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Posted

Ummm...I'm pretty much a vampire. If you give a me a list a crap to do, I can do it pretty much all night until like 5 or 6am :3 Then I sleep in till like 2 or 3 in the afternoon since I don't have school for another fucking month so my sleep schedule is shot to all hell:v:

Posted
Ummm...I'm pretty much a vampire. If you give a me a list a crap to do, I can do it pretty much all night until like 5 or 6am :3 Then I sleep in till like 2 or 3 in the afternoon since I don't have school for another fucking month so my sleep schedule is shot to all hell:v:
I'll give you all the hard stuff my messed up hands might suck at then. *Thumbs up* I'll come up with a list tomorrow, if ya'll don't mind the wait.
Posted

Take your time, tomorrow I am gonna work on the video thread some.

Posted
But the 6A close the opponent in na? I didn't tryed but it looks totally possible.

2100 from a counter hit with an unbelievably dangerous move...

T_T

With 6B (FC) it seems like wheel chair for me.

If you get a late 2D CH you can do 6A > 2C > AC.... but if you need to put the 5C in, they'll always be too far away.

Posted
Right, I prefer that for AC and oki or double AC for damage+tension.

What are you talking about?

Posted

I will post the combo so you understand

2D (CH) > 6A > 2C > AC > j.D > j.2C > 2B > 2C > AC > Bseldge > GF -> 4090 damage 46 heat

2D (CH) > 6A > 2C > AC > j.D > j.2C > 2B > 2C > AC > SB > MTW > TB > GF -> 5520 damage

Posted

On CH 2D you only need to be a bit away from your opponent for the 6A to connect.

If you feel that they are a bit far when 6A connects you can hold 6A down for a frame or 2 longer than usual and delay the 2C to make sure it connects.

Of course you only have to do this on CH.

Posted

I see what you mean now. But it's all very well saying how you'd prefer to hit them, but you have to deal with whatever hits you actually get.

Posted (edited)

I've been kinda sick and distracted today. I actually had to cancel some plans I had made to go out. I'll be glad to do the tedious combo damage stuff, if someone else wouldn't mind restructuring the various throw follow ups.

Preferably with notes on the optimal ones for certain characters and specific uses, and make sure all of them have a function that isn't done better by another combo. Throws are a pretty static situation, so given sufficient execution the answers should be pretty objective. The damage values would be helpful especially for the things that work after 360A and B.

Then I'll go through the regular combos and write down damage values tomorrow unless someone beats me to it. My notation looks all goofy in that post, I get the feeling I should have just used the >'s like Tagertime.

Edit: Also I only ever land 2D's from pretty far away. Outside of combos of course. What situations do you guys throw them out at?

Edited by Osuna
Posted

So would you like me to go through all of his Throws and get various follow ups, Damage/Heat values and character specifics?? I can do that if you'd like :3

Oh and for the sake of adding new material, I'll throw in a couple combos I've been messing around with that turned out surprisingly useful :3

Need help with anything else Osuna?? I have all night to help if needed since you're sick :)

Posted

If you do it the way Tagertime does it I will just short hand it.

Better to just abbreviate the special moves and follow ups if you are gonna do it.

Also if you can record it.

I will love you forever and ever.

Posted
So would you like me to go through all of his Throws and get various follow ups, Damage/Heat values and character specifics?? I can do that if you'd like :3

Oh and for the sake of adding new material, I'll throw in a couple combos I've been messing around with that turned out surprisingly useful :3

Need help with anything else Osuna?? I have all night to help if needed since you're sick :)

You can keep going if you'd like I appreciate the volunteer work, new stuff would be greatly appreciated aw well. I don't think the list has the 360B 2B 623Cx2 6B/2C 623C 4D 22D yet, so who knows what else is missing.

I'd certainly love our stuff to reach a new level before CS2+ gets any closer.

Posted

Gotcha boss, I'll see what kinda oddball stuff I can find to add in. I'll focus mainly on Fatal combos as those have the most versatility combo wise and I'll go through various combos for 360s too :3

I'll PM you my list later.

Posted

OK So I know I said I was gonna PM you Osuna, but I found too many weird things you could do to not share with everyone. Sadly, throw combos are fairly scarace in the sense of proration is absolutely awful. So I just did the basics and theres no real character specifics for them outside of 360>Walk 2B which I'm fucking horrible at So I just used the corner:v: but the combos are right assuming its Walk 2B>etc etc. I spent a lot of time thinking up various pick ups for Fatals too. Mostly his 2C as there a lot more freedom in it than his bothersome 6B. So here is the result of a full nights experimenting and testing. I will go through these tomorrow and test for any character specific issues with any of them. Hope these are helpful :3

Front Throw:

Magnetized:

Corner: BC>6C>2D>2B>2C>AC>Spark>2C>AC Damage:3310 Heat Gain: 46

Corner: BC>Falling j.C>5C>AC>ACWhiff>6B>2C>AC Damage: 3399 Heat Gain: 37

Midscreen: BC>AC>ACWhiff>6B>2C>AC>4DWhiff>GF Damage: 3333 Heat Gain: 34

Midscreen/Spark/100 Heat Required: BC>AC>ACWhiff>6B>2C>AC>Spark>MTW>Terra Break>GF Damage: 4815

NOTE: Max Damage Combo

Non-Magnetized:

Corner: BC>6C>j.2C>2B>2C>AC>Spark>2C>AC Damage: 3310 Heat Gain: 45

Corner/50 Heat/Spark Required: BC>Falling j.C>Land 5C>AC>j.CWhiff>j.2C>2B>Spark>MTW>GF Damage: 4112 Heat Gain: 39

Corner/Spark Required: BC>Falling j.C>Land 5C>AC>j.CWhiff>j.2C>2B>AC>2C>AC Damage: 3516 Heat Gain: 45

Midscreen/Spark Required: BC>Spark>2C>AC>4DWhiff>GF Damage: 2960 Heat Gain: 28~29

Corner/Spark.100 Heat Required:BC>2D>2B>2C>AC>j.CWhiff>j.2C>2B>Spark>MTW>Terra Break>GF Damage: 4840

NOTE: Max Damage Combo

Back Throw:

Magnetized:

Corner(Throw into Corner)/Spark Required: 4BC>6C>2D>2B>2C>AC>Spark>2C>AC Damage: 2610 Heat Gain: 43

Anywhere: 4BC>5C>6A>2C>AC>2D/BGadget Damage: 2410/2499 Heat Gain: 27/32

Midscreen/Spark Required: 4BC>6B>2C>AC>ACWhiff>6B>2C>AC>Spark>2C>AC Damage: 2832 Heat Gain: 49

Non-Magnetized:

Midscreen/Spark Required: 4BC>j.2C>2B>Spark>AC>4DWhiff>GF Damage: 2322 Heat Gain: 28

Anywhere: 4BC>5C>6A>AC>BGadget Damage: 2397 Heat Gain: 28

360 Combos:

Anywhere/Spark Required: 360A>2B>(2C)>AC>Spark>GF Damage: 3577/(3664) Heat Gain: 30/(34) *2C is for the Corner.

Midscreen/Spark Required: 360B>2B>Spark>2C>AC>4DWhiff>GF Damage: 4767 Heat Gain: 38

Anywhere/Magnetism Requried: 360B>(Walk)2B>AC>ACWhiff>6B>AC>4DWhiff>GF Damage: 4983 Heat Gain: 40

NOTE: Walk after the 360 if needed to make the AC connect after 2B.

Corner/Spark/Magnetism/100 Heat Required: 360B>2B>2C>AC>ACWhiff>6B>2C>AC>Spark>MTW>Terra Break>GF Damage: 6651

NOTE: Max Damage Combo

Corner/Spark/50 Heat Required: 360B>2B>2C>AC>j.CWhiff>2B>Spark>MTW>GF Damage: 5797 Heat Gain: 45

NOTE: On Guard Crush near the corner, this is more optimal than a 720 assuming they don't/can't Burst. The special Proration for Guard Crush tweaks the Damage a bit though. Damage goes from 5767 to 5670. But you still gain 45 Meter assuming you weren't at 100 when you got the intial 360. You gain 40 Heat once you hit Spark so even from low Heat, this is a viable option that can end with GF Oki.

Fatal 6B Combos:

Magnetized:

Crouching only: FC6B>ASledge>5B>5C>6A>2C>AC>ACWhiff>6B>2C>AC>4DWhiff>GF Damage: 2729 Heat Gain: 47

Midscreen: FC6B>6C>AC>ACWhiff>6B>ASledge>2C>AC>BSledge>GF Damage: 2840 Heat Gain: 43

Corner: FC6B>6C>AC>ACWhiff>6B>ASledge>2C>AC>2D Damage: 2734 Heat Gain: 38

Corner: FC6B>6C>2D>2B>Asledge>5C>6A>4D Damage: 2060 Heat Gain: 29

Corner/Spark/100 Heat Required: FC6B>2C>MTW>2B>AC>ACWhiff>6B>2C>AC>Spark>MTW>GF Damage: 4936 Heat Gain: 33

NOTE: Max Damage Combo

Non-Magnetized:

FC6B>5D>ASledge>2A>2B>5A>5B>3C>4D/GF Damage: 1848/1875 Heat Gain: 25/27 (4D for the corner, GF midscreen)

Midscreen/Spark/Crouching Required: FC6B>ASledge>5B>2C>AC>6C>Spark>j.2C>GF Damage: 2590 Heat Gain: 39

Midscreen/Spark Required: FC6B>5D>Spark>2C>AC>ACWhiff>6B>2C>AC>4DWhiff>GF

Fatal 2C Combos:

Magnetized:

Corner: FC2C>6C>2D>2C>AC>ACWhiff>6B>ASledge>2B>2C>AC>2D/BGadget Damage: 3616/3712 Heat Gain: 50/55

NOTE: This is mostly a flashy combo but it does show off little known link of Tager's which is a Fatal only 2D>2C/5C and the 2D has to hit on one of 2 last frames in order for it to work.

Anywhere: FC2C>2C>AC>ACWhiff>6C>j.2C>2B>ASledge>5C>6A>2C>AC>4DWhiff>GF Damage: 3896 Heat Gain: 53

Midscreen: FC2C>2C>AC>ACWhiff>6B>ASledge>5C>6C>j.2C>2B>2C>AC>4DWhiff>GF Damage: 3976 Heat Gain: 54

Midscreen/Spark/100 Heat Required: FC2C>2C>AC>ACWhiff>6B>MTW>Terra Break>2C>AC>Spark>2C>AC Damage: 6035

NOTE: Max Damage Combo

Non-Magnetized:

Midscreen/Spark Required: FC2C>AC>6C>Spark>j.2C>2B>ASledge>2B>2C>AC>4DWhiff>GF Damage: 3711 Heat Gain: 49

Midscreen: FC2C>2C>AC>j.CWhiff>j.2C>2B>ASledge>5C>6A>AC>BGadget Damage: 3805 Heat Gain: 49

Midscreen/Spark Required: FC2C>ASledgeWhiff>Hammer>5C>AC>j.CWhiff>j.2C>2B>ASledge>5C>Spark>2C>AC>4DWhiff>GF Damage: 3844 Heat Gain: 55

NOTE: Another flashy combo mostly but it abuses the insane amount of active frames on Tager's Hammer follow up and it gets you a pretty damn good combo for it too :3

Posted

I am gonna add these later.

The heat gain and damage values are nice.

Posted (edited)

Ok here is a major update to my combo list. i added many new combos. Been working on it all week. Im pretty sure there are no errors. If any errors are found please let me know. All combos have been tested by myself except for the 3 combos from Orion. Any questions or comments are welcome.

Axis please update the link on the front page.

Iron Tager CS2 combos Big Update v8.01

The rtf document just exceeded this forums size limit so i used mediafire

Edited by TagerTime
Posted

Oh btw, you don't need to specify crouching only for 6B fatal hits. It forces crouch.

Posted
The last 6B combo lacks numbers.

Just tested it, 2952 damage and 44 heat

Posted
Just tested it, 2952 damage and 44 heat
I'm going to propose that one is inefficient except at max distance because the spark nets like 300 damage and the combo already self mags. If you absolutely needed just a little more to kill them, earlier combos ending in spark MTW do more damage.
Posted

I only noted crouching only for 6B combos as some of them confirm into 5D which forces standing.

Also I was kinda stuck on confirms for 6B Fatal Non-Magnetized as the leniency of it is fucking awful:v: But for the most part, my goals with this list was to show variety in Tagers combos. I get a bit into it when I'm really experimenting cause that was one of the biggest draws I had to Tager was his combos. Then CS1 came around and all his changes gave me a damn field day with figuring out stuff you could do. Its the one thing that still makes me like him more than Valk cause Valk's comboability is stale as shit:v:

Posted

I'm fine with post what you find, it puts our stuff under more scrutiny. My values don't count enders, I hope to have a little guide with relative damages and exact heat gain for enders.

* 5A > 5B > 3C > GF 613:11

* 5A > 2B > 5B > 3C > GF 741:13

* 5A > 5B/2B > 3C > 5B > 4D 749:11

* 5A > 2B > 5B > 3C > 5B > 4D 851:13

* 5A > 5B/2B > 3C > 2B > 2C > AC > Ender 1485:19/1557:19

* 5A > 5B > SB > 5C/2C > AC >Ender 1440:17/1460:18

* 5A > 5B > SB > AC > AC whiff > 6B > AC > 4D >22D 1817:29

* 5A > 5B > 3C > 5C > 6A > AC > Ender 1493:19 (RC/TG only)

* 5A > 2B > 5B > 3C > 5C > 6A > AC > Ender 1513:21 (RC/TG only)

* 5A > 2B > 2C > AC > AC whiff > 6B > 2C > Ender 2252:39

Those 6B fatals inspired this normal 6B idea

6B>5DxxSB,2Cxx623C,623C,6Bxx623C,4D,22D Damage 2840 Heat 39, Works at all distances on all characters with no mag, Uses spark bolt.

* 5A > 2B > 3C > 5C (/2C?) > AC > J.C > J.B > 5C > AC > SB > 22D worked once I Swear, on Rachel for 40 meter and something like 2.2k, but I can't seem to replicate it so I may have hallucinated it.

Also does anyone ever mix up their 4D 22D enders with something else? If so I could make a chart of different ender tiers and label combos with stuff like Ender level 1 or something.

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