurate.. at least. Magnetized: FC 2C, 5C, 6B, 2C, 623C, 623C whiff, 6B, 236A, 5C, 6B, 2C, 623C, B/Egadget = 4071, 59 heat It's quite sad though.. at least it reached the 4k mark, and the heat gain's quite nice too. Edited April 4, 2011 by Waks
Manta Posted April 4, 2011 Posted April 4, 2011 So apparently 360B (82%, 60%) actually prorates better than 360A (82%, 48%) now according to the prototype frame data translation.
CrazyI-nomitsu Posted April 4, 2011 Posted April 4, 2011 Why are they nerfing our combo damage? It was awesome in CT.
TagerTime Posted April 5, 2011 Posted April 5, 2011 You can -never- cancel into a command grab. Being special cancellable does not apply to command grabs for tager. Now, for 5A and 6A, what you're doing is cancelling into a jump, and then cancelling the jump into a command grab. In CS2 6A is indeed special cancellable into 360 A/B but not 720, and 6A is no longer jump cancellable.
CrazyI-nomitsu Posted April 5, 2011 Posted April 5, 2011 cause mori hates tager. Who the heck is mori? Also, I'm notice Tager is lighter on his feet in Cs2. He is still moves like a tank, but moves like a smaller tank now. ( If you don't know what I'm talking about. Watch the Military Channel.)
Manta Posted April 5, 2011 Posted April 5, 2011 Who the heck is mori? No-one important, don't worry about it.
Nini Heart Posted April 5, 2011 Posted April 5, 2011 So apparently 360B (82%, 60%) actually prorates better than 360A (82%, 48%) now according to the prototype frame data translation. Same fucken thing actually. No one uses 360 mid combo, so the only thing that matters is it's P1.
Manta Posted April 5, 2011 Posted April 5, 2011 Same fucken thing actually. No one uses 360 mid combo, so the only thing that matters is it's P1. Other than the fact that both P1 and P2 apply when it's the first hit in a combo?
TagerTime Posted April 5, 2011 Posted April 5, 2011 i tested this alot in practice mode and i can confirm that Ragnas ID no longer beats tagers back dash.
A.X.I.S. Posted April 5, 2011 Author Posted April 5, 2011 Same fucken thing actually. No one uses 360 mid combo, so the only thing that matters is it's P1. No the P2 matters. You can literally do more off 360B than 360A not counting base damage.
Nini Heart Posted April 6, 2011 Posted April 6, 2011 Other than the fact that both P1 and P2 apply when it's the first hit in a combo? Oh wow sorry then. I thought P1 = Starting proration and P2= mid combo proration
shtkn Posted April 6, 2011 Posted April 6, 2011 it's a convoluted system: if it's the first hit, use BOTH p1 and p2. if it's the 2nd hit onward, use p2. i don't see why they didn't just say p1 if it's first hit, p2 for 2nd hit onward. http://dustloop.com/guides/bbcs/systemGuide/systemGuide.html#proration i haven't checked yet but i'm almost certain this is true for cs2 as well.
Manta Posted April 6, 2011 Posted April 6, 2011 The funny thing being is that those values I quoted were P2 values in all cases. 360 is 4 hits with P2s of 100%, 82%, 100% and 48%/60%. P1 in both cases is 100%. http://dustloop.com/guides/bbcs2/frameData/tager.html
Heavy_Mental Posted April 6, 2011 Posted April 6, 2011 lol they keep making his combos worse and worse. Pretty soon his combos will regenerate the opponent's health. xD Permission to sig, good sir?
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