lolokoa Posted July 19, 2011 Posted July 19, 2011 Air hit 5B>4D would work I think this would work also Air Hit 5B>4D>RC>5C>collider>ender haven't tested this personally
Manta Posted July 19, 2011 Posted July 19, 2011 (edited) Hey guys, here's a random question: what should Tager do off of a counter hit Hammer (sledge's followup)? I always just do 6C into AC since it's just easy, but I feel like maybe that's not the most efficient approach. Obviously since you can tag people with Hammer from an alarming variety of ranges, what you do is probably going to depend on how close to you they wind up after you CH them. I'm not sure what to think beyond that though, and was hoping you combosmiths might have some ideas. Unless it's already been discussed and I'm just not seeing it. It has been discussed, but here's a summary, it's hugely dependant on range: Extreme closeup: 6B > 2C > AC, stuff Close and magged:2C > AC, Stuff Close and not magged: 6C, j.2C, 2B > 2C > AC ender Medium: 5C > 6A > AC, Stuff Far: 6C > AC, stuff EXTREEEEEME: 236B > 5C > 6A > AC, ender (Sorry, no stuff here, proration goes to hell on Bsledge). In all cases you have time to walk forward a bit to optimise your position. You can probably get good damage off of MTW if you get a close hit, Hammer's proration is 100/85, which is pretty good. Combos off of 5B usually go: 5B > 3C, 2B > 2C > AC, stuff you can alternate 5B with 2B to hit confirm, but this pushes them away. On air hit you want them to tech because it's tech trap central. Failing that, 5B > 2B > (2C) > AC works. You only have a 3 frame window to confirm that in though, 2C only connects when close. Edited July 19, 2011 by Manta
A.X.I.S. Posted July 19, 2011 Author Posted July 19, 2011 yo i was thinking about it and what are the combos option on a raw 5B? there's no combos listed on the first post (or i'm blind which might be also normal...) because i normally hit people who wants to jump out after 5A 5B and they get air unblockable 5B'ed but not counter hit... is there you can do except watch them tech before your eyes? 5B>4D I theorized that 5B>2B would work but they are usually too high for it to connect.
CrazyI-nomitsu Posted July 19, 2011 Posted July 19, 2011 My mind is raging about 2B>2C I know it works on like two or three characters. But then when I saw the video with GF,Rc,623 C. You could do it just fine. So confuse...
Isorropia Posted July 19, 2011 Posted July 19, 2011 Hmm, assuming they're magnetized of course. Wouldnt [collider whiff] 6B 2C stuff provide better damage? unless you meant "j.C" instead of j.D. I've seen Akira do j.D instead of j.C, probably because pushes better. Whats the best stuff to followup after 9j.C/9j.D(m) j.2C besides gadget? The full notation for the combo he posted is J.C/J.D>(5C/6A)>collider>j.D whiff>j.2C>2B>2C>collider>Bsledge>Gadget the j.2C there is just before the 2nd collider, it's not where the combo ends.
A.X.I.S. Posted July 20, 2011 Author Posted July 20, 2011 Actually I tested that combo and it did 3.9k damage with J.D and 3.8k with J.C I believe. Also if they are not magnetized then you can do the optimal somewhat character specific combo's for 3.6kish damage max. Combos that has: Collider>j.C whiff>j.2C>2B>Collider>ender Collider>J.C whiff>j.B>5C>Collider>ender Collider>walk Bsledge>2B>Collider>ender Just wanna leave that here.
Manta Posted July 21, 2011 Posted July 21, 2011 Does anyone else find it odd that j.C is as powerful as it is, it looks like a little poke with his face, but in reality it's almost a total copy of j.2C in terms of damage and P1/2.
CrazyI-nomitsu Posted July 21, 2011 Posted July 21, 2011 I find how I can get easy CHs with it. I mean I jump and I hear" Counter!" I mean that's so free. Or is it just online?
Manta Posted July 22, 2011 Posted July 22, 2011 If you hit someone with the bottom of J.C's hit box whilst going up you should be able to do j.c > j.b > j.c > j.d Nothing special. But it's there
Tetra - K Posted July 24, 2011 Posted July 24, 2011 For this combo : FC 6B > 6B > 6C > j.C > j.D > AC > AC whiff > 6B > A Sledge > 2B > 2C > AC > SB > MTW > TB > GF I'm having trouble linking J.D and colider. Which move I have to delay?
TagerTime Posted July 24, 2011 Posted July 24, 2011 (edited) For this combo : FC 6B > 6B > 6C > j.C > j.D > AC > AC whiff > 6B > A Sledge > 2B > 2C > AC > SB > MTW > TB > GF I'm having trouble linking J.D and colider. Which move I have to delay? Thats because its not noted correctly on the first page that it is actualy a J.D tech trap reset. FC 6B > 6B >6C > j.C >j.D > is the actual red beat combo. They can always tech out after j.D But you will always land on the ground after j.D and have time to AC before they can tech but just not quite fast enough to grab them for a red beat. The point is you altar your AC timing depending if you think they will tech after J.D or not. The proper notation is below FC 6B > 6B >6C > j.C >j.D > AC (if they tech hold AC for reset) (if they dont tech continue with) >ACx2> 6B > Asledge >2B > 2C > AC 3011 >Spark>MTW 3771>Terra 4471 > Gadget 4571 Edited July 24, 2011 by TagerTime
Osuna Posted July 24, 2011 Posted July 24, 2011 We actually talked about how that shouldn't be in this thread at all. Since we have a thread for resets, and we didn't have any other semi plausible blue beat combos here. It also came up again when I said that we didn't have any 6B FC combos listed, which we still don't I guess.
A.X.I.S. Posted July 24, 2011 Author Posted July 24, 2011 6B has such crappy P1 that there is no real optimal FC combos for it.
BatousaiJ Posted July 24, 2011 Posted July 24, 2011 Why does this thread exist? Call me when there's a red beat combo that ends in a command throw, yo.
Osuna Posted July 25, 2011 Posted July 25, 2011 Why does this thread exist? Call me when there's a red beat combo that ends in a command throw, yo. I don't understand the objection, is this just a random and poorly thought out troll or are you saying that Tager doesn't do enough damage or something?
BatousaiJ Posted July 25, 2011 Posted July 25, 2011 A little of all three with a large dose of boredom, my good man.
Manta Posted July 25, 2011 Posted July 25, 2011 Why does this thread exist? Call me when there's a red beat combo that ends in a command throw, yo. Ask as ye shall recieve: 5A, 5B, 41236D, 1080D Legit redbeat that ends in a command throw astral.
BatousaiJ Posted July 25, 2011 Posted July 25, 2011 Oh damn. I forgot about the astral. I'll get you next time, gadget!
Manta Posted July 25, 2011 Posted July 25, 2011 Oh damn. I forgot about the astral. I'll get you next time, gadget! No, next time, gadget will finger you.
Isorropia Posted July 25, 2011 Posted July 25, 2011 But his astral isn't a command throw, it's an unblockable attack like collider, hence why it can hit aerial opponents. >.>
Manta Posted July 25, 2011 Posted July 25, 2011 It behaves closer to a throw that cannot be rejected than a punch that cannot be blocked. It's a throw. And whilst we're being pedantic, the sky isn't always blue and bears don't always shit in woods.
Tetra - K Posted July 25, 2011 Posted July 25, 2011 6B has such crappy P1 that there is no real optimal FC combos for it. 6B (FC) > 5D > ASledge > 2A > 5C > 6A > 2C > colider > (j.D) > j.2C > 2B > 2C > colider > (j.C) > j.2C > Gadgeto for 2800ish and a lot of tension if my thoughs are right.
Manta Posted July 25, 2011 Posted July 25, 2011 Have you tested that? If not I don't believe that would work, the proration would be way too low on the first collider to force a down state. The second one definitely.
Tetra - K Posted July 25, 2011 Posted July 25, 2011 Have you tested that? If not I don't believe that would work, the proration would be way too low on the first collider to force a down state. The second one definitely. Not sure I landed the gadget finger. I can't re test that cause I'm not at home but it's still a very easy combo. I'm 80% sure I landed the second colider.
Osuna Posted July 25, 2011 Posted July 25, 2011 (edited) Not sure I landed the gadget finger. I can't re test that cause I'm not at home but it's still a very easy combo. I'm 80% sure I landed the second colider. Just tested it, the gadget is miles away from working. I couldn't get 4D gadget or spark J.2C gadget to work either, but that might be because I just woke up. The first collider knock down is kinda cool because it just Barely works. That's why you have to do j.d whiff instead of collider whiff. If you collider whiff they can tech. The whole thing minus the ender though, builds 48 meter, which is kinda a Lot. add a spark bolt to the end and you can combo into MTW starting without mag and 0 meter. So there you have it guys, a FC only move that despite not being awesome damage (2.7k without spark>spinny) has utility in that it is plausible that someone would want to build 50 meter when he has no mag/meter and can't do any good combos off 360B, and/or the opponent is strong in Gadget finger anyway. Edit: Manta, what is the difference between a throw that cannot be jumped or teched, hits ground and airborn, and an unblockable move? Because I have not found a practical difference between 1080 and other unblockable moves, but you have to list differences between 1080 and throws to call it one. I feel like you're muddling up what is normally a clear distinction, but it might just be me. Edit edit: I really love the combo, it shows off a bunch of tager mechanics and combo paths with a nice synergy. If only it did like 500 more damage. Edited July 25, 2011 by Osuna
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