Jump to content
Dustloop Forums

Recommended Posts

  • Replies 194
  • Created
  • Last Reply

Top Posters In This Topic

Posted

I tend to throw out my 5C at 6C range. Great for catching people trying to rush in and reasonably safe from most punish attempts. Anything closer than 6C range though and I'll use 5A, though only on Ragna, Bang, or Tao. Most other characters' pokes outclass Tager's at that range.

Posted

lol 5A on bang in CT...shit never worked for me...I just use 360 or jump or something...

fuck bang and tao man.

Posted

Jumping against Bang works decently. I'm far too conservative to throw out 360s unless Bang's magnetized. I played a Tao last night. 2A and 5A worked rather well.

Posted

5a works great on tao i believe it stuffs most of her attempts to keep pressure on you. I am like axis and have little luck with 5a against bang though everything he does beats out my poke attempts in most cases.

  • 3 weeks later...
Posted

stop failing science.

should have held that.

also you could have RC'd the sledge and blocked the burst...and punished.

Posted

lol casual power of trolling works once more.

also heres rare footage of me in may (sandbagging month) of me timing out a online carl.

lucky he didn't do the clap.

you can also see me clearly trolling in some parts.

http://www.youtube.com/watch?v=lsWdAL77jSY

Posted

I uploaded two matches of me playing quikdraw yesterday but now that I look at them, i think the audio is a bit loud. That aside, pretty good matches in my eyes. I need to work on blocking bursts and tickgrabs :\

http://www.youtube.com/watch?v=Bq2JQ7yvVTQ&fmt=22

(I made it unlisted because im probably going to reup both matches with fixed audio)

(first round is pathetic, first round of the day lol)

Posted
I uploaded two matches of me playing quikdraw yesterday but now that I look at them, i think the audio is a bit loud. That aside, pretty good matches in my eyes. I need to work on blocking bursts and tickgrabs :\

http://www.youtube.com/watch?v=Bq2JQ7yvVTQ&fmt=22

(I made it unlisted because im probably going to reup both matches with fixed audio)

(first round is pathetic, first round of the day lol)

At the start of the match it he is going to be obvious about doing that cross up a few times you can 2c him out of that. You can also jump and air throw him out of it as well but that is a little harder to time. I find that throwing random 360s out there works better against bang players than anyone else because they like to get that jab out immediately after a sledge or you can do the same to catch their counters if they are doing it at the same part of your combos.

Posted
I uploaded two matches of me playing quikdraw yesterday but now that I look at them, i think the audio is a bit loud. That aside, pretty good matches in my eyes. I need to work on blocking bursts and tickgrabs :\

http://www.youtube.com/watch?v=Bq2JQ7yvVTQ&fmt=22

(I made it unlisted because im probably going to reup both matches with fixed audio)

(first round is pathetic, first round of the day lol)

general advice:

don't try to punish everything, it is online and your tager...you cannot punish everything with backdash...blocking is good enough.

use tick grabs and more mix-up mainly 2b.

stop using 6C in blockstrings...shit is not safe at all!

IB D nails.

Posted
I uploaded two matches of me playing quikdraw yesterday but now that I look at them, i think the audio is a bit loud. That aside, pretty good matches in my eyes. I need to work on blocking bursts and tickgrabs :\

http://www.youtube.com/watch?v=Bq2JQ7yvVTQ&fmt=22

(I made it unlisted because im probably going to reup both matches with fixed audio)

(first round is pathetic, first round of the day lol)

Some words of advice:

1. Don't do random shit at the beginning of the round. You're pretty lucky you got off with a CH j.A and not something else. One knockdown is all Bang needs to start pressure/mix-up, essentially giving him control of the match's pace which you absolutely do not want. Bang is very difficult to get rid of once he's up and in your face.

2. Full/half-screen j.2C is just asking for it. Not only is it retardedly easy to punish (on block, whiff, or mid-move), you're not likely to land a followup combo unless it's a CH and that's only if your opponent fucks up real bad.

3. Do not blow your Spark Load the first chance you get. I'm sure everyone's been there. Your hands are sweating, your adrenaline's kicking in, you've just bursted, you've only got pixels worth of health left, your Spark meter is full, you're itching to get that one single hit you need to make a glorious comeback to seal the round and possibly the match. There's just one problem: Any player who's halfways decent is going to block it. If you know it's highly unlikely you'll be able to land a hit off Spark Volt, at least get into a range where a blocked Spark Volt will allow you to get in and pressure/mixup him. If you're desperate or have the meter to burn, blocked Spark Volt RC 2D will do the trick. Otherwise, just hold onto the Spark Volt. Most players will play defensively when they see your Spark meter is full. Use that to gain some ground.

4. Don't burst like a retard. Sure you've got a sizeable life-lead but one good combo can take that all away. Even if you are confident that you can catch your opponent, remember that you are playing Tager and that most of his matches are spent preventing from getting whomped instead of whomping. Ragebursts do not help.

5. Anticipate those bursts. Though it didn't happen in the matches, people typically burst after getting hit by Spark Volt. Some do it as the wallbounce sends them flying back towards Tager, some do it after getting hit by followup 5C/2C, and the smarter ones do it the moment they are hit, which instantly stops their momentum and puts them at a distance from Tager.

The first sort of burst can be remedied by simply blocking and waiting for the burst or by MTW. The former option will allow you to either 5C/2C them out of the air or 360 them when they land provided they are close enough. The downside to this option though is if you guess wrong, you just (partially) wasted a Spark Volt and a good chunk of damage. MTW on the other hand will eat right through the burst and most likely kill 'em on the spot. The downside to this is if you do the MTW too early and they happen to do the 3rd type of burst I mentioned, then MTW will whiff completely and you will feel like an utter dumbass. The trick is to buffer the 23626 motion but only hit B until they are flying towards you.

The second sort of burst is probably the easiest to punish. If you are feeling like Mike Z, you can cancel the 5C/2C into Voltic Charge right through the burst and 720 them once they land.Done it a few times myself and I'll be damned if it ain't one of the most satisfying things 'bout playing Tager. Unfortunately if they don't burst, you'll have again wasted Spark Volt and good damage. The safer but equally effective option though is to simply RC. You can choose to RC immediately or choose to RC slightly later. Go with the first option if they're packing a Gold Burst or you're confident they'll burst and go with the second option if they've got a Green Burst and you've got the reactions to catch it or if you're not entirely that they'll burst and don't want to burn the meter. The good thing about this option is that even if they don't burst, you can still continue the combo and at least get some decent damage off the Spark Volt hit.

The 3rd sort of burst is the hardest to punish. I haven't worked out a guaranteed punish for this myself as it's a hard situation to set up without a partner, but RCing the Spark Volt into 2D and B-Sledge has worked on occassion. Doing B-Sledge immediately after Spark Volt hits will work as well, but if he doesn't burst then you just wasted Spark Volt. Doing a non-RC 2D will at least put you closer to him. I would suggest doing RC B-Sledge and non-RC 2D. The B-Sledge you can combo off of and 2D will allow you to go for mix-up. Most people seem to jump, so your best bets are Collider or 6A. The latter will also catch backdashes.

The other situations where people burst require less analysis. In the situation where Bang bursted after getting hit by OTG B-Sledge can't be reliably punished unless you have 100% meter, where it would be B-Sledge RC MTW. Otherwise, at best you can only RC, IB the burst, and hopefully catch him trying to backdash with 5C. I've managed to land the 5C following the burst occasionally though I'm not sure if it's because it came out fast enough or if they were mashing backdash. If you do land the 5C, you can follow it up with 5D or Spark Volt if you have it.

In the final situation where he bursted, you had just hit him with a j.2C, which is a great combo starter. You should've just gone for 6C MTW instead of B-Sledge. The MTW would've killed him if he'd bursted. Even if it didn't, he'll still lose a good chunk of his life. Plus, the MTW will put you close enough to him for you to land an OTG 2B, which you can either 360/Collider/blackbeat 2C->Collider followup depending on if he neutral/forward-backward/doesn't tech. I think 2B recovers fast enough for you to block the burst.

6. Don't do random backdashes. Tager's backdash has plenty of IFs but it's also stupidly long like hangover. Bang's D-Nails will catch it, as will him running or jumping around throwing his fists and feet in your face. Don't do it unless you know it's safe.

7. Don't throw out full-screen Colliders. As demonstrated, Bang's D-Nails will hit you out of it for a nice free CH combo. Wait for him to come closer and if you anticipate an IAD/Jump-In, then pluck the little fucker out of the air, by all means. Otherwise, full-screen Colliders can get you hurt against Bang. This is true for 2C -> delayed Collider tech-traps/resets as well. Good players will watch for that and use D-Nails to punish you.

8. You need to work on your mixup game. I noticed Bang wasn't blocking low too often. Make him pay for that with 2B. You can go followup with the standard combo or you can go for the 360B mixup. Do option one if you can put Bang in the corner, do option 2 if he's already there.

9. Learn to IB. IBing is absolutely critical to learn if you want to get anywhere good with Tager. IB the D-Nails like Axis said. 5B->2B->2C->623B is a common Bang blockstring and is easy to IB. 5B->2B is also a very common Bang gatling; learn to IB at least the 2B if they just threw out 5B. Crossups are fairly easy to IB, just wait until the last-moments or when he's falling down. I've just gotten serious about learning how to IB myself and am practicing IBing Bang's blockstrings myself. Working on IB'ing his 5A->2A->5B->2B->tk.D-Nails x N currently. It's just a matter of nailing the proper rhythms, commiting it to muscle memory, and then recognizing the blockstrings and gatlings and acting accordingly during the actual game.

10. LEARN TO TECH PINK THROWS! No further analysis needed.

Hope this advice is of some use to you. Didn't bother to write up a tl;dr because I assumed since you bothered to record your video in HD, post it up online, and ask for advice from strangers on the Internet, you'd be willing to read a couple paragraphs or so. Cheers.

Posted
Advice....

tl;dr....

kidding of course. Thanks for the input mate, it's greatly appreciated. Some of the things you listed I'm semi aware of but whenever in the middle of battle I tend to forget. Thank you for your time in writing all that, I did in fact read all of it and it helped.

Posted

heavy mental if they burst right after they get sparked then just do atomic colider, they will be sent flying towards you and you can 360/720 them from there.

gali did it in his combo vid...I'll be damned if I say it doesn't work.

also sparkbolt>5C>MTW does combo so even if they don't burst you still do good damage.

Posted
tl;dr....

kidding of course. Thanks for the input mate, it's greatly appreciated. Some of the things you listed I'm semi aware of but whenever in the middle of battle I tend to forget. Thank you for your time in writing all that, I did in fact read all of it and it helped.

Glad to hear you got something out of it. =D

heavy mental if they burst right after they get sparked then just do atomic colider, they will be sent flying towards you and you can 360/720 them from there.

gali did it in his combo vid...I'll be damned if I say it doesn't work.

also sparkbolt>5C>MTW does combo so even if they don't burst you still do good damage.

I've never actually considered that option because the immediate burst puts them at such a low height I doubted Collider would drag them far, if at all. I'll have to give that combo video another look.

Posted

^

Well in CT magnet was quite bad for Spark>AC , in CS magnet pulls much faster and stronger henceforth AC now have smaller failing rate

  • 9 months later...
Posted
WARNING: WHAT FOLLOWS IS THE CLASSIEST ACT OF TROLLING, TOP HATS AND MONOCLES REQUIRED FOR VIEWING.

x:

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...