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Posted

One thing that does work for 720's though is that it will work against certain mashing instances where 360B doesn't, since a mash hitting Tager on activation frames 1-5 does not beat 720, but does beat 360B (Remember that all ticks require a 7 frames out of stun window, so that does matter)

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Posted
Of course, just bringing one of the more important ones up ^_^b

:mad::mad::mad:

On a side note, you still toughing it out with Tager?

Posted

Personally I've found the most surprising use for 720 is to make use of its absurd pull. If they're magged, you can punish an awful lot of moves that look safe due to distance (Like spike chaser, it pulls her through her own sword wave.).

Posted

Just last weekend, I was playing against an up and coming norcal Jin player in top4.. he beats my Bang, and I facepalm hard, because I can see the mix up but I can't do anything..

So I counterpick Tager and run it back to get 3rd.

Posted
Personally I've found the most surprising use for 720 is to make use of its absurd pull. If they're magged, you can punish an awful lot of moves that look safe due to distance (Like spike chaser, it pulls her through her own sword wave.).

That's a punish. A punish doesn't necessarily mean block>punish. Just stating that in case it help's some people's thought processes. It's why I like 360A as a footsies tool (still risky though).

Just last weekend, I was playing against an up and coming norcal Jin player.. he beats my Bang, and I facepalm hard, because I can see the mix up but I can't do anything..

So I counterpick Tager and run it back to get 3rd.

Whatever works. The Tager matchup is one of those that someone either knows or they don't

Posted
Simple, after the first GF they are considered OTG so you can do it again to jump outs and some backdashes.

For example if you gadget Arakune you can gadget finger him again if he tries to backdash, the pull would actually make him reappear in front of you and then you can punish with 360B.

Fun observation and a bit upsetting.

Because of the magnetism nerf we do not have the kara throw anymore.

It went:

5D>B+C. (you piano the input kinda.)

5D's start up gave us a little pull when doing the throw making it into a fun yet damn near useless kara.

Just want to share this irreverent piece of info.

If you wanna see it in action then switch back to CT/CS1 and try it.

I want to marry Axis. I'm using that double GF reset at CH3. It's going to help take top spot. Along with an assist by the futa Platinum.
Posted

Whatever works. The Tager matchup is one of those that someone either knows or they don't

It's ironic though because he spars with a norcal tager pretty often. ^_^b

exposed

Posted
That's a punish. A punish doesn't necessarily mean block>punish. Just stating that in case it help's some people's thought processes. It's why I like 360A as a footsies tool (still risky though).

Yes, it is, I even said so myself.

Posted
It's ironic though because he spars with a norcal tager pretty often. ^_^b

exposed

Dude take the money and run. Don't think too hard about your wins with Tager in tourney play. If you want the top spot. Or top 8 at least.
Posted
Yes, it is, I even said so myself.

I was just stating it in general for other readers. Alot of players get stuck in the Block>punish mindset, probably from ranked netplay.

Posted

But my win with Tager was completely legit, all call outs and solid play. Bang doesn't have any high reward call-outs, so frustrating x_x

Posted
I was just stating it in general for other readers. Alot of players get stuck in the Block>punish mindset, probably from ranked netplay.

So at what point does a punish become a stuff? If you hit them before it goes active? If you hit them due to reacting to their move?

Posted
So at what point does a punish become a stuff? If you hit them before it goes active? If you hit them due to reacting to their move?

Well, they're kinda the same thing, but if you wanna get technical, stuff is a comparative term, and punish is an application. For example, Tager's 5A can stuff Ragna's 5B (comparison of two moves). Where-as, a punish is when you can react to Ragna's 5B and stuff it with 6A. You can also Yomi I guess.

It's really just technicalities and semantics, but I feel some players don't try to stuff shit enough. You can't count on good players to give openings, but if you stuff that 5B a few times, it gets you respect, space, and makes the jerk think.

Posted

If it's any consolation, the fact that I can beat pretty much anything on the ground with 720 due to all the invincibility frames Tager has crammed up his ass is one of the first things I learned about Tager.

Posted

Well that's just an analogy I picked up from my Ragna-maining sparring partner who walks (figuratively) into 720s all the time.

Posted
Well that's just an analogy I picked up from my Ragna-maining sparring partner who walks into 720s all the time.

Tell him to watch his spacing. Mag depending, a well spaced 5B or 5C stuffs 720C clean.

720 Has just enough invul to be a reversal, and no more.

Posted

As of CS2, it does have some rather absurd reach due to that pull during its invulnerable time. It'll admit that 720 seems much more scary when you're not used to its vulnerabilities. Panicking will always get you hit with it.

Posted

I remember him talking to me about how frustrating the overall uselessness of voltech-720 was for about a week. Lol.

Such a weird mechanic. It's nice he can 720 tick from 5A/2A though.

Posted

Personally, I think it's easier to just buffer the 720 into the 5A/2A then deal with the volt cancel nonsense. Not that either way is particularly easy.

Posted

Oh, I hadn't actually thought of that. How would I do that off of 5A, would I need to hit a non jump cancellable normal to buffer the first 360, then 4A then 360C?

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