Tae Seong Kim Posted February 5, 2012 Posted February 5, 2012 5D has a 4 frame start up, is active for 23 frames, and is +23 on block!? MY GOD!!! Hello infinite block string!
Zeron_X25 Posted February 5, 2012 Posted February 5, 2012 I keep forgetting Tager's 6A > 4D gatling... goddammit.
Manta Posted February 5, 2012 Posted February 5, 2012 I keep forgetting Tager's 6A > 4D gatling... goddammit. It's so good at hitting Ragnas winding up their 623 motion. Doesn't counterhit though.
Osuna Posted February 7, 2012 Posted February 7, 2012 It's so good at hitting Ragnas winding up their 623 motion. Doesn't counterhit though. Unless the game handles this differently now, that doesn't make sense. Block stun is block stun even if you're holding forward still right? You can't frame trap a reversal.
Isorropia Posted February 7, 2012 Posted February 7, 2012 That's true, but in the case of 6A it can be difficult for the defender to judge when the blockstun ends for 6A, and so in matches people may time their reversals late. I think that's where Manta was coming from.
Manta Posted February 7, 2012 Posted February 7, 2012 Unless the game handles this differently now, that doesn't make sense. Block stun is block stun even if you're holding forward still right? You can't frame trap a reversal. If you're in blockstun, you still need to keep holding 4 or 1 in order to block any other hits that land before you recover from the blockstun. BB seems somewhat lenient either that sometimes though.
Isorropia Posted February 7, 2012 Posted February 7, 2012 If you're in blockstun, you still need to keep holding 4 or 1 in order to block any other hits that land before you recover from the blockstun. BB seems somewhat lenient either that sometimes though. 1 yes, 4 no. If you aren't holding down-back you'll eat lows during blockstun, but if you're in constant blockstun it's impossible to get hit by any high attack until you leave blockstun. The game will even block crossups for you if you're in constant blockstun.
Manta Posted February 7, 2012 Posted February 7, 2012 Oh really? I didn't think that autoguard lasted the entire length of the blockstun. Oh well, learn something new.
Zoular Posted February 9, 2012 Posted February 9, 2012 Will there be a Tager 'Extend' video critique thread added soon? I'd like to get some tips for vs Tsubaki I'm probably playing a little too defensive in that match up and not punishing things the way I should.
Darlos9D Posted February 9, 2012 Posted February 9, 2012 Oh really? I didn't think that autoguard lasted the entire length of the blockstun. Oh well, learn something new. Well with this in mind, following 6A up with a low attack that hits before 6A's blockstun ends would probably catch people spamming out a DP since they likely wouldn't be holding 1. Or can you hold any downward direction to block low while you're locked in blockstun? In that case it might be less likely since the DP motion mostly covers downward inputs... but it's better than a mid attack that would get blocked no matter what.
A.X.I.S. Posted February 9, 2012 Author Posted February 9, 2012 Will there be a Tager 'Extend' video critique thread added soon? I'd like to get some tips for vs Tsubaki I'm probably playing a little too defensive in that match up and not punishing things the way I should. A request for this? Consider it done.
Manta Posted February 9, 2012 Posted February 9, 2012 Today's fun fact I learned from messing with 2C a bit more and looking at the frame data: 2C's recovery is equal to the minimum length of VC. So if you get a 2C fatal and aren't going to special cancel it to follow up the combo, you may as well do a VC and gain a little charge, who knows, it might block a burst.
A.X.I.S. Posted February 9, 2012 Author Posted February 9, 2012 Today's fun fact I learned from messing with 2C a bit more and looking at the frame data: 2C's recovery is equal to the minimum length of VC. So if you get a 2C fatal and aren't going to special cancel it to follow up the combo, you may as well do a VC and gain a little charge, who knows, it might block a burst. We talked about this in CT but none of us ever end up doing it as much as we say we do. I use that time for positioning mostly.
Manta Posted February 9, 2012 Posted February 9, 2012 We talked about this in CT but none of us ever end up doing it as much as we say we do. I use that time for positioning mostly. No you don't, because you're still recovering from 2C.
A.X.I.S. Posted February 9, 2012 Author Posted February 9, 2012 No you don't, because you're still recovering from 2C. Yeah but after landing a counter hit you still have more than enough time to move.
Commanderoftroy Posted February 11, 2012 Posted February 11, 2012 With all the meter gain, spending 50 heat for a counter assault is looking like a more viable option than it used to be. I have been seeing Akira use it liberally in recent videos.
A.X.I.S. Posted February 11, 2012 Author Posted February 11, 2012 Cool a 2 part video on how to Tager. http://www.youtube.com/watch?v=-CcqDvA35wc http://www.youtube.com/watch?v=eSMLIq-tcqA
mAc Chaos Posted February 11, 2012 Posted February 11, 2012 Random question: does magnetism time get used up during 720?
A.X.I.S. Posted February 12, 2012 Author Posted February 12, 2012 I finally got around to fixed the frame data on the wiki. http://www.dustloop.com/wiki/index.php?title=Iron_Tager_(BBCSE) @ mAc: I believe so.
Osuna Posted February 12, 2012 Posted February 12, 2012 Yeah but after landing a counter hit you still have more than enough time to move.It still doesn't make sense to "use that time for positioning" since you actually get more time if you VC. I pretty much always go for VC if I confirm a fatal. I don't hold it at all though so it doesn't quite block a burst. Well, Sometimes if it is a high anti air 2C fatal I'll charge a little. The extra time can be useful and the extra spark meter can be a big deal sometimes. I can hold it if someone slaps their burst enthusiastically enough for me to hear too. It did suck getting used to though, non-fatal 2C VC is pretty bad. It certainly isn't the most important thing to learn, but it has some merits.
Commanderoftroy Posted February 12, 2012 Posted February 12, 2012 Extremely impressive by Hage. I haven't seen much use of 5B being jump cancelable yet, seems like a tool to be used on block just for a simple mix up like when we could jump cancel 6A.
Commanderoftroy Posted February 12, 2012 Posted February 12, 2012 I see Pet using 5B and 2B to GF for combo enders lately. Any advantage with way those prorate to justify using them instead 3C?
A.X.I.S. Posted February 12, 2012 Author Posted February 12, 2012 http://youtu.be/We1eisUFwV4 Nothing really new, I was just testing combo's midscreen from stuff>MTW>extra stuff. The last combo was from corner, cost no resources and still got decent damage.
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