Osuna Posted February 26, 2012 Posted February 26, 2012 Like to ask about Tager's VoltCharge > Hammer. Its meant to be used like a counter, if someone were to hit Tager during it. what are the inputs for it, also are there like other requirements, like level of attack/projectiles?It's not much of a counter, the Hammer only has regular hammer projectile armor. So it is extremely unsafe vs anything but the most unsafe of moves. You have to continue to hold the voltech charge when you do the motion and you have to auto guard something. That's pretty much all there is to it.
Hecatom Posted February 26, 2012 Posted February 26, 2012 Not a Tager player here, but... WTF did Arcsys do to him? It's a lot fucking harder to approach him. I'm having some trouble with my Valky vs him they improved him :D
Arcknight Posted February 26, 2012 Posted February 26, 2012 Well after fighting the new-and-improved Tager I am pretty impressed at his ability to pressure and wreck face. I can swear his 2D covers more distance too. When I noticed Collider gave him 10 heat I pretty much shit a brick. That doesn't even count the rest of his absurd heat gain. Very insane changes lol. Also, going back to the Gold Burst crap: This happened to me not even 2 days ago. http://www.youtube.com/watch?feature=player_detailpage&v=5LTfRbEpGYM#t=339s
Kyosuke Kagami Posted February 26, 2012 Posted February 26, 2012 Absurd? More like he finally deserved to not blow So, with close ranged chars like valky or hakumanz, which tager's moves should i be careful with?
Zeron_X25 Posted February 27, 2012 Posted February 27, 2012 ok I'm getting used to CSE Tager now. But I still don't know combos. lol
Zeron_X25 Posted February 27, 2012 Posted February 27, 2012 I know. Too lazy. Bitch combos are netting me wins like no tomorrow.
A.X.I.S. Posted February 27, 2012 Author Posted February 27, 2012 Stop using bitch combos use pimp combos. Make bitch combos cry with your backhand.
Zeron_X25 Posted February 27, 2012 Posted February 27, 2012 But AC whiff > 6C is so hard for me ;__; Tell me some trick to make it easy and I'll do pimp combos.
Tong Posted February 27, 2012 Posted February 27, 2012 That's really like an 1 frame link. Good luck with that lol. But iirc, it has something to do with how soon you Collider Whiff. The timing is tight there.
A.X.I.S. Posted February 27, 2012 Author Posted February 27, 2012 But AC whiff > 6C is so hard for me ;__; Tell me some trick to make it easy and I'll do pimp combos. Buffer the second AC at the end of the recovery of the first AC and just do it, the timing is not as tight as it was before. That's really like an 1 frame link. Good luck with that lol. But iirc, it has something to do with how soon you Collider Whiff. The timing is tight there. It is not a 1F link and you can still be a bit late on the second AC and land it.
Osuna Posted February 27, 2012 Posted February 27, 2012 How tight you have to be on it depends on existing proration but the real point is that you can hold the button so it isn't anything close to a one frame link ever in terms of difficulty.
Zeron_X25 Posted February 27, 2012 Posted February 27, 2012 Buffer the second AC at the end of the recovery of the first AC and just do it, the timing is not as tight as it was before. It is not a 1F link and you can still be a bit late on the second AC and land it. ok I'll give it a try.
Mucky Posted February 27, 2012 Posted February 27, 2012 What about GF or 4D whiff? AC whiff should only really be necessary if you landed AC as a combo starter or something.
Osuna Posted February 27, 2012 Posted February 27, 2012 What about GF or 4D whiff? AC whiff should only really be necessary if you landed AC as a combo starter or something.4D doesn't work at all because it grounds them too fast. GF whiff only works if you got a knock down or whatever state 3C creates earlier in the combo. So there are many cases in which AC whiff is very necessary and effective.
Manta Posted February 27, 2012 Posted February 27, 2012 (edited) 4D doesn't let you follow up with 6C. It only lets you do a 3CAC fling, which is fine if your combo already had a 6C earlier in it. Absurd? More like he finally deserved to not blow So, with close ranged chars like valky or hakumanz, which tager's moves should i be careful with? To answer this question: 5A: Bad news now since getting hit by it gives a ton of meter. Awesome on block too. 5C: Getting hit by this whilst magnetised and not at max range will fuck you up good. It's where most of the 150% heat combos are born. 5B: can much more easily be confirmed into a damaging combo either on air or ground hit thanks to its attack level increase. Command grabs haven't changed insofar as avoiding them goes. Edited February 27, 2012 by Manta
Zoular Posted February 29, 2012 Posted February 29, 2012 (edited) It's not much of a counter, the Hammer only has regular hammer projectile armor. So it is extremely unsafe vs anything but the most unsafe of moves. You have to continue to hold the voltech charge when you do the motion and you have to auto guard something. That's pretty much all there is to it.It so simple, forgot to thank ya. Edited February 29, 2012 by Zoular
Manta Posted February 29, 2012 Posted February 29, 2012 Discovery of the day: Turns out that Hammer DOES have a repeat proration. Looking at about 10% or so, so try to avoid using it twice, not that that's usually an issue.
Osuna Posted March 1, 2012 Posted March 1, 2012 It was an issue for me a while back whenever I used Bsledge in a combo. I just assumed everyone knew about it and just didn't tell me.
ahdes Posted March 2, 2012 Posted March 2, 2012 hi i just switched over from CS2 and i am experiencing abit of problems and have a few questions to ask the friendly people on tager forums. 1. how strict is the timing on (magnetised) 3C>AC(Whiff)>x combos? It seems like my opponent will fly behind me then tech when i try to do the j.2c or either that i will blue beat. What am i doing wrong? Do i need to slightly do a 9 2c or super jump 2c to hit him? or do i need to hold the whiff longer? i noticed that the combo videos the AC (whiffs) will make opponent fly directly up, but mine will do a slight curve. 2. i have read up that 6B forces crouch on hit. so if an opponent likes to block high, am i able to do a 6B>6B> 6C>Collider? or do i have to RC the first 6B for that to happen? 3. sometimes when i try to 3C> GF. They managed to tech. How do i prevent this from happening? 4. I have difficulty when an opponent air dashes in. For example Relius j.c or Ragna j.c. What should i do? By default i will try to B+C grab or backdash. but those attacks seem to beat backdash. Should i have try to IB those and wait for them to land for a 360? I know that i can do a 2a but i am not confident in pulling it off. Thats about all. I hope players who faced the same problems can shed some light. Sorry for the many questions!
A.X.I.S. Posted March 2, 2012 Author Posted March 2, 2012 hi i just switched over from CS2 and i am experiencing abit of problems and have a few questions to ask the friendly people on tager forums. 1. how strict is the timing on (magnetised) 3C>AC(Whiff)>x combos? It seems like my opponent will fly behind me then tech when i try to do the j.2c or either that i will blue beat. What am i doing wrong? Do i need to slightly do a 9 2c or super jump 2c to hit him? or do i need to hold the whiff longer? i noticed that the combo videos the AC (whiffs) will make opponent fly directly up, but mine will do a slight curve. 2. i have read up that 6B forces crouch on hit. so if an opponent likes to block high, am i able to do a 6B>6B> 6C>Collider? or do i have to RC the first 6B for that to happen? 3. sometimes when i try to 3C> GF. They managed to tech. How do i prevent this from happening? 4. I have difficulty when an opponent air dashes in. For example Relius j.c or Ragna j.c. What should i do? By default i will try to B+C grab or backdash. but those attacks seem to beat backdash. Should i have try to IB those and wait for them to land for a 360? I know that i can do a 2a but i am not confident in pulling it off. Thats about all. I hope players who faced the same problems can shed some light. Sorry for the many questions! 1. Do collider as fast as you can but do not hold it, after that just jump in the direction desired and j.2C. 2. You can still do 6B>6B>6C>collider but it isn't optimal and even the optimal confirm is dependant on spacing. 3. Do the GF faster after 3C, 3C is special cancelable. 4. 2A works if you are spaced, you should wait later to backdash, or just block.
ahdes Posted March 2, 2012 Posted March 2, 2012 1. Do collider as fast as you can but do not hold it, after that just jump in the direction desired and j.2C. 2. You can still do 6B>6B>6C>collider but it isn't optimal and even the optimal confirm is dependant on spacing. 3. Do the GF faster after 3C, 3C is special cancelable. 4. 2A works if you are spaced, you should wait later to backdash, or just block. 1. So what youre saying is i shouldnt just do a 8 j.2c but either a 7/9 j.2c dependent on which way im facing? 2. how would you use a 6B in a normal match because i seldom use it. 3. Do GF(Whiff) combos apply to all characters? or character specific? Whats the difference between using GF(Whiff) and Collider(Whiff) 4. Can you elaborate more on wait later to backdash? Using Relius or Ragna air dash in as an example THANKS AXIS
A.X.I.S. Posted March 2, 2012 Author Posted March 2, 2012 1. So what youre saying is i shouldnt just do a 8 j.2c but either a 7/9 j.2c dependent on which way im facing? 2. how would you use a 6B in a normal match because i seldom use it. 3. Do GF(Whiff) combos apply to all characters? or character specific? Whats the difference between using GF(Whiff) and Collider(Whiff) 4. Can you elaborate more on wait later to backdash? Using Relius or Ragna air dash in as an example THANKS AXIS 1. Yes but sometimes when you do the collider whiff they fly behind you or further away, it depends on how close they are and what normals that are used it seems, just roll with it. 2. Just gattling it, from normals, 5A>6B, 5B>6B, 5C>6B, and 6B>6B are all examples of just mixing them up. 3. Not character specific, some combos proration makes doing AC whiff>6C harder than normal or just not work, GF whiff remedy this. Outside of pull and recovery on the 2 moves there isn't much of a difference. Ah I forgot that GF whiff can only be used after a sweep or something that puts them in a OTG state. 4. You just can't do the back dash you have to time it. Now when it comes to Air dashes you have to more less react to it or look for the time they will use their j.C. It's all in the timing.
Recommended Posts