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Everything posted by Tae Seong Kim
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Actually, going back to the Gold Burst mechanics. It seem there is a lot more to it than what i first thought. For some reason, GB loses all it invulnerbility when it is faced with another GB. Because of that, whoever does their GB first wins NO MATTER WHAT! The character that does it second will be hit out of the start up frames of their GB. If both character do it on the same frame, then it trades like I mentioned in my earlier post. It will do fine against any other attacks, you'll just goes right through it unscathed.
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That would be great! Could you imagine the possibilities!? O_o You can get back at Mitsuro with Sidewinder combos for all those times she used Marin Karin when you were low in health.
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Hmmmm... surprised at the lack of Sol/HOS palettes.
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Gold Burst are less invulnerable now. It is only invulnerable up until the active frames. Quite funny, because on a couple of occasions, I traded Gold Burst while playing in casuals. Both characters flew straight up in the air! Lol! It still offers the same frame advantage on block though. Still, whether it is Gold or Green, Tager's MTW eats it for lunch.
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Thx for the transfer Lunakage. And sorry for the posting it before you guys assigned the boards. :3 For Tagers B Sledge I would just wait for him to come to you then IB it and get the frame advantage. You can 5A him and all of his normals will lose to it. Just be wary, he can still mash out an A Buster or 720. If you want a guaranteed way to turn the tide, just Fenrir or 5D him on reaction to the B Sledge. Also, Tager is now unable to link a combo off B sledge anymore. He can only combo off it when it is a CH.
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Time to tear up online with my Potemkin Bus Tours.
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A little off topic, but is anyone else notice BB videos that show Story mode being taken down? I had a couple, and they got bodied.
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Bad ass! Bringing that new technology! There were many times where i got a fatal 2C, but was saddened because my opponent was not magnetized. So i ended up doing a weak combo. This changes things! Good shit!
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MTW loses to George. It actually doesn't even hit George IIRC.
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Arifureta's suggestion is great, just poke at him with 5B. Tager's 5D is very slow and should not be a problem when it comes to zoning. Just stay just out of his A buster/720 range and you will be fine. Don't do this if you are magnetized btw, for obvious reasons. Also, if the person you are playing against keeps backdashing the second hit of your 2D. Then just wait for him to backdash it and hit him during his recovery. Call him out, make him stop backdashing it.
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5D has a 4 frame start up, is active for 23 frames, and is +23 on block!? MY GOD!!! Hello infinite block string!
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You can't combo after normal hit B Sledge anymore. Or maybe I really suck at linking 5A after it?
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Just fiddled around with this a little. The match up seems about the same as the last game, except Tager does more damage. Just a couple of things to note: - The Hammer off his Voltic Charge guard point eats projectiles just like his Sledge Hammer. It has great P1, which on CH can lead into a combo that does more damage and gives more meter than a reversal A Buster would. - On a good note, Tager can't do A/B Buster -> 3C -> MTW on Noel because of her DFC. He has to do a non burst safe A/B Buster -> 3C -> Atomic Collider -> Gadget Finger (whiff) -> MTW. That is only if Noel is magnetized. Otherwise, he can only do Gadget Finger after the 3C. Keep in mind that this only affects the characters after A/B Buster due to hitbox and proration, and not the 3C itself. He can still do something like 5A -> 5B -> 5C -> 6A -> 3C -> MTW. So burst away! :D
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Well Tager can kara cancel into 720, but I am just pointing out, not to use gear super too much against Tager in general, unless if you are absolutely sure that it will hit him. Otherwise, he can just input a 720 and go straight though. He can also Sledge as well, if he doesn't have any meter. This is not unique to Tager too, Bang can Ashura, Ragna can DP, etc. But their's don't take half of Relius' life like Tager can.
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Do not use Gear Distortion against Tager! Tager can easily 720 you out of it. He has all the time in the world to input the 720, due to the long Super Flash pause.
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PNW BBCS:EX Casuals http://www.youtube.com/watch?v=KFk2Hb-HZAs http://www.youtube.com/watch?v=gb2apgJaZEY http://www.youtube.com/watch?v=Ak6ybwBhhUU Players: COR (Mu) HeinekenJ (Makoto) Huey253 (Bang) Kaigu (Relius) TSK (Tager) Woki (Jin)
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One of Tager's best tool to use in this match up is his HIGH FIVE (2A). Jin's air to ground against Tager is useless because of this. Tager always had this in previous games, but the Jin nerfs make it easier! You can also still punish Jin's 5C, 6C, C DP combo with a burst, then 720.
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Worst match up IMO. -_- Worse than Hazama, Arakune, and Mu combined. It is similar to the Hazama matchup, except with crazy mixup and pressure from the big bad wolf! Also, he has a better stay away game. Magnetism doesn't really do anything against Valk. He can simply go in wolf form and walk backwards and overcome all the pulling power of Tager's D moves. Some parts are better. Valk has no life! Some of Tager's better combo work on him. And Valk does have trouble getting out of pressure when pinned down by the big man. In this match up, you'll mostly see Tager being timed out. For the rare times Tager actually does get in, he usually ends up destroying Valk. I should note that nothing has really changed from the last game. Wolf 5B can trade with Tager's jB! Yay! Valk still gets a combo... Fuuu!!! Also, something very minor.... Valk's ground Distortion seems to be a little more invulnerable. Tager used to be able to A Buster him after the Super flash. Now, you have to hold it the Buster slightly longer until Valk's invulnerbility runs out. Again, this is something very minor, and only comes up if you want to punish a Valk, with 100 meter, doing a random super. Updated: Getting into the match more, I end up jumping and moving around a lot right when the match begins, only sometimes pausing briefly to voltic charge a little bit. Giving the Valk player a hard time getting in and going for a mix up. Never stay still, you'll be a sitting duck. They can get in for a quick mix up get in a few hits into knock down, into ridiculous mix up again, into another combo, and knock down. They can continue to do this until you are dead. If you manage to block the mix up, they can make a swift retreat and try to get in again, or just play keep away. So don't let this happen, move around. You may wanna be a little more reserve when anti airing Valk if you find him hovering over you. 2C is easily baited and punished and 2A is a little safer but doesn't offer much. Backdash busters or simply using an A buster as anti air is legit. Getting in on Valk can become problematic as well, but it is still easier than trying to get in on Hakumen or Mu. Tager is more of a match when it comes to air to air, or air to ground... when Valk is in human form. <_< On ground to ground combat, Valk is too much, in human or wolf form. Air to air, you do not wanna try anything when he is in wolf form. An occasional people's elbow can trade with wolf cannon, and sometimes beat it. But for everything else, don't even try. You are pretty safe if you just block wolf cannon in the air, with no real drama. Just watch out for what he does once you land. Air to ground is a bit easier in CS Extend, with the overall nerf Valk received. His wolf 5B has a bit of more recovery and trades a lot now. He still gets in a combo during trade. On the ground, you'll run into the usual zoning moves. You should be familiar with these (Noel's 5B, Ragna's 5B and 5C, Jin's 5C, Hakumen's 4C and 5C, and so on...). Valk has human 5C, which may not be the most annoying, but does a good job at keeping you away. You can use 5C as a counter poke, but this loses pretty bad to wolf form. However, the moment you get Spark Bolt, things change! You can charge in (walk) with some confidence, knowing that their options are now limited on the ground in both human and wolf forms. They may take to the air to go around it, or just wait for you to use it and block. If they wait, close the gap. Be very conservative when using Spark Bolt, and try use it for combo only. Magnetism has very little affect against Valk, and probably is the character least affected by it. If you do use it for magnetism, you'll have a couple of chances to get in before it wears out. One tool that works pretty well in this situation is Tager's 2D. Very plus on block, very active, and moves him forward. Yes it is slow, but hard to react at a few character lengths. Switch this up with Atomic Collider to get in there. Even if 2D is block, you are almost guaranteed pressure again due to the frame advantage it grants on block. Once you get in a combo, end all of it with Gadget Finger to keep him close. A couple of more notes... 2C works on Valk when in OTG state. So you can more damaging combos like 5C 6A, AC, AC (whiff), 2C, MTW, 3C, AC (whiff), j2C, 5B, 5C, Spark Bolt, 6C, j2C, 3C, Gadget. This combo can come up quite often, when you catch a Valk trying to backdash after Tager's 2D or Gadget Finger. (Personal match up experience from playing Huey253 and Shyn)
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[CSE] Iron Tager vs Haku-men: Re-capture the Susano-oh
Tae Seong Kim replied to A.X.I.S.'s topic in Archive
This is an annoying match up. When trying to get in during neutral game... - When advancing towards him on the ground, always have a Spark Bolt charged and ready to hit confirm into after a distant 5C. It will beat a Hakumen 4C pretty well if timed right. Be wary as it will extend your hitbox out and loses to Hakumen's 3C. It will be a counter hit 3C as well, so he'll get a nice combo! Don't bother too much with B Sledge, 2D, or 6A. A good Hakumen will know to wait until Tager moves, then counter. I tried to use these moves against Spark, varying the charge on 6A and B Sledge. It worked a few times early on by calling out his 5D, but got blown up for it later. Also his 3C doesn't make Tager a happy camper. The last and simplest thing you can do to advance towards him on the ground is just walking towards him. It doesn't get you too far, but it does force the Hakumen player to poke at you. Some of which you can take advantage of, with a well timed 5C as mentioned above or a Spark Bolt. - When trying to get in with super jC, you will be met with a few obstacles. To keep you at bay, they throw out a neutral jC, a backwards jC, Hotaru, air throw, anti air 6A, and anti air 2C. For most of these, your only real option is to block. For the jCs, just IB it and land. Tager has no air normals that can beat this if the Hakumen spaces it properly. IBing the jC neutralizes the push back, which makes you land closer to Hakumen, somewhat limiting his ground options, plus gaining a tiny bit of meter for it. If you normal block or faultless it, then you'll land far away where you will be met with a 4C and end up where you started. One good thing however, is if the Hakumen player is playing keep away, he can't dash past under you when you are jCing towards him. For Hotaru and air throw, you'll know it is coming because he'll be jumping right at you. You'll have to again block the Hotaru (also be ready to break a throw), but can go for a jump B if you see that he has less than 2 stars. It will beat a lot of his moves including throw if you do it early enough, and will lead into a nice combo on CH. If he does go for an air throw, do not do anything after you break it. Just get ready to block. Finally, for his anti airs. For both you can OS faultless and 720 just before his anti air come out (buffer 720 + ABC). If the anti air was timed properly, then you will just block it. If timed badly or if the Haku tried to D you, then you will land and 720. Remember his 6A is a real anti air now, most jump ins will lose to it. But an early j2C can be used to bait it. It does not bait the 2C though. The hit box is ridiculously huge and will still get you way up. - Going in with normal jump, you will be met with similar obstacles to Super jC. You probably won't see Hakumens use their jC to keep you away, since it can whiff and be punished. But you will probably see more 5As though. It may no have any head invulnerable properties, but it is fast! Beats out all of Tager's air normals at this height. You can bait it with j2C, but they will just recover from the 5A and block + punish. You wanna start by blocking it, of course, and wait to land before doing anything. Expect a couple of more 5A, plus either a hasty retreat, or continued pressure into mix up from your opponent. You can call out the hasty retreat with a Spark Bolt, since the most likely thingy they will do is instant air dash backwards. If they go the other route, and try to get in, be prepared for a quick mix up from Hakumen. (Personal match experience info from playing against Spark) -
So going back to the links. I tested it again at the legendary PNW house, and you can use 5B in that Sledge Hammer corner link combo. Example corner combo: 5C (CH), 5D, A Sledge Hammer, 5B, 5C, AC, 4D (whiff), 3C, AC (whiff and opponent floats back to the other side), j2C, 3C, Gadget. 3769 damage. Also, with the 5A link combo on crouching after 2D, you can do for example: 5C (CH at almost max distance), 2D, 5A, 5B, 5C, 6A, 3C, AC (whiff), j2C, 5B, 5C, 6A, 2C, AC, Gadget (whiff), 6C, j2C, 3C, Gadget. 3872 damage. Yeah i know the starters are not too common, but had a few chances today to do it during casuals. The AC in the second combo may be hard to connect on some.
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Another link you can now do is 5A, 5B, 5C, AC on Rachel after the people's elbow. Just for those times where 5B is not quick enough. You can also follow up with 5A, 5B, 5C, AC after Hammer with the opponent in the corner. Now, i am talking about hitting them on the first active frame on a grounded opponent hammer. Not the bnb sledge hammer combo where you use a delayed Sledge Hammer on an airborne opponent to get them at the last active frames one. May not work for all. The 5B may whiff on some.