Osuna Posted February 21, 2013 Posted February 21, 2013 Wow that actually works non-fatal? I wonder if there's some way to do (launched opponent) 236B > (possibly another hit first) > j2C > reset into 6C somehow > another j2C. Unless j2C has SMP now, for all I know it could.It was a list not a combo.
Ctrlaltwtf Posted February 21, 2013 Posted February 21, 2013 It was a list not a combo. I have derped.
Tofu Warrior Posted February 22, 2013 Posted February 22, 2013 Don't forget that you can do Atomic Collider > RC > whiff sj.C, j.B, (land) 5A then into a Grand Panish air combo. After a magnetized Atomic Collider, you can only do 6C, and it's character specific as far as we know. I doubt you can follow the 6C up with anything when they're unmagnetized because you're hitting them with the tip of 6C.
Osuna Posted February 22, 2013 Posted February 22, 2013 Don't forget that you can do Atomic Collider > RC > whiff sj.C, j.B, (land) 5A then into a Grand Panish air combo. After a magnetized Atomic Collider, you can only do 6C, and it's character specific as far as we know. I doubt you can follow the 6C up with anything when they're unmagnetized because you're hitting them with the tip of 6C. I highly doubt sj.C j.B 5A is anything close to a good follow up to AC RC. It sounds terrible. Being unable to really combo off AC vs some characters is kinda a big deal.
Ctrlaltwtf Posted February 22, 2013 Posted February 22, 2013 (edited) Judging by this, it really sounds like AC is pretty bad as a starter now, which seems somewhat odd to me. It's a somewhat-risky move that's strictly an anti-air, you should get some reward for successfully using it. At the very least you should be able to end a raw AC starter with a magnetizing move somehow. What's the standard follow-up, if any, to a raw, non-magnetized AC starter? Please don't tell me it's nothing Perhaps they did this to encourage people to use GP? Edited February 22, 2013 by Ctrlaltwtf
hipikachu Posted February 22, 2013 Posted February 22, 2013 Judging by this, it really sounds like AC is pretty bad as a starter now, which seems somewhat odd to me. It's a somewhat-risky move that's strictly an anti-air, you should get some reward for successfully using it. At the very least you should be able to end a raw AC starter with a magnetizing move somehow. What's the standard follow-up, if any, to a raw, non-magnetized AC starter? Please don't tell me it's nothing Perhaps they did this to encourage people to use GP? Raw Jakou has a P1 of 70 and no followup without meter. Shitty use outside of combos don't necessarily mean magical starters...
TagerTime Posted February 22, 2013 Posted February 22, 2013 Judging by this, it really sounds like AC is pretty bad as a starter now, which seems somewhat odd to me. It's a somewhat-risky move that's strictly an anti-air, you should get some reward for successfully using it. At the very least you should be able to end a raw AC starter with a magnetizing move somehow. What's the standard follow-up, if any, to a raw, non-magnetized AC starter? Please don't tell me it's nothing Perhaps they did this to encourage people to use GP? Well the japanese CP wiki does have a very small section for combos starting with Atomic collider in their Tager CP Combo list. http://www14.atwiki.jp/teigar/pages/114.html At this point i'm satisfied that we will see much better stuff after we get training mode from console release. So im not worried about Tager at all anymore when it comes to combos.
Tofu Warrior Posted February 23, 2013 Posted February 23, 2013 CH j.2C combo in the corner, no magnetism, no heat, 5444 damage. This combo is extremely unoptimized, considering you don't need a Fatal counter to do it. With meter + optimization, 7 - 8K should be feasible.
Skye Posted February 23, 2013 Posted February 23, 2013 CH j.2C combo in the corner, no magnetism, no heat, 5444 damage. This combo is extremely unoptimized, considering you don't need a Fatal counter to do it. With meter + optimization, 7 - 8K should be feasible. You do need fatal. J.c > 5c won't connect otherwise. Nb4rachel
Mucky Posted February 23, 2013 Posted February 23, 2013 CH j.2C combo in the corner, no magnetism, no heat, 5444 damage. This combo is extremely unoptimized, considering you don't need a Fatal counter to do it. With meter + optimization, 7 - 8K should be feasible. YES. This is what I've been waiting to see. I'm wondering if stuff like [5B > j.2C]xN and 6C > 236B still work in CP. I haven't seen either of those.
Osuna Posted February 23, 2013 Posted February 23, 2013 (edited) CH j.2C combo in the corner, no magnetism, no heat, 5444 damage. This combo is extremely unoptimized, considering you don't need a Fatal counter to do it. With meter + optimization, 7 - 8K should be feasible.How is it extremely unoptimized? I just saw Tager unload all of his strongest single hits and keeping proration reasonable at the same time. Any other extensions would create much harsher proration so I'm not convinced you can squeeze That much more damage out of it. I mean sure we could probably stretch it a little more, but proration would likely make it 2 steps forward and a step and a half back. I could see around 7k for 100 meter, but that's pretty situational and expensive. Might even be a stretch since the last air string into the GP was like 1k of the combo damage and you can't have that and MTW. Edit: what people don't remember about 5b j.2C loops was that they barely added any damage to combos. 5B doesn't have good damage and only so so proration. Edited February 23, 2013 by Osuna
Mucky Posted February 23, 2013 Posted February 23, 2013 Edit: what people don't remember about 5b j.2C loops was that they barely added any damage to combos. 5B doesn't have good damage and only so so proration. What about B sledge? That was the one "big hit" I noticed was missing. Assuming same starter as in the video: j.2C > 5C > AC, walk 6C > 236B > 5C > 236A > 236A > 5C > 6B > j.C > j.D, land, j.C > j.B > j.C > GP Added moves in bold. I don't actually know if 5C will link after B sledge, I'm just assuming they'll be in the air long enough for it to connect.
TagerTime Posted February 23, 2013 Posted February 23, 2013 (edited) What about B sledge? That was the one "big hit" I noticed was missing. Assuming same starter as in the video: j.2C > 5C > AC, walk 6C > 236B > 5C > 236A > 236A > 5C > 6B > j.C > j.D, land, j.C > j.B > j.C > GP Added moves in bold. I don't actually know if 5C will link after B sledge, I'm just assuming they'll be in the air long enough for it to connect. Also couldnt he have started with FC j.2C > 5C > 6B > AC ? even if she was too far away for 6B, then wouldnt 5C>6A still add more damage also? Edited February 23, 2013 by TagerTime
Ctrlaltwtf Posted February 23, 2013 Posted February 23, 2013 I'm wondering if stuff like [5B > j.2C]xN and 6C > 236B still work in CP. I haven't seen either of those. Fucking CP, turning everyone into CSE Hazama. I'm tempted to say 6C > 236B doesn't work, for no solid reason though. I just feel like if it did, we would've seen it already all the time off of AC > 6C
Tofu Warrior Posted February 23, 2013 Posted February 23, 2013 You do need fatal. J.c > 5c won't connect otherwise. Nb4rachel He doesn't do j.C > 5C anywhere in that combo. The full notation is as follows: CH j.2C > 5C xx Atomic Collider > 6C xx 236A > 236A > 5C > 6B > j.C > j.D > land > j.C > j.B > j.C xx Grand Punish. *snip* You know a lot more about proration values than I do, so I defer to your expertise. I thought it was unoptimized because it doesn't take advantage of the Fatal counter, but I don't know what I would have done differently. Some suggestions have been put forward by other users that seem promising. I'm tempted to say 6C > 236B doesn't work, for no solid reason though. I just feel like if it did, we would've seen it already all the time off of AC > 6C 6C xx 236B only works on counter hit/fatal counter.
Mucky Posted February 23, 2013 Posted February 23, 2013 I'm tempted to say 6C > 236B doesn't work, for no solid reason though. I just feel like if it did, we would've seen it already all the time off of AC > 6C 6C > 236B is fatal only. The only thing that might be different in CP is that the 6C is hitting them while airborne, as opposed to Extend where they're grounded. In other news, I hate trying to think of combos while not being able to test them.
Ctrlaltwtf Posted February 23, 2013 Posted February 23, 2013 6C > 236B is fatal only. The only thing that might be different in CP is that the 6C is hitting them while airborne, as opposed to Extend where they're grounded. In other news, I hate trying to think of combos while not being able to test them. I'm worried that the huge bounce from AC messes it up somehow. Kind of similar to how Kanji's 5C bounces you depending on how high you were when you got hit.
TagerTime Posted February 23, 2013 Posted February 23, 2013 (edited) He doesn't do j.C > 5C anywhere in that combo. The full notation is as follows: CH j.2C > 5C xx Atomic Collider > 6C xx 236A > 236A > 5C > 6B > j.C > j.D > land > j.C > j.B > j.C xx Grand Punish. You know a lot more about proration values than I do, so I defer to your expertise. I thought it was unoptimized because it doesn't take advantage of the Fatal counter, but I don't know what I would have done differently. Some suggestions have been put forward by other users that seem promising. 6C xx 236B only works on counter hit/fatal counter. Maybe he meant the FC J.2C > 5C part. when i first read your post it sounded like you said it wasnt a Fatal Combo. And here is Tagers proration Table. Maybe someone can translate it fully. http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=44565 seems some of the values have been refined again from last time i checked the chart a while ago. P2 for D moves went from 75 to 72 Edited February 23, 2013 by TagerTime
A.X.I.S. Posted February 24, 2013 Author Posted February 24, 2013 So if I am reading this right then it means Tager has 100p1 5A/2A? this...explains a lot.
Osuna Posted February 24, 2013 Posted February 24, 2013 So if I am reading this right then it means Tager has 100p1 5A/2A? this...explains a lot.What does it explain?
A.X.I.S. Posted February 24, 2013 Author Posted February 24, 2013 How he is getting 3k+ off 5A. Well and proration and combo rate changes. Hell if Tager had 100p1 in CSX he'd easily get 3k off the bnb.
Osuna Posted February 24, 2013 Posted February 24, 2013 How he is getting 3k+ off 5A. Well and proration and combo rate changes. Hell if Tager had 100p1 in CSX he'd easily get 3k off the bnb.He's so completely different now though. Why does the 5A get credit for anything?
TagerTime Posted March 5, 2013 Posted March 5, 2013 Realy nice combo here blury but looked like over 5k meterless damage https://www.youtube.com/watch?v=2OrElzLr1eg#t=11m47s
NumeroGaijin Posted March 5, 2013 Posted March 5, 2013 What we need to do is find combos that allow as many 5cs as possible....though that is hard. It is seems that 5C and 6B are more spammable in combos though I could be mistaken.
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