FlyingVe Posted August 13, 2011 Posted August 13, 2011 Hate to break the great discussion. I'm going to my first BB tourney. I'm going all Tager. wish me luck. Good luck.
Osuna Posted August 13, 2011 Posted August 13, 2011 Huh, well, j.D both do more damage and is optimal with proration. That's how I landed a second colider in this combo : 6B (FC) > 5D > asledge > 2A > 5C > 6A > 2C > colider > (j.D) > j.2C > 2B > 2C > colider for ~3000 ish (and a lot of tension) But even if j.D is optimal in term of prorate and damage (i tried everything else but the colider didn't work in any other way) it could not be optimal in term of tension after this first loketest. Wait and see? Edit : actually in cs2 j.D > ... is optimal both in damage and tension (only 99% sure, can someone confirm me :p)In blazblue it is called heat. I said in my first post that it was less heat, damage and proration.
A.X.I.S. Posted August 13, 2011 Author Posted August 13, 2011 J.D whiff is only non-optimal in like 1 or 2 cases lol. One of those is CH 5D.
CrazyI-nomitsu Posted August 14, 2011 Posted August 14, 2011 I actually would like to see your Tager in action, just outta curiosity. So if anything is recorded, hook me up? No videos were recorded sadly. And I played like shit. I was bodied the players that enter in causals. Good luck. Thanks. Good luck, my local Noel player is gonna be there and he knows combos. Really? He got body by me and the other three Tagers. He was free. good luck. just hope you don't have to fight any hazamas, arakunes, and mu lol jk Actually, fought a Ragna and Tao. and in causals, it was Makoto, Tager, and Hakuman.
Tetra - K Posted August 14, 2011 Posted August 14, 2011 (edited) J.D whiff is only non-optimal in like 1 or 2 cases lol. One of those is CH 5D. j.D is not optimal at all when trying to position the opponent in some situations, for setups and pressure. The principal case where I don't use j.D is when i want to put the opponent in corner oki. 'Cause when you use j.D, back to the corner, you're too far from it to put the other player in this situation without colider whiff combos (AC > 6B). Edited August 14, 2011 by Tetra - K
A.X.I.S. Posted August 14, 2011 Author Posted August 14, 2011 I was talking about optimal damage and in most cases you can still do walk forward 2D for the positioning if you want them in the corner.
Tetra - K Posted August 14, 2011 Posted August 14, 2011 The problem is not them in the corner. It's to be as close as possible. When back to the corner, the j.D move us away a lot from the corner.
A.X.I.S. Posted August 14, 2011 Author Posted August 14, 2011 Actually it really depends on what you want, if you want to be close up for whatever reason then do your usual thing. If you want to be at a slight distance then you can just do j.D whiff instead. I don't really see the problem here since you're controlling where you stop in this situation. I could further explain why but I am not that great at it.
TagerTime Posted August 14, 2011 Posted August 14, 2011 Huh, well, j.D both do more damage and is optimal with proration. That's how I landed a second colider in this combo : 6B (FC) > 5D > asledge > 2A > 5C > 6A > 2C > colider > (j.D) > j.2C > 2B > 2C > colider for ~3000 ish (and a lot of tension) Your combo only does 2,765 dmg for 48 heat This combo is better FC 6B > 5D > Asledge > 2A > 2C > AC > j.D > j.2C > 2B > 2C > AC > 4D > Gadget 2835 (47 Heat)
Osuna Posted August 14, 2011 Posted August 14, 2011 Your combo only does 2,765 dmg for 48 heat This combo is better FC 6B > 5D > Asledge > 2A > 2C > AC > j.D > j.2C > 2B > 2C > AC > 4D > Gadget 2835 (47 Heat)At what distances and on which characters is Asledge 2A 2C plausible?
A.X.I.S. Posted August 14, 2011 Author Posted August 14, 2011 The 5D sucks them in hella close and sledge pushes you point blank so it should work on everyone. Of course I can be wrong and you know, me being wrong is pretty common. In fact I can record it on camera if you like.
TagerTime Posted August 14, 2011 Posted August 14, 2011 (edited) At what distances and on which characters is Asledge 2A 2C plausible? its a close range combo ofcourse but the "Asledge > 2A > 2C > AC" part does work on everyone, its easy to eyeball if you are close enough or not once you practice it a few times. you would use that other combo if your at a longer distance. Edited August 14, 2011 by TagerTime
FlyingVe Posted August 14, 2011 Posted August 14, 2011 So... apparently there was some guy at that Chicago Hear 3 tournament using the tag Flying_V ... I am not amused...
Osuna Posted August 14, 2011 Posted August 14, 2011 The 5D sucks them in hella close and sledge pushes you point blank so it should work on everyone. Of course I can be wrong and you know, me being wrong is pretty common. In fact I can record it on camera if you like.That makes sense. In that case, I heartily endorse this product or service.
A.X.I.S. Posted August 14, 2011 Author Posted August 14, 2011 Osuna encouraging something. Did we all just die?
TagerTime Posted August 14, 2011 Posted August 14, 2011 (edited) Since you guys were talking about magnetized j.D whiff is it just me or does AC>j.D>j.2C>2B>2C>AC not work at all on Makoto? Edited August 14, 2011 by TagerTime
FlyingVe Posted August 14, 2011 Posted August 14, 2011 Osuna encouraging something. Did we all just die? Either that or Osuna did. I don't believe it's really him.
A.X.I.S. Posted August 14, 2011 Author Posted August 14, 2011 You have to do j.D whiff>2B>collider on that squirrel tailed hood rat. She doesn't get hit by the 2C at all because she has what I called a fucked hitbox. There is a much worse word to use but I think that is the best way to explain it. Thankfully you don't need to do a microwalk for 360>collider to work so landing a grab on her is really rewarding.
TagerTime Posted August 14, 2011 Posted August 14, 2011 You have to do j.D whiff>2B>collider on that squirrel tailed hood rat. She doesn't get hit by the 2C at all because she has what I called a fucked hitbox. yea i tried using that already but it wont work for either of those two FC 6B combos. So this combo will not work on makoto FC 6B > 5D > Asledge > 2A > 2C > AC > j.D > j.2C > 2B > 2C > AC > 4D > Gadget 2835 It has to be changed to this in order to work on her FC 6B > 5D > Asledge > 2A > 2C > ACx2 > 6B > 2C > AC > 4D >Gadget 2785
Tetra - K Posted August 14, 2011 Posted August 14, 2011 (edited) Your combo only does 2,765 dmg for 48 heat This combo is better FC 6B > 5D > Asledge > 2A > 2C > AC > j.D > j.2C > 2B > 2C > AC > 4D > Gadget 2835 (47 Heat) Sweet Jesus -___________________________- It's been some time i'm trying to transform my combo to have corner oki. THANKS A LOT. My combo prorated too much to land any GF or 4D or anything else. I did not know that 2A > 2C could connect in fatal state. Edited August 14, 2011 by Tetra - K
Edalborez Posted August 14, 2011 Posted August 14, 2011 http://www.youtube.com/watch?v=4fpL5dksvFs&t=1m3s I'm probably late to the party, but this 5B > Gadget "trap" seems...stupid. More so than the usual options and for practically no payout unless you RC into a dumb prorated combo. I know, combo video. Still. Shorter version: This is pretty useless. Correct/incorrect?
OrionXElite Posted August 14, 2011 Posted August 14, 2011 Its free damage if it works so its not necessarily useless by that logic :3
Edalborez Posted August 14, 2011 Posted August 14, 2011 Just so easily defeated though. Forward/back tech or mash A. And again, all you get is the extra 5B damage/heat (almost nothing) without RC. Could kill, and I guess is slightly better than minimum damage MTW, so there is that. Edit: On a related note, whatever happened to the old double gadget gimmick?
A.X.I.S. Posted August 14, 2011 Author Posted August 14, 2011 It's a nice little trick. When I guess I'll play with it in practice mode, looks hella fun.
Osuna Posted August 15, 2011 Posted August 15, 2011 http://www.youtube.com/watch?v=4fpL5dksvFs&t=1m3s I'm probably late to the party, but this 5B > Gadget "trap" seems...stupid. More so than the usual options and for practically no payout unless you RC into a dumb prorated combo. I know, combo video. Still. Shorter version: This is pretty useless. Correct/incorrect?There's no such thing as an inescapable trap, it's not even right to call anything Tager does a trap. It's either a mix up or a gimmick in my opinion. My Guess? It's a mix up, collider if they side tech and Gadget if they don't. Oh and it's not horribly unsafe to let it go if you see a side tech, and I don't think there is enough time to 5A before you get plucked out of the air. The advantage of using gadget instead of 360B, as I understand it is that Jin can DP to cancel his landing recovery to beat a 360B and maybe mash A like you suggested. But I'm basing that on pretty fallible personal experience, anyone want to test it for me?
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