A.X.I.S. Posted March 17, 2011 Author Posted March 17, 2011 Updated this with the rest of the changes I can get. Strange things, nerf 5C's base damage but give it 100p1, it should have had 100 P1 in the first place IMO. 6B having 70p1 and having FC properties just seem really stupid, I'd rather have j.2C get FC properties than 6B but beggars can't be choosers. and LOL at CA being -20.
A.X.I.S. Posted March 17, 2011 Author Posted March 17, 2011 Good news: 6B forces crouch on CH. Magnetism stacks now up to 960F. You guys may not understand how awesome this is. Enjoy CT moding CS2 Tager gyahahahahahaha!
WolfCrimson Posted March 18, 2011 Posted March 18, 2011 Good news: 6B forces crouch on CH. Magnetism stacks now up to 960F. You guys may not understand how awesome this is. Enjoy CT moding CS2 Tager gyahahahahahaha! Holy crap that's 16 seconds. 16 seconds of science.
Manta Posted March 18, 2011 Posted March 18, 2011 Updated this with the rest of the changes I can get. Strange things, nerf 5C's base damage but give it 100p1, it should have had 100 P1 in the first place IMO. 6B having 70p1 and having FC properties just seem really stupid, I'd rather have j.2C get FC properties than 6B but beggars can't be choosers. and LOL at CA being -20. j.2C should act like Rachel's equivalent for that. j.D getting FC would be cool though. And yeah, what's the point of an FC move that prorates so much that you actually end up with a shorter combo anyway due to untech time degradation?
Mike Z Posted March 18, 2011 Posted March 18, 2011 J.C: Untech time 19->24Doesn't this mean j.C->j.D actually combos now? Why don't I see this anywhere?
A.X.I.S. Posted March 19, 2011 Author Posted March 19, 2011 I have no idea, maybe j.C>j.D is height dependent? I thought I saw it in a early CSII vid.
Robo-Potemkin Posted March 19, 2011 Posted March 19, 2011 Not exactly news, but today when Mori was asked how arakune was allowed to have 85% damage from one hit, he responded (without the need for the interpreter). "Ah so you play Tager then?" link?
Manta Posted March 19, 2011 Posted March 19, 2011 (edited) link? Sorry, was quoting from memory from when I was there. Also, 6B FC forcing crouch? Isn't that essentially +4 frames of recovery on top of what we're used to? There's probably something really stupid you can do with that. Doesn't this mean j.C->j.D actually combos now? Why don't I see this anywhere? Don't you have to superjump to even get both moves to come out in one jump. If so, why would you do it? Tech trapping neutral techs? On the subject, couldn't J.C's buff be used to make use of J.C > J2.C to force a down state and do a 2B > 2C pickup? Edited March 19, 2011 by Manta
A.X.I.S. Posted March 19, 2011 Author Posted March 19, 2011 You don't need a Super jump for j.C>j.D to come out. I played with it back in CS1 when I messing with FC combo's. j.C>j.2C should be possible but the requirements to combo off of j.2C still exists. J.2C>2B connection. You have to be below your opponent and close the ground without RC.
Astaroth136 Posted March 19, 2011 Posted March 19, 2011 2B after j.2C has always been so random to me. I wish they would make it more consistent...
zreb Posted March 19, 2011 Posted March 19, 2011 Magnetism stacks now up to 960F. Oh god! What's the old/current value? I see 360F all over the frame data but I dunno if that's the max or not :S
A.X.I.S. Posted March 19, 2011 Author Posted March 19, 2011 Oh god! What's the old/current value? I see 360F all over the frame data but I dunno if that's the max or not :S Magnetism didn't stack in CS1 as far as I know. 5D is better poke now at least, no more people trying to ride the mag use really fast pokes to stuff us. But for exchange we can't throw out a near full screen 5D to put them in an uncomfortable range. Its all good though we got 6A for clumsy movement.
Mike Z Posted March 19, 2011 Posted March 19, 2011 Notice that Mori dodged the question, too. :^) The reason I mentioned j.C->j.D is that 6C, j.D doesn't work depending on distance/scaling, so possibly you can end with 6C, sj.B->C->D or similar to get magnetism. Or if you get random air hits...
A.X.I.S. Posted March 19, 2011 Author Posted March 19, 2011 Mori makes me sad. Back on topic: Hmmm that is actually something to think about, it should work on some characters if not on all of them since j.B>j.C>j.D should work. Probably won't work unless you do it off a close 6C and we have ways of doing that. Good food for thought, now I have something else to think about thanks.
Astaroth136 Posted March 19, 2011 Posted March 19, 2011 YOU TAYGA PLAYA? He singlehandedly trolled all of the Tager players...
Manta Posted March 20, 2011 Posted March 20, 2011 J.2C, 2B is indeed a fickle one, I seem to have the greatest issue with it on Tao for some reason (She seems to be able to air tech at heights others could not). But isn't that a tech trap in itself if you hit the ground first and they neutral tech? Similarly j.D enders seem to be ideal for punishing neutral techs. Sounds like Gimmicky shit but when you have this many gimmicks to work with, they actually start being reliable. Also, lol at Tager being ble to aircombo. We might even have some Ragna-esque relaunch combos with things like j.C > j.D | 2C, 623C... Tager's Jump moves all seem to have good P2 values for what it's worth, and getting magnetism mid combo is kinda cool.
LeFartknocker Posted March 21, 2011 Posted March 21, 2011 Good news: 6B forces crouch on CH. Magnetism stacks now up to 960F. You guys may not understand how awesome this is. Enjoy CT moding CS2 Tager gyahahahahahaha! Well that's pretty sick, I haven't been on DL in like 1.5 months thanks to Marvel, and I'm mindblown that Tager managed to actually get something awesome out of CS2... Never thought I'd see the day
Manta Posted March 21, 2011 Posted March 21, 2011 Doesn't CT-moding Tager mean "Die to shit you have no counter for"?
A.X.I.S. Posted March 21, 2011 Author Posted March 21, 2011 I was refering to how long magnetism lasted in CT. It lasted a really long time...enough for people to complain about it.
FlyingVe Posted March 21, 2011 Posted March 21, 2011 Lol at people complaining about CT Tager. Still, a buff is a buff, though I never had any issues with how long CS1 mag lasted.
Manta Posted March 21, 2011 Posted March 21, 2011 16 Seconds is essentially uncapped magnetism. If you take into account how much magnetism counts down inbetween each drive move, you're looking at about 5 drive moves to hit that cap. And considering you often only put them at the end of combos, they're usually dead or at least 16 seconds from the end of the round. Unless you're fighting Litchi of course.
A.X.I.S. Posted March 21, 2011 Author Posted March 21, 2011 I had a huge gripe with it, I get hit by one combo and my efforts are wasted only to be left in a pitiful situation. Well I look at it like this...use some pokes and end your blockstring with 4D, with the IB nerf you have nothing to fear, once you hit them with a couple of these you can really keep them rolling. I am sorry I just love magnetism and this is probably top 3 in my favorite buffs. Also for all those concerned about 6A having having a horrible SD value, I'd like to say you can still cancel it into 4D. They never mentioned that you can't in JBBS.
Manta Posted March 21, 2011 Posted March 21, 2011 Also for all those concerned about 6A having having a horrible SD value, I'd like to say you can still frame trap it into 4D. FIFY
Nini Heart Posted March 21, 2011 Posted March 21, 2011 . Also for all those concerned about 6A having having a horrible SD value, I'd like to say you can still cancel it into 4D. They never mentioned that you can't in JBBS. I'd think we would have probably already seen it in videos, no?
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