NumeroGaijin Posted December 11, 2012 Posted December 11, 2012 Tager CT has ass long hitstun, but I am pretty sure throws are techable. I think it is quite funny that they gave Tager constant magnetism at first to battle the agile characters, but players thought it was too strong so instead he got improved D's and increases spark bolt regeneration. Kind of underwhelming if you ask me. And they thought it was too strong???? Which players thought that? If it was a Tager he deserves to GETB in real life. Why does Tager always get something good and fair but gets shafted at the last minute? Remember when we had extended frames to VTC cancal into 720 at a hits notice? Then all of a sudden we got the console version and we got a mysterious update that solely removed it and we didn't know until later.
TagerTime Posted December 11, 2012 Posted December 11, 2012 For crush trigger. If you hit them with it and they are not blocking they will be stunned for a long time but busters will be purple. If you use crush trigger and they they normal block and get guard crushed then all busters will be untechable. And they thought it was too strong???? Which players thought that? If it was a Tager he deserves to GETB in real life. Why does Tager always get something good and fair but gets shafted at the last minute? Remember when we had extended frames to VTC cancal into 720 at a hits notice? Then all of a sudden we got the console version and we got a mysterious update that solely removed it and we didn't know until later. This is exactly how i feel!!!
Gerk Posted December 11, 2012 Posted December 11, 2012 A thought occurs: I've never successfully landed a CT on a blocking opponent. They are either training dummies or try to counterattack and eat shit. This explains many a thing.
Skye Posted December 11, 2012 Posted December 11, 2012 Sorry to be off topic, but Gerk, are there any resident Arakune players in your arcade? What are their thoughts about Arakune, do they know english and if so, can you ask that they make DL account and contribute?
Gerk Posted December 12, 2012 Posted December 12, 2012 Sorry to be off topic, but Gerk, are there any resident Arakune players in your arcade? What are their thoughts about Arakune, do they know english and if so, can you ask that they make DL account and contribute? There's two characters I've yet to see played here, and one of them is Arakune. (In case you're wondering, the other is Carl. Izayoi too, I guess.)
Koopa_Klawz Posted December 12, 2012 Posted December 12, 2012 Tager CT has ass long hitstun, but I am pretty sure throws are techable. I think it is quite funny that they gave Tager constant magnetism at first to battle the agile characters, but players thought it was too strong so instead he got improved D's and increases spark bolt regeneration. Kind of underwhelming if you ask me. So basically, "Oh shit, Tager has something good. Get rid of it!"
mAc Chaos Posted December 12, 2012 Posted December 12, 2012 They call him the beginner killer, and the beginners return the favor with the balancing results.
A.X.I.S. Posted December 12, 2012 Author Posted December 12, 2012 A thought occurs: I've never successfully landed a CT on a blocking opponent. They are either training dummies or try to counterattack and eat shit. This explains many a thing. No one wants to block Tager, especially if Tager is going to try and guard crush them.
Osuna Posted December 12, 2012 Posted December 12, 2012 So basically, "Oh shit, Tager has something good. Get rid of it!"To be fair it was Really good.
mAc Chaos Posted December 12, 2012 Posted December 12, 2012 Even when he had it though people were saying it wouldn't help his bad matchups. Tao and Hazama aren't affected by magnetic pull, right? Really, all they have to do is change it so they would be and that would be a big improvement, wouldn't it.
Gerk Posted December 12, 2012 Posted December 12, 2012 They call him the beginner killer. Seriously. When I was starting BB (humbly, on the CT arcade version) I nearly ragequit on the second day due to not realizing how magnetism worked and, as such, teching into like 85 Atomic Colliders.
Isuna Posted December 12, 2012 Posted December 12, 2012 I remember doing 360B > Gadget > 360B because one of my friend didn't know what throw tech was.
Gerk Posted December 12, 2012 Posted December 12, 2012 The ability to throw in the middle of hit/block stun was disorienting at first, I must admit.
Isuna Posted December 12, 2012 Posted December 12, 2012 Which is kind of why it was love at first sight with BlazBlue. If something looks like it hits, it hits. No frickin' "I'm lying down so you can't hit me" >_>
Darlos9D Posted December 12, 2012 Posted December 12, 2012 Which is kind of why it was love at first sight with BlazBlue. If something looks like it hits, it hits. No frickin' "I'm lying down so you can't hit me" >_> Yeah that's probably my favorite feature of the game.
Manta Posted December 12, 2012 Posted December 12, 2012 Which is kind of why it was love at first sight with BlazBlue. If something looks like it hits, it hits. No frickin' "I'm lying down so you can't hit me" >_> INFERNO DIVIDER! Yeah okay, but seriously I like the more freeform nature of how things work in BB. Where combos are just "A B C Launch Jump A B C Special" or minor variations thereof. One of the big issues I have with Capcom games with regards to their depth is that everyone is a reworking of Ryu's template in too many cases. Too many people have 236P for a projectile, 623P for an anti air etc... Whereas with BB, while everyone (sensibly) gets the same defensive mechanics (we all block, throw reject, barrier and tech the same), the way we attack in BB is just so jarringly different. I particularly admire that statement where Mori said he didn't want every combo to be an aircombo.
Mike Z Posted December 12, 2012 Posted December 12, 2012 You know, not every Capcom game has an invincible knockdown period. I particularly admire that statement where Mori said he didn't want every combo to be an aircombo.Right after he said "YOU TEIGAA PUREIA?" I know this isn't the place to go into game design discussion, so I won't, but man...
Darlos9D Posted December 12, 2012 Posted December 12, 2012 And suddenly Tager has legit air combos. How about that.
Mucky Posted December 12, 2012 Posted December 12, 2012 I'm not satisfied until he has a rocket propelled headbutt.
mAc Chaos Posted December 12, 2012 Posted December 12, 2012 You know, not every Capcom game has an invincible knockdown period. Right after he said "YOU TEIGAA PUREIA?" I know this isn't the place to go into game design discussion, so I won't, but man... Go ahead. It's not like there's anything else going on right now. As long as it's related to Tager in some way, indirect or not, it should be fine, right? We already have tons of posts talking about game design and how it affects characters like Tager and Potemkin.
Isuna Posted December 12, 2012 Posted December 12, 2012 INFERNO DIVIDER! Reversals are obviously the exception, but they are a good and important game mechanic. But hey, opponent cannot do that while you are comboing, when you can hit or not really matters. Another exception would be that throws either hits ground or air (well except 1080). Isn't the Same Fighter formula 236 = projectile 623 = shoryuken 214 = multi-hit attack ? The uniqueness of each character is certainly one of BlazBlues strong points. Which is why I thought giving everyone a guard crush attack similar to Tsubaki 22D, giving everyone a power-up mode like Blood Kain, changing so that Hakumen jumps instead of air dashes in his air combos like everyone else and giving Tager two air specials and air combos was a unexpected. Now I do love OD, CT is probably a better system than Guard Primers ever were, Hakumen players who has played since CT probably wanted some fresh new stuff and Tager maybe needs to move off the ground. Though I will miss magnetized buster combos.
Manta Posted December 13, 2012 Posted December 13, 2012 I was being slightly facetious in my post. So take with a pinch of salt, there's a lot of that going spare on the Tager forums anyway. You might argue that ODs are a step towards homogenity, but at the same time, since they all do different things (Even though it's invariably more damage as a result) you can still call it more varied than say, X-Factor. Getting back to Tager, Air buster was needed because the one thing he always lacked was a workable air-to-air unblockable. He can do ground to ground (in lots of only slightly different ways) and Ground to air (sorta) already, so this was one more gap to be filled in. I'm not sure that an air-to-ground move would work though. Tager also lacked a decent air finisher (Although CSX was a big step in the right direction). Now he can finally do combos that start airborne and ground them and keep the combo going. Which is awesomesauce.
Hecatom Posted December 13, 2012 Posted December 13, 2012 snip I think that we can't see the addition of this mechanics on a vacuum, since even when they give in theory the same type of options to every character, the way that those work and how they add to each respective play style is different, so even when they are conceptually similar, in practice they still add variety. Also, on the Tager subject, limiting the options of a character for the sake of variety is not good.
A.X.I.S. Posted December 13, 2012 Author Posted December 13, 2012 I know this isn't the place to go into game design discussion, so I won't, but man... I would not mind and I am also curious about this.
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