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Posted

I could see someone spending the meter on supers instead. GF's risk reward was upgraded to tolerable and meter in combo can make a notable difference now too.

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Posted

with the "Blazblue Revolution" event coming, this would be the perfect chance to see how CSEX Tager would perform in a big tournament

it would be nice to see the power of science performing well in a tournament, and considering that the event its on a 3vs3 format, the chances can be very high :D

Posted

Uhh sorry to inform you but it says here...."Arc System Works has announced a nationwide tourney "Blazblue Revolution" for their currently-running 2D arcade fighting game, "Blazblue Continuum Shift II". But i could be wrong.

Posted

...

BBCEX its the current BB game, there is no way that they would run a tournament for a game that was replaced already

Posted

Blazblue CS Extend is CSII ver 1.10 or something like that.

Posted
...

BBCEX its the current BB game, there is no way that they would run a tournament for a game that was replaced already

Alright, cool.

Posted

Don't die on me Tager forums!

Let's talk about the now really heavily used 5A. Seems to be the move of choice after gadget finger.

Posted

Pretty much. The only thing that flat-out beats it is reversals, or an invuln backdash. I was already using 5A as my move of choice after gadget in CS2, and now it can actually lead to good damage in CSX. It goes without saying that this is good stuff. 5A is definitely the safest option, and can actually be decently rewarding for a 5A.

Now here's a question: say you're in a bit more of a "risk-for-reward" state of mind after GF. Are the any other more risky but more damaging options that have improved in CSX? I guess the four major things your opponent can do after GF is: stand there (attacking normally or blocking or something), backdash, jump, and reversal. Obviously if you suspect a reversal you just block (which is true even for using 5A), but what are the best options in CSX that will lead to the most damage in the other three cases? I'm guessing vs standing it's probably 360B. Vs jumping and backdashing though I'm not sure. What would you guys do?

Posted

5C to beats most backdashes, 5A will stop a jump out, and 360 if I know they will stay grounded.

I'd like to note that spark/6C are best to stop Lambda, Mu, and Tao backdashes because they beat 5C.

Posted

5A doesn't stop jump outs that well though since it just hits them in the air and they end up teching away since 5A doesn't combo into 5C or anything, I think. Wouldn't 2B be the best anti jump? Or 6A for backdashes and jumps.

Posted

So 5A to beat jumps even when you expressly want to go for more damage? His anti-air options are pretty balls still, I guess.

EDIT: yeah I was thinking what mac said. 2B, maybe even 5B? Is 5B still air unblockable?

Posted
5A doesn't stop jump outs that well though since it just hits them in the air and they end up teching away since 5A doesn't combo into 5C or anything, I think. Wouldn't 2B be the best anti jump? Or 6A for backdashes and jumps.

If they get hit by 5A in the air as in not actually blocking then we get free damage anyways.

5A>5B>collider works.

If they block the 5A then just jump cancel and harrass them into a 360, if you confirm they barrier block the 5A when they jump then 360 them, they pretty much fall into it.

Right now Tager's reward off gadget is dangerous.

Hell gadget can grab them out of jump start up still.

2B is too slow and doesn't reach far enough as a anti jump, 5B simply won't catch I believe. (I can be wrong though.)

Posted
5A doesn't stop jump outs that well though since it just hits them in the air and they end up teching away since 5A doesn't combo into 5C or anything, I think. Wouldn't 2B be the best anti jump? Or 6A for backdashes and jumps.

5A hits people out of their pre-jump startup, they get hit on the ground.

GF 3F adv with 7F 5A = 4F gap, and nobody has a 3F jump anymore, so everyone gets hit before they're airborne.

It only works if you do frame perfect 5A, since it catches their very last pre-jump frame...but that's what holding the button is for. :S

Posted (edited)

In theory you could be able to block jin's 623C if you poke with 5A and block, with quite a few frames of leniency. Surely you could do an option select by doing [6] [A]~B. If the 5A connects you get 5A > 5B if it doesn't you get 5A (whiff) barrier.

EDIT: Better yet, just hold 4 and time your 5B so that it would cancel from the 5A but don't mash it. If you do that the 5B won't come out on the whiff and you'll block instead.

DOUBLE EDIT: Why aren't we doing this already?

Edited by Manta
Posted
DOUBLE EDIT: Why aren't we doing this already?

You guys haven't been? >.>

Holding 4 and pressing 5A~B after GF lets you block slow DPs and gold bursts (which is also pretty sweet). If you time the 5A meaty on someone's wakeup (eg after 2D, 4D in corner) you can block any DPs slower than 8f, meaning Jin's C and D, litchi's, makotos (difficult), and most reversal supers (but not hexa edge, fenrir, some others).

It also stops you from overcommitting to slow attack if they backdash or something similar.

Posted

Yeah I need to do something besides spam 5A anyway. Luckily (?) you can't even do that in CSX, so I guess I'm breaking that habit pretty quick.

Posted

Okay, next topic, what do we also have with raw colliders now? I see no reason why we can't do the (j.C), j.B followup with the exception that it leads into another collider unless you do the following:

No Mag:

AC, (j.C), j.B, 5B > j.A > j.C > j.D

AC, (j.C), j.B, 5C > SB, 6C > j.2C, 3CAC, j.2C, GF

AC, (j.C), j.B, 5C MTW...

Mag

AC, (AC) 6C > j2.C, 5B > j.A > j.C > j.D

AC, (AC) 6C > j2.C, 5B > 5C MTW...

AC, (AC) MTW TB

Posted

I know in some vids I seen AC>j.C whiff>J.B>5B>5C>5D as the most basic one, there's also a 5C>4D variant and I'd assume you can do 5B>5C>Asledge>stuff if they are close enough or big enough.

With Mag we get 6C>j.2C>5B>5C>6A>2C>collider>22D whiff>3C>gadget.

So many fun routes for us.

Posted

I don't know if it was char specific, but in a vid I saw

AC > j.C whiff > j.B > land > j.2C > GF

Looked pretty cool but timing might be too strict to be worth doing.

Posted
I know in some vids I seen AC>j.C whiff>J.B>5B>5C>5D as the most basic one, there's also a 5C>4D variant and I'd assume you can do 5B>5C>Asledge>stuff if they are close enough or big enough.

With Mag we get 6C>j.2C>5B>5C>6A>2C>collider>22D whiff>3C>gadget.

So many fun routes for us.

Does that mean that the 22D whiff prevents them teching a second collider?

  • 3 weeks later...
Posted

Just a quick question from a non-Tager player but...I have this guy who keeps complaining and whining how CS EX Tager will be just as bad as CS2 Tager cause all the buffs Tager got don't change any of the matchups and are useless with the reason that "Everyone still outranges Tager so nothing has changed, he just needs more range and nothing more"

How am I going to convince him that Tager does NOT suck?

Just to note: He has watched CS EX videos already and seems to know all the buffs/nerfs off of the top of his hat, yet apparently Tager will still be bad and not viable.

And oh yeah, he isn't even close to being a good player either, yet takes Tier lists and matchups freaking serious.

Posted (edited)
Does that mean that the 22D whiff prevents them teching a second collider?

Why did I just notice this post?

A second collider won't work after the first one..

Gadget whiff is just faster than collider whiff but has less pull is all.

@ Dae: What your friend says is true, everyone still out ranges Tager but it's not the sole reason he was weak.

He just didn't have the things that makes a grappler good.

This game they fixed that a bit by making his pokes more rewarding and giving him buffs that fixed him up a bit in other areas too.

The difference between this game and previous is that Tager wins more.

If you wanna convince your friend that Tager doesn't suck then pick up Tager and show him the way.

He will hate you and change his mind at the same time, with hilarious results.

Edited by A.X.I.S.
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