Isuna Posted August 25, 2012 Posted August 25, 2012 Like, tap it and flying opponent is grounded. Hold it and it got Collider pull sideways.
Valthazeryus Posted August 25, 2012 Posted August 25, 2012 Also, this: ... MAJESTIC pull? I have no idea what that means. Well at any rate I guess we have J2C combos back. Basically, it's so strong that it will also push Tager backwards, too, when he pulls enemies in with Gadget Finger.
SoWL Posted August 26, 2012 Posted August 26, 2012 Another repost: A nice long post about Tager. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1345734856/10 - 6B can be jump-canceled. - 6A lost its jump cancel… again. - Crush Trigger is an upward strike with the right hand wrapped in lightning. You can hold it, though it doesn’t have the pull. Hitting airborne opponents knocks them down, which you can follow up with a combo. - CH 4D sends the enemy flying at a different trajectory - j2C causes ground bounce on counter-hit - j360C keeps the jump’s momentum until you start charging it. When you do, Tager stops in midair, and then falls straight down. - You can combo after Grand Punishment with a Rapid Cancel. - Seems like Tager can’t use OD to cancel in combos? Some valid combo parts: - 6B > 6C > 2D. Can follow up with Rapid Cancel. - 2C > Crush Trigger > 5B - Collider > diagonal Spark Bolt > 5C > 6B > jB > jC > Grand Punishment. jC can be switched for jD. - 5C > straight Spark Bolt > 5C > 6B > jB > jC > Grand Punishment - (in the corner) 6B > 6C > 5D > B Sledge > Hammer > 5B > 4D > 4D. Seems to miss on Carl. - (in the corner, with magnetism) 6A > 3C > Collider whiff > 6B > 6C > jB > jC > Grand Punishment. Deals about 3500 damage.
Manta Posted August 26, 2012 Posted August 26, 2012 (in the corner) 6B > 6C > 5D > B Sledge > Hammer > 5B > 4D > 4D. Seems to miss on Carl. Mother of god, 5D > Bsldge on an air hit? That's pretty freaking sweet. Guessing 5D doesn't knock away in quite the same manner as before, or that they can't tech the floor slide or something. Also, what's with 2C > CT > 5B? You can use CTs in combos?
SoWL Posted August 26, 2012 Posted August 26, 2012 The way I see it, you launch the enemy with 2C, knock them down with CT, and pick them up with 5B. Doesn't seem that unlikely to me.
Isuna Posted August 26, 2012 Posted August 26, 2012 Everyone is playing around with CT in combos. Seems to be Hakumens best launcher atm.
Manta Posted August 26, 2012 Posted August 26, 2012 (edited) Nice to have something to put after 2C that isn't collider. Also leads onto the possibility of some lulzy troll combos. 2C hits a downed valkenhayn and Rachel, so [2C > CT]x4 ftw? Edited August 26, 2012 by Manta
Isuna Posted August 26, 2012 Posted August 26, 2012 Shame though that GP doesn't chain to Gadget. Someone mentioned that magnetized time got shorter, so I am not sure if JD > GP is enough.
TagerTime Posted August 26, 2012 Author Posted August 26, 2012 Just some enlarged video clips from the new vids. Overdrive freezes time. I cant believe we still dont know what upgrades overdive 720, MTW or TB has gotten. OD buffer 720 At first i thought it was terrible to give Tager his old CT 5D back untill i saw this combo. I hope 5D can cancel to gadget, since it grounds them, and pulls them back to us midscreen for a combo. 5D>Bsledge combo JD wallbounds and normal 4D wallbounds on air hit only. JD and 4D air hit wallbound Huge stagger if they dont block crush trigger Crush trigger not blocking Thank god command grabs are still free after a guard crush Crush trigger guard crush Spinning knockback and ground slide on air hit New air hit 2D Sucks about the 2nd collider in this combo AA spark combo
Manta Posted August 26, 2012 Posted August 26, 2012 Well, suddenly it seems that mid-combo magnetism is suddenly very easy. 4D wallbound, 5D air hit into Bsledge, J.D into landing combo, greater flexibility with spark bolt usage. So it seems 5B is a crush trigger move too. That's actually pretty awesome.
Valthazeryus Posted August 26, 2012 Posted August 26, 2012 So overdrive buffering still stayed from loketest 1 to loketest 2. That's good to see. To be honest, loketest 2 feels the same as loketest 1. Am I wrong Isuna? It seems like they kept it the same, but its the players that started finding combos and such that it just feels a little different.
SoWL Posted August 27, 2012 Posted August 27, 2012 So it seems 5B is a crush trigger move too. That's actually pretty awesome. I really hope that you mean 6B.
Isuna Posted August 27, 2012 Posted August 27, 2012 So overdrive buffering still stayed from loketest 1 to loketest 2. That's good to see. To be honest, loketest 2 feels the same as loketest 1. Am I wrong Isuna? It seems like they kept it the same, but its the players that started finding combos and such that it just feels a little different. Seems like loketest 2 is really close to second build of loketest 1, from the little I can tell. But keep in mind that first loketest was only in Tokyo, so they might be testing "loketest 1" in rest of Japan this time. I guess and cross my fingers that next loketest is a big change over again.
Valthazeryus Posted August 28, 2012 Posted August 28, 2012 That's what I think. This loketest looks like loketest 1 but at the arcades nationally around Japan. I think the only really change is new PSR system.
TagerTime Posted September 3, 2012 Author Posted September 3, 2012 (edited) Can a mod please change the thread title from wishlist to changelist? Thanks. I tried to compile all the changes in the first post. ill add the rest of the videos to the first post later. Last couple of things from the videos. Eventhough AC has weaker pull off of the ground it has much stronger pull from out of the air. Watch this video to see the difference. AC mag Standing 5D is like Calamity Trigger 5D. There grounded so fast we better be able to cancel right into gadget and pull them back to us for a combo midscreen changed standing 5D New grounded counter hit 4D stagger. Does anyone know if CH 5D has chaned as well? new grounded CH 4D Example of gadgets majestic pull stronger gadget mag Edited September 4, 2012 by TagerTime
Manta Posted September 4, 2012 Posted September 4, 2012 I really hope that you mean 6B. I meant 5B, saw it used in that way. Although if I'm reading the hype right, any normal can be used to cancel into a CT. Also, Tagertime, AC was never able to pull grounded people. What's probably happening is that they've increased the attraction force, but had it startup slightly later, meaning 3C > AC whiff won't have as much time to pull them as hard and it will be trying to pull them later on in their fall, i.e. when they've moving faster downwards.
TagerTime Posted November 9, 2012 Author Posted November 9, 2012 Huge list of Newest Loketest Changes translated by hakimiru!! http://www.dustloop.com/forums/showthread.php?14675-BBCP-System-Changes-Movelist-Translations-and-Loketest-Information-Anything-Else-INFRACTION&p=1412608&viewfull=1#post1412608 i will update the first post with the new info pretty soon when i get back home.
A.X.I.S. Posted November 9, 2012 Posted November 9, 2012 The changes are pretty interesting. 2C untech time increase is pretty good.
TagerTime Posted November 9, 2012 Author Posted November 9, 2012 I updated the first post with all the new information from the latest 11/7 loketest. Mods Please change thread title from Wishlist to Changelist.
SoWL Posted November 9, 2012 Posted November 9, 2012 The description for OD really changed to it being a constant magnetic pull when the opponent is magnetized...what happened to the forced magnetization? Now they should just combine the two versions of OD. This one doesn't really help against hit-and-run characters like the last one did, even with the electricity gauge fill and new effects on the moves.
TagerTime Posted November 9, 2012 Author Posted November 9, 2012 (edited) Confirmed Magnatized combos from jbbs without using fatal or overdrive: 5A>5B>5C>6A>3C>Collider whiff>6B>6C>Collider>Gadget 3034 damage, 64 heat 5C>6A>3C>Koreda sky>6B>6C>J2C>2B>2C>Koreda>Spark>Wheel>Terra Break 6555 Damage Sooooo Delicious!!! Now they should just combine the two versions of OD. This one doesn't really help against hit-and-run characters like the last one did, even with the electricity gauge fill and new effects on the moves. I agree that they should combine them but did you see this part? OD: Has a slight, constant pull on magnetized opponents. Pull is around that of or slightly more than a held 6A when you just start holding it. It also changes the various D moves. Edited November 9, 2012 by TagerTime
SoWL Posted November 9, 2012 Posted November 9, 2012 I've seen that, but the strength of the pull doesn't really matter here. They can still wait for the magnetism to wear off, like they always do. Though I guess they could do the same with the previous version of the OD. Now that I actually think about it for a bit, I guess that it's still great, but will be activated in different cases.
A.X.I.S. Posted November 9, 2012 Posted November 9, 2012 I updated the first post with all the new information from the latest 11/7 loketest. Mods Please change thread title from Wishlist to Changelist. It has been done.
Hecatom Posted November 9, 2012 Posted November 9, 2012 I don't know what to think about this changes, on one hand, they sound interesting, but on the other one, i am afraid that they make the same mistake over past iterations where they hope that the gimmicks help him compensate for his lack of real solid tools
A.X.I.S. Posted November 9, 2012 Posted November 9, 2012 The changes mostly focus on combos it seems. 2D having SMP is weird to me until you realize it slides on air hits and they are strict on Tager having loops. He got a j.2C fatal which is freaking awesome. I really want to know how huge the untech time is on his 2C. If it is nearly as good as his CH 2C then we have some real potential. I just want more invul on 2C really.
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