Manta Posted December 21, 2011 Author Posted December 21, 2011 Try testing to see if hakumen's fully charged 6C will penetrate it. If it does, that sets the value at 2000 or lower.
Brice Posted December 21, 2011 Posted December 21, 2011 ok it says that you can sledge bang's ashura but nope it only goes into a CH for him. also, 6A survives a fully charge 6C from hakumen. it also survives nirvana's fuoco entirely if it's only the fuoco. if carl's do a single 5C with the fuoco the superarmor on 6A will die and fuoco will still hit you with the 3 last hit
Manta Posted December 21, 2011 Author Posted December 21, 2011 By my calcuations, that means that the super armour breaks when over 2000 damage is done. But exactly 2000 is okay. Fixed ashura too, turns out that attack is a projectile... on the second hit.
Moy_X7 Posted December 22, 2011 Posted December 22, 2011 Thanks, have I set the bar too high for other guides? :P Why yes, yes you have lol.
Darlos9D Posted December 22, 2011 Posted December 22, 2011 (edited) Staffless 5C. Added in. Also added Mu's 6C, since that's a little more important. That might actually rank as my most favorite move to sledge. Fuck Mu. Regarding Voltic Charge: you may wish to specify that after guard point, it can be cancelled into Additional Attack all the way up to the end of the actual charge (right before he does the final boost to the spark meter). There seem to be a lot of people who think the timing is strict when in fact it's super flexible. I was one of those people until yesterday, when I saw somebody cancel into additional attack WAY after guard point. Also Brice, didn't you say on skype yesterday that you could NOT cancel into 720 after guard point? I don't mean to call you out in public or anything, but AXIS reminded me of this: http://www.youtube.com/watch?feature=player_detailpage&v=L9Z1RmOpYb4#t=140s That clearly happened due to guard point. Maybe the timing is just really strict in the case of 720? I don't have the game so other people will have to test this. Edited December 22, 2011 by Darlos9D
A.X.I.S. Posted December 22, 2011 Posted December 22, 2011 Oh god I don't have the heart to touch your guide and edit things. It's so good! So...GOOD! Ok for Voltech charge a few of us might have called it "VC" and for gadget finger we have called it "gadget" and "GF". Such a good guide.
Manta Posted December 22, 2011 Author Posted December 22, 2011 Not going to be able to edit much. Don't want to risk doing it on my smartphone and cocking it'll up.
Moy_X7 Posted December 22, 2011 Posted December 22, 2011 Tager can Sledge through Plat's Super Hammer Quake and Relius's Astral? Now that's amusing.
Manta Posted December 23, 2011 Author Posted December 23, 2011 (edited) Tager can Sledge through Plat's Super Hammer Quake and Relius's Astral? Now that's amusing. They're listed as projectiles, so yep. Various things I've thought to test for anyone with the time: 2D, On counterhit, is it possible to always follow with 3CAC flings? Also how late do you need to hit with 2D (non CH) in order to follow it up? It leaves them so close now that surely 5B > 5C > 6A > 3C... or 5A > 5B > 3C... can be used. Also, in training move, if you set the dummy to block and just go nuts on it with drive moves, can someone see how long magnetism stacks up for by counting how long it takes for it to wear off? Finally, does spark bolt "Down" the opponent for the purposes of gadget finger because of its wallbound? Test by just doing 41236D, 22D. EDIT: I'd like to see anyone do a guide this detailed for Litchi. That girl has so many moves (Staff-less and staffed), a number of which involve multiple sprite layers as well (Which have to be placed independently to make the images). It'd just be a right pain in the dick. Edited December 23, 2011 by Manta
BKDennis Posted December 23, 2011 Posted December 23, 2011 Gadget Finger does not work after a single spark bolt. On block: 5D mag -> 6 seconds 4D mag -> about 4-5 seconds 2D mag -> 6 seconds jD mag -> about 7 seconds Spark bolt mag -> 6 seconds You can follow a 2D only if CH, and i think it's always possible
Manta Posted December 23, 2011 Author Posted December 23, 2011 (edited) Thanks for the testing. At a guess the magnetism lengths haven't changed then, since it's 6 for everything except 4D which was 4. Can you not follow with 5A even at the latest possible point? Did you manage to work out how high magnetism stacked to? EDIT: All that detail and I'd forgotten to mention that tager's jumping moves were in fact, overheads. Derp. Edited December 23, 2011 by Manta
Manta Posted December 29, 2011 Author Posted December 29, 2011 Few more things: Can anyone help me calculate the P2 and P1 for Terra break and also the damage/p1/p2 for the charged Sledgehammer? Just tell me some numbers before and after these hit in a short combo (Telling me what the combo was) and I should be able to work it out.
OrionXElite Posted December 30, 2011 Posted December 30, 2011 Thanks for the testing. At a guess the magnetism lengths haven't changed then, since it's 6 for everything except 4D which was 4. Can you not follow with 5A even at the latest possible point? Did you manage to work out how high magnetism stacked to? EDIT: All that detail and I'd forgotten to mention that tager's jumping moves were in fact, overheads. Derp. Tager would have to hit 2D on one of the last 4 Active Frames to make it able to combo non CH. Assuming the Frama Data is the same as CS2, at point blank its +1 on hit(+3 crouching) and with 10 Active Frames, you'd need to hit it on the 7th or later Active Frame to make it +7 on hit in which case if they're close enough, you could link into 5A>3C etc. OR if you hit them crouching, you can link into 5A>5C>6A etc which would be MUCH more reliable since by the end of 2D's Active Frames, a LOT of the Magnetic pull is already gone and you push them further away the later you hit it. This is all assuming the Data is the same so someone should test it as I have no access to Extend at the moment.
Manta Posted December 30, 2011 Author Posted December 30, 2011 5A > 3C fling would seem the most reliable way to do things, might actually lead into good damage, since 2D is the best starter in the game by numbers, J.D too. There's probably an even bigger damage combo than the 7.2k we've seen so far that starts from a a late 2D CH.
A.X.I.S. Posted December 30, 2011 Posted December 30, 2011 5C>6A>2C>MTW>stuff leads to 7.5k. FC 2C>MTW>stuff leads to 7.1k max. And I believe you get in between those 2 values off 2D/j.D.
Manta Posted December 30, 2011 Author Posted December 30, 2011 5C>6A>2C>MTW>stuff leads to 7.5k. FC 2C>MTW>stuff leads to 7.1k max. And I believe you get in between those 2 values off 2D/j.D. That's still in the territory of "Fucking shit up".
A.X.I.S. Posted December 30, 2011 Posted December 30, 2011 Those are my favorite words when talking about Tager.
Manta Posted December 30, 2011 Author Posted December 30, 2011 You can probably get more if you gold burst, but that's that. Anyway, any answers to what I asked last page?
dioxideUniversa Posted December 30, 2011 Posted December 30, 2011 Max magnetism length appears to be about 16 seconds.
A.X.I.S. Posted December 30, 2011 Posted December 30, 2011 I saw your question and I didn't quite get it, if you mean base damage and p1/p2 then I am sure I posted it from the jbbs somewhere. It seems to be consistent with what I found in practice mode.
TagerTime Posted December 30, 2011 Posted December 30, 2011 Manta this is what your looking for. The jbbs wiki has alot of great csx tager info http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fwww14.atwiki.jp%2Fteigar%2Fpages%2F110.html
Manta Posted December 30, 2011 Author Posted December 30, 2011 (edited) Bonza, that's exactly what I need. Seems like Sledge does no additional damage. Edited December 30, 2011 by Manta
OrionXElite Posted December 31, 2011 Posted December 31, 2011 Full charged BSledge does 1500 DMG compared to 1100 but I believe the proration values are the same.
Manta Posted January 6, 2012 Author Posted January 6, 2012 Okay, updated to remove volict guardpoint into 720 (Sadface). Also, corrected some abominations of the english language that crept in there.
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