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Posted

You can combo the foward throw into virtually anything if you do it in the corner its not bad in thos instances if you can bring them back to the corner for a reset of some sort.

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Posted (edited)

I'll be doing more testing later today, but as far as I can tell,

FC 2C > J.2C > 2B > 2C > AC > j.C whiff > j.2C > 2B > A Sledge > 5C > 6A > AC > j.C whiff > lowest j.2C > GF (Doesn't work mid-screen against HK, BA, RC) [4297]

...no longer works. They can tech out between the 6A > AC at the end. Unless my button is sticking and making me hold the AC for more than the minimum...(which might be possible)

Edited by fear4
Posted
I'll be doing more testing later today, but as far as I can tell,

FC 2C > J.2C > 2B > 2C > AC > j.C whiff > j.2C > 2B > A Sledge > 5C > 6A > AC > j.C whiff > lowest j.2C > GF (Doesn't work mid-screen against HK, BA, RC) [4297]

...no longer works. They can tech out between the 6A > AC at the end. Unless my button is sticking and making me hold the AC for more than the minimum...(which might be possible)

Most of Tagers CS1 fatal combos on the first page are not good for use in CS2

Posted

I'll fix that in a bit.

Time to copy paste yours TT.

Posted

Whaa...good stuff, This desktop is giving me hell on this account, expect the combos to be added when I get on the laptop. (Where I do most of the editing.)

Posted
Most of Tagers CS1 fatal combos on the first page are not good for use in CS2

Good to know. On an unrelated note:

How bout that Challenge Mission #9. I think it's good they're keeping us on our toes and not just giving us magnetism all willy nilly. You're truly a master if you can do Tager's mission #9 combo.

Posted
Most of Tagers CS1 fatal combos on the first page are not good for use in CS2

They work with minor modifications.

Tager's optimal FC combo from CS1 (which fear4 posted) still works if you omit the j.2C as the second hit (also now functions nicely to bait bursts with hold downback press 2B2C).

Damage is 3708 and it builds 51 meter.

Also I went and tested 360A/B combos in CS2 and here's what I found.

360A > 2B > AC

works on: Tager, Makoto, Valkenhayn,

360B > walk > 2B > AC > Bsledge > Gadget

works on: (no walk) Tager, Makoto, Valkenhayn, Rachel (use 5C 6A AC)(easy) Tsubaki, Lambda, Mu, (hard) Ragna, Noel

(Magnetised) 360B > walk > 2B > 2C > AC > Bsledge > Gadget

works on: Litchi, Hazama, Noel

Can't test plat cos I'm on ps3. So basically it won't work on Tao, Jin, Carl, Arakune, Bang (Could do bang in CS1 with 360B walk 2B AC but I can't get it to hit in CS2....)

Posted (edited)
They work with minor modifications.

Tager's optimal FC combo from CS1 (which fear4 posted) still works if you omit the j.2C as the second hit (also now functions nicely to bait bursts with hold downback press 2B2C).

Damage is 3708 and it builds 51 meter.

Wouldn't that same Fatal combo be improved by replacing the first 2B with a 6B instead? That shit's great in combos now. Also, J.2c is still great in combos, couldn't some other hit be replaced instead?

Edited by Manta
Posted

Thats why i said most of Tagers CS1 fatal combos on the first page are not good for use in CS2 because they either dont work anymore as listed or still work but do way less damage than his new CS2 fatal combos.

I already had this listed in my combo guide.

FC 2C > 6B > 2C > AC > step fwd > j.C > j.2C > 2B > Asledge > 5C > 6A > AC > B/E-Gadget 3906

Posted

Yeah it can be 6B instead of 2B, but you'll find that's really a training mode combo in the sense that if you go for it in real matches it won't work 100% of the time. Spacing off, certain chars have smaller hitboxes etc etc. 2B is just more stable.

Posted

I just changed the FC combos.

Thanks again Sans for converting it to your format.

Posted (edited)

360B > walk > 2B > AC > Bsledge > Gadget

works on: (no walk) Tager, Makoto, Valkenhayn, Rachel (use 5C 6A AC)(easy) Tsubaki, Lambda, Mu, (hard) Ragna, Noel

(Magnetised) 360B > walk > 2B > 2C > AC > Bsledge > Gadget

works on: Litchi, Hazama, Noel

For noel/tager, it would be better to use:

360B > walk > 2B > 2C > AC > Bsledge > Gadget, since it works even without magnetism. No need to walk for tager, however.

Hazama, 360B, walk, 5B, 2B, AC, Bgadget

Jin, 360A/B, 2B, Gadget.

Tsubaki:

360A, walk, 2B, AC

360A, 5B, Gadget

Ragna/Mu:

360A, walk, 2B, AC

Noel:

360A, walk, 2B, 2C (if with mag, then 4D whiff, etc is also applicable)

For chars that you can do 360A, walk, 2B, AC, with magnetism you can do 4D whiff, gadget or 4D whiff, 4D if facing the corner.

I apologize for the unorthodox manner of posting this, haha. Ill try to test more soon.

Edited by Waks
Posted (edited)

The first post really needs to separate 360A and 360B combos.

Also all instances of J.C J.D 623C aren't real combos, but are slightly harder to escape than typical tech traps, soo do we really want them in there because they are plausible blue beat combos?

If that's the case I think we'd have to add additional plausible blue beat combos. Or maybe just have a section for them. either way there at least needs to be note by it showing that it is Not a combo.

Edited by Osuna
Posted

Also all instances of J.C J.D 623C aren't real combos, but are slightly harder to escape than typical tech traps, soo do we really want them in there because they are plausible blue beat combos?

If that's the case I think we'd have to add additional plausible blue beat combos. Or maybe just have a section for them. either way there at least needs to be note by it showing that it is Not a combo.

If you downloaded my combo list in the 1st post you will see that i did make that distinction originally. i do think it should also be noted here too. I am also working on expanding my section on jD resets as well.

I havnt been able to complete my combo tutorial video yet because the past several days i had to fix my xbox360 and my computer monitor. My tutorial video is halfway finished but since it was recorded on the psp i am considering redoing it on the xbox360 instead, now that i have the ability to record 360 to my computer instead of the psp.

Posted

I am pretty mad and tired I'll edit the 360 combos later.

I'd also like to note that the resets would probably be set in a different part of the thread seeing how they aren't the complete combo.

Also most the people I play rarely get hit by my gimmicks.

Posted

Anybody got a decent blockstring combo they use in between raping and dying? I used to use combinations of 2c>5d>sledge>5a>6a>2b (switching the order around depending on situation) and so forth depending on how quick the opponents jab was. Obviously 2c doesn't chain into anything except 3c now (sigh), so I am hard pressed for a new blockstring. Preferences?

Posted

Tager has blockstrings?

All I can really see is 5Axn > (5B > 2B)xn > 4D because everything after that has a hole in it.

Incidentally, Getting 5D on air block tugs them in quite far after it hits. Try using that to set up tech traps.

Posted
Anybody got a decent blockstring combo they use in between raping and dying? I used to use combinations of 2c>5d>sledge>5a>6a>2b (switching the order around depending on situation) and so forth depending on how quick the opponents jab was. Obviously 2c doesn't chain into anything except 3c now (sigh), so I am hard pressed for a new blockstring. Preferences?

On people/characters who mash 5A after certain moves looking for holes I do 2A 5C 6A then whatever, if I'm close and have decent frame advantage (which isn't that often but not totally implausible either). It's not really a great string but people who want to poke you out of it will very frequently get hit because there are a lot of gaps but they aren't big enough for most 5As, some even on IB. Of course if they properly dp instead of mash A they would get you.

But hey I think we all know Tager never had much in the way of blockstrings. Also, manta, just to clarify your point a little bit.

I think it is important to make the distinction for newer tagers that you can't "tech trap" someone who blocked something. I know it is nit picky, but we really should keep the jargon straight.

Posted

Yeah true, It's more of a throw setup. Also, Whilst we lost 2C 4D, 5A, 5B, 4D still works.

Posted

I'm a personal fan of 6A>Slight delay>4D since people try to just mash out of the mixup. If they block it, you're just back at neutral so much less risk than throwing 6B>6C or 2C>3C. Its only risky in the sense of reversals beating it if they think you'll stagger it but you can just be safe and gatling it as its airtight.

Posted

I don't have time to do it myself this week, but could someone experiment with 6C 22D after terrabreak? Very barely increases damage, and having 9 meter instead of 5 doesn't seem like a big deal, but if it's repeatable, or at least reactable to the proper terra height in existing combos, might as well go for it.

Posted

So you want me to tech wheel, and the follow up and then combo into 6C, 22D sounds easy I suppose. I'll give it a go when I get home from school. But if I were, I would start making combo involving RC. not only is it fun it is very good. I believe in GF, RC. Still need to see if 6A with mag pull gives me enough time to buffer 720.

Posted

I tested it out Osuna and it works.

It took me a few tests to see what I need to make 6C hit after terra.

Good find Osuna.

Posted

For those unaware, 6B 2C xx Collider works after MTW xx Terrabreak too.

I think Osuna was testing this in longer combos though that end with Terrabreak, where 6B 2C xx Collider wouldn't work.

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