Brice Posted January 17, 2013 Posted January 17, 2013 personally i'd vote for bb/gg but being a poor student from Montreal Canada just going to evo would mean breaking my budget...
evilben Posted January 17, 2013 Posted January 17, 2013 On that note, does 6C FC on ground hit groundbounce or does it just do massive groundstun (Forced crouch too)? If it's the latter, I take it we close the gap with 236B and go from there? wow digging up past posts but i saw this and remembered it being mentioned. FC 6C does not ground bounce, we dont get to see how long the stun is because its followed by an immediate 5D, but a little insight. (also i like his GF x RC x 5c > GF shenanigans) http://www.youtube.com/watch?v=A5EwX9vinHs&feature=player_detailpage#t=624s
Manta Posted January 17, 2013 Posted January 17, 2013 Interesting. Maybe you can follow it with 236B or even a jump-in move to take advantage of the fatal + crouching state.
Tofu Warrior Posted January 18, 2013 Posted January 18, 2013 Interesting. Maybe you can follow it with 236B or even a jump-in move to take advantage of the fatal + crouching state. It's really awesome that they buffed 6C, as it was pretty useless outside of combos up until now. He needed a long range punish on the ground, I hate backdashing to bait a DP and then not really being able to capitalize off it. Also giving j.2C Fatal Counter properties makes it a stronger high risk, high reward move. Very excited to get my hands on CP.
NumeroGaijin Posted January 18, 2013 Posted January 18, 2013 If we are be to get a jump in attack off of FC 6C then....lol my weird combo that I made up a long long time ago will work. Which means the part of it where I had to rc now means....hmmm wow!! Yeah this version of Tager has the most options and the most everything at this point. This definitely ensures that outside of Tager vs Tager matchups.....no 2 Tagers will ever play alike. They actually gave us versatility to diversify our means of play. Hope they don't give us a mysterious shaft like before. Please no secret last minute console update Arcsys!!!
mAc Chaos Posted January 18, 2013 Posted January 18, 2013 > backdash DP couldn't you just 360B after it or 6A
Zoular Posted January 18, 2013 Posted January 18, 2013 This definitely ensures that outside of Tager vs Tager matchups.....no 2 Tagers will ever play alike. I'm still scared [A] Buster beats alot of things.
STenSatsu Posted January 18, 2013 Posted January 18, 2013 Would be funny if you could do FC 6c>j.c whiff>low j.2c or j.b like the old Tager combos from CS1(I think).
Tofu Warrior Posted January 18, 2013 Posted January 18, 2013 (edited) > backdash DP couldn't you just 360B after it or 6A If they're magnetized, those are both fine punishes. Now he can punish from long range, without magnetism or Spark Bolt, which is really important. I guess you have 5D, or 2D if you're fast enough, but 6C is a Fatal Counter so we'll probably be able to break 4 - 5K with his new 60% combo rate. Edit: phrasing Edited January 18, 2013 by Tofu Warrior
Manta Posted January 18, 2013 Posted January 18, 2013 (edited) Would be funny if you could do FC 6c>j.c whiff>low j.2c or j.b like the old Tager combos from CS1(I think). funny? It'd be fucking awesome. Thinking about it, 2D, 5A might also be a legitimate followup. That's some big damage potential right there. Edited January 18, 2013 by Manta
Darlos9D Posted January 18, 2013 Posted January 18, 2013 (edited) So basically, 6C is going to be a legit response to big whiffs such as DPs? Man that could be some hot shit. I guess these other options are better than the CH 6C > 236B we could do already? Edited January 18, 2013 by Darlos9D
NumeroGaijin Posted January 18, 2013 Posted January 18, 2013 Would be funny if you could do FC 6c>j.c whiff>low j.2c or j.b like the old Tager combos from CS1(I think). You sir are right up my alley. I experimented with rc combos involving insta-elbow. Given our new abilities and combo rate we will be breaking 5k to 6k. If I can break a little past 4.7k in EX with rc combos using this then I am sure 6k might be feasible.
Darlos9D Posted January 18, 2013 Posted January 18, 2013 Well, hey, looking at the P values the only difference between 236B and j2C is 100 damage. Though I guess the followup to j2C can remove a 5A. Though maybe 236B could follow with something besides 5A as well since this is a fatal combo after all. I'm not sure which one is clearly better. At any rate, 2D's P2 is kinda unattractive now. We might want to avoid it after CH 2C.
Osuna Posted January 19, 2013 Posted January 19, 2013 Math says the best punish is actually, Fatal j.2C. Meets other fatal options in terms of initial proration, and follows up high damage move with good p2's (5C>6C,j.2C). It is also faster than 6C if you're close enough, which you should be after Backdashing a DP, the most realistic situation in which a DP misses Tager.
Darlos9D Posted January 19, 2013 Posted January 19, 2013 Math says the best punish is actually, Fatal j.2C. Meets other fatal options in terms of initial proration, and follows up high damage move with good p2's (5C>6C,j.2C). It is also faster than 6C if you're close enough, which you should be after Backdashing a DP, the most realistic situation in which a DP misses Tager. Oh well yeah, I won't argue that up close, you should probably j2C punish. But hey, having a decent ranged option that doesn't require resources is nice too.
Tofu Warrior Posted January 19, 2013 Posted January 19, 2013 He's a big damage threat from every range and every possible avenue of attack. Now you want to avoid his overheads and lows as much as you want to avoid his powerful grabs. Even backdashing, arguably the safest meterless escape option, is risky when it can be punished with a 4K combo. I think they finally got him "right," or at least as right as he'll ever be. He's still relevant in Japan, which is all the proof you need of his strength.
NumeroGaijin Posted January 19, 2013 Posted January 19, 2013 Well said Tofu!!! Respect +10! I am not sure where he will place but given our options...it won't matter what tiers say because with Tager now you won't lose because of Tager. You will lose because of the player. Now that is plain and simple for the most part. That may change later but right now that is what I see.
Manta Posted January 19, 2013 Posted January 19, 2013 Math says the best punish is actually, Fatal j.2C. Meets other fatal options in terms of initial proration, and follows up high damage move with good p2's (5C>6C,j.2C). It is also faster than 6C if you're close enough, which you should be after Backdashing a DP, the most realistic situation in which a DP misses Tager. Depends if there's more damage to be had with them staying grounded. Then again, j.2C's 100% P1 and then being able to use 6C later in the combo anyway do back your point up rather well. But then again, having a ranged punish that you can really do some good damage from is nice to have, as it stops them just doing really risky stuff just on the edge of our reach. Previously they could get away with that with minimal damage if it went wrong, now, not so much.
Osuna Posted January 19, 2013 Posted January 19, 2013 Depends if there's more damage to be had with them staying grounded. Then again, j.2C's 100% P1 and then being able to use 6C later in the combo anyway do back your point up rather well. But then again, having a ranged punish that you can really do some good damage from is nice to have, as it stops them just doing really risky stuff just on the edge of our reach. Previously they could get away with that with minimal damage if it went wrong, now, not so much.Previously? You mean Extend? Where a CH 2D gave mag and up to 4.3k meterless (plus tons of meter)? Man I'm going to miss 2D's old proration numbers.
Manta Posted January 20, 2013 Posted January 20, 2013 Previously? You mean Extend? Where a CH 2D gave mag and up to 4.3k meterless (plus tons of meter)? Man I'm going to miss 2D's old proration numbers. Oh yeah, fair point, man I haven't played extend in ages.
Ctrlaltwtf Posted January 21, 2013 Posted January 21, 2013 Does midair 360A retain the invulnerability of the OTG version? If so I would love to see if Tager can evade Thor's missile and vacuum Noel before she reaches the ground >_>
Darlos9D Posted January 21, 2013 Posted January 21, 2013 Does midair 360A retain the invulnerability of the OTG version? If so I would love to see if Tager can evade Thor's missile and vacuum Noel before she reaches the ground >_> It's 360C in the air, and no it doesn't have any invuln I don't believe.
NumeroGaijin Posted January 21, 2013 Posted January 21, 2013 I honestly think it needs invul frames. It is already wonky enough as it is and to top it off.....It is a big risk if you guess wrong. Hopefully that will change in the console release.
Osuna Posted January 21, 2013 Posted January 21, 2013 To keep terms straight OTG is used only when the opponent is downed. Also they sooo aren't giving 360C any invincibility. That would make it too reliable and they don't like giving him anything reliable.
Manta Posted January 21, 2013 Posted January 21, 2013 Does midair 360A retain the invulnerability of the OTG version? If so I would love to see if Tager can evade Thor's missile and vacuum Noel before she reaches the ground >_> It does seem to have autograb however, giving it the attraction and damage of 360A but the ease of use of 360B. This is something AC cannot boast.
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