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Everything posted by OrionXElite
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Try canceling into Wolf by doing 4/7D. The Wolf Dashes at 4 and 7 have some invincibility for baiting things like DPs. You can Brake after you're far enough away and then you're back at Neutral and can try and get back in from there. As for Human Form, if you KNOW they're gonna mash on 5A, counter them with a 6A and the Guard Point will make them eat shit for trying. If you can make this work a couple times, they'll start respecting it a LOT more.
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???(Valk) vs ???(Jin) ???(Valk) vs ???(Arakune) ???(Valk) vs Kure Hane(Rachel) ???(Valk) vs ???(Ragna)
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AXIS, pay more attention to your IBs. Leonil threw 2B>5C/2C about a thousand times and it went completely unpunished. When he doesn't go 2B>5B, 2B becomes Ragna's biggest crutch in his blockstrings. If he is willingly throwing 2B and NOT using 5B after, thats a free 720 every time. Also you didn't really call out any of his jumping out on you or jumping in on you which is vital to this matchup. This ain't CS1 where everything Ragna does leads to 4k, so be a bit more willing to throw shit out :3
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I only noted crouching only for 6B combos as some of them confirm into 5D which forces standing. Also I was kinda stuck on confirms for 6B Fatal Non-Magnetized as the leniency of it is fucking awful:v: But for the most part, my goals with this list was to show variety in Tagers combos. I get a bit into it when I'm really experimenting cause that was one of the biggest draws I had to Tager was his combos. Then CS1 came around and all his changes gave me a damn field day with figuring out stuff you could do. Its the one thing that still makes me like him more than Valk cause Valk's comboability is stale as shit:v:
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OK So I know I said I was gonna PM you Osuna, but I found too many weird things you could do to not share with everyone. Sadly, throw combos are fairly scarace in the sense of proration is absolutely awful. So I just did the basics and theres no real character specifics for them outside of 360>Walk 2B which I'm fucking horrible at So I just used the corner:v: but the combos are right assuming its Walk 2B>etc etc. I spent a lot of time thinking up various pick ups for Fatals too. Mostly his 2C as there a lot more freedom in it than his bothersome 6B. So here is the result of a full nights experimenting and testing. I will go through these tomorrow and test for any character specific issues with any of them. Hope these are helpful :3 Front Throw: Magnetized: Corner: BC>6C>2D>2B>2C>AC>Spark>2C>AC Damage:3310 Heat Gain: 46 Corner: BC>Falling j.C>5C>AC>ACWhiff>6B>2C>AC Damage: 3399 Heat Gain: 37 Midscreen: BC>AC>ACWhiff>6B>2C>AC>4DWhiff>GF Damage: 3333 Heat Gain: 34 Midscreen/Spark/100 Heat Required: BC>AC>ACWhiff>6B>2C>AC>Spark>MTW>Terra Break>GF Damage: 4815 NOTE: Max Damage Combo Non-Magnetized: Corner: BC>6C>j.2C>2B>2C>AC>Spark>2C>AC Damage: 3310 Heat Gain: 45 Corner/50 Heat/Spark Required: BC>Falling j.C>Land 5C>AC>j.CWhiff>j.2C>2B>Spark>MTW>GF Damage: 4112 Heat Gain: 39 Corner/Spark Required: BC>Falling j.C>Land 5C>AC>j.CWhiff>j.2C>2B>AC>2C>AC Damage: 3516 Heat Gain: 45 Midscreen/Spark Required: BC>Spark>2C>AC>4DWhiff>GF Damage: 2960 Heat Gain: 28~29 Corner/Spark.100 Heat Required:BC>2D>2B>2C>AC>j.CWhiff>j.2C>2B>Spark>MTW>Terra Break>GF Damage: 4840 NOTE: Max Damage Combo Back Throw: Magnetized: Corner(Throw into Corner)/Spark Required: 4BC>6C>2D>2B>2C>AC>Spark>2C>AC Damage: 2610 Heat Gain: 43 Anywhere: 4BC>5C>6A>2C>AC>2D/BGadget Damage: 2410/2499 Heat Gain: 27/32 Midscreen/Spark Required: 4BC>6B>2C>AC>ACWhiff>6B>2C>AC>Spark>2C>AC Damage: 2832 Heat Gain: 49 Non-Magnetized: Midscreen/Spark Required: 4BC>j.2C>2B>Spark>AC>4DWhiff>GF Damage: 2322 Heat Gain: 28 Anywhere: 4BC>5C>6A>AC>BGadget Damage: 2397 Heat Gain: 28 360 Combos: Anywhere/Spark Required: 360A>2B>(2C)>AC>Spark>GF Damage: 3577/(3664) Heat Gain: 30/(34) *2C is for the Corner. Midscreen/Spark Required: 360B>2B>Spark>2C>AC>4DWhiff>GF Damage: 4767 Heat Gain: 38 Anywhere/Magnetism Requried: 360B>(Walk)2B>AC>ACWhiff>6B>AC>4DWhiff>GF Damage: 4983 Heat Gain: 40 NOTE: Walk after the 360 if needed to make the AC connect after 2B. Corner/Spark/Magnetism/100 Heat Required: 360B>2B>2C>AC>ACWhiff>6B>2C>AC>Spark>MTW>Terra Break>GF Damage: 6651 NOTE: Max Damage Combo Corner/Spark/50 Heat Required: 360B>2B>2C>AC>j.CWhiff>2B>Spark>MTW>GF Damage: 5797 Heat Gain: 45 NOTE: On Guard Crush near the corner, this is more optimal than a 720 assuming they don't/can't Burst. The special Proration for Guard Crush tweaks the Damage a bit though. Damage goes from 5767 to 5670. But you still gain 45 Meter assuming you weren't at 100 when you got the intial 360. You gain 40 Heat once you hit Spark so even from low Heat, this is a viable option that can end with GF Oki. Fatal 6B Combos: Magnetized: Crouching only: FC6B>ASledge>5B>5C>6A>2C>AC>ACWhiff>6B>2C>AC>4DWhiff>GF Damage: 2729 Heat Gain: 47 Midscreen: FC6B>6C>AC>ACWhiff>6B>ASledge>2C>AC>BSledge>GF Damage: 2840 Heat Gain: 43 Corner: FC6B>6C>AC>ACWhiff>6B>ASledge>2C>AC>2D Damage: 2734 Heat Gain: 38 Corner: FC6B>6C>2D>2B>Asledge>5C>6A>4D Damage: 2060 Heat Gain: 29 Corner/Spark/100 Heat Required: FC6B>2C>MTW>2B>AC>ACWhiff>6B>2C>AC>Spark>MTW>GF Damage: 4936 Heat Gain: 33 NOTE: Max Damage Combo Non-Magnetized: FC6B>5D>ASledge>2A>2B>5A>5B>3C>4D/GF Damage: 1848/1875 Heat Gain: 25/27 (4D for the corner, GF midscreen) Midscreen/Spark/Crouching Required: FC6B>ASledge>5B>2C>AC>6C>Spark>j.2C>GF Damage: 2590 Heat Gain: 39 Midscreen/Spark Required: FC6B>5D>Spark>2C>AC>ACWhiff>6B>2C>AC>4DWhiff>GF Fatal 2C Combos: Magnetized: Corner: FC2C>6C>2D>2C>AC>ACWhiff>6B>ASledge>2B>2C>AC>2D/BGadget Damage: 3616/3712 Heat Gain: 50/55 NOTE: This is mostly a flashy combo but it does show off little known link of Tager's which is a Fatal only 2D>2C/5C and the 2D has to hit on one of 2 last frames in order for it to work. Anywhere: FC2C>2C>AC>ACWhiff>6C>j.2C>2B>ASledge>5C>6A>2C>AC>4DWhiff>GF Damage: 3896 Heat Gain: 53 Midscreen: FC2C>2C>AC>ACWhiff>6B>ASledge>5C>6C>j.2C>2B>2C>AC>4DWhiff>GF Damage: 3976 Heat Gain: 54 Midscreen/Spark/100 Heat Required: FC2C>2C>AC>ACWhiff>6B>MTW>Terra Break>2C>AC>Spark>2C>AC Damage: 6035 NOTE: Max Damage Combo Non-Magnetized: Midscreen/Spark Required: FC2C>AC>6C>Spark>j.2C>2B>ASledge>2B>2C>AC>4DWhiff>GF Damage: 3711 Heat Gain: 49 Midscreen: FC2C>2C>AC>j.CWhiff>j.2C>2B>ASledge>5C>6A>AC>BGadget Damage: 3805 Heat Gain: 49 Midscreen/Spark Required: FC2C>ASledgeWhiff>Hammer>5C>AC>j.CWhiff>j.2C>2B>ASledge>5C>Spark>2C>AC>4DWhiff>GF Damage: 3844 Heat Gain: 55 NOTE: Another flashy combo mostly but it abuses the insane amount of active frames on Tager's Hammer follow up and it gets you a pretty damn good combo for it too :3
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I'm callin now, Tri-Dashes :3 Out of curiosity's sake, anyone know when the next Loketest is? And Dacid, we all know you're the troublemaker, that why I have so much fun trolling you :3
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Yo damn, thats pretty intense bedhead :3 I'm humbled by it good sir :3
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Gotcha boss, I'll see what kinda oddball stuff I can find to add in. I'll focus mainly on Fatal combos as those have the most versatility combo wise and I'll go through various combos for 360s too :3 I'll PM you my list later.
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I demand to see a photo of said top tier bedhead :3
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So would you like me to go through all of his Throws and get various follow ups, Damage/Heat values and character specifics?? I can do that if you'd like :3 Oh and for the sake of adding new material, I'll throw in a couple combos I've been messing around with that turned out surprisingly useful :3 Need help with anything else Osuna?? I have all night to help if needed since you're sick
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GF>RC>5C>GF Whiff isn't as advantageous as it looks. If you go for a 360B Tick after it, Ragna can mash on 5A or 5B and get out of it. 6B>GF Whiff puts you at about +5 or so cause you can purple grab a 360B right after, but there is probably a still a 1 or 2 frame window to DP out. And thats just from doing 3C>GF for the combo. Hit stun scaling actually makes GF>RC>5C>GF Whiff is extremely punishable cause you're actually put at a severe disadvantage.
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You don't generally put the recovery of a Command Grab on hit as you'd always be at an advantage if it connects. Its more important to know the recovery on whiff for the sake of knowing how unsafe it is to throw it.
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
OrionXElite replied to Chun's topic in Archive
Could we just add a damn rule that states that if you're still in the bracket, no playing GvG at all until you're eliminated? -
Whenever you get to it. I'm a patient person outside of playing Tager against Zoners:v:
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Ummm...I'm pretty much a vampire. If you give a me a list a crap to do, I can do it pretty much all night until like 5 or 6am :3 Then I sleep in till like 2 or 3 in the afternoon since I don't have school for another fucking month so my sleep schedule is shot to all hell:v:
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I have nothing else to do if you really want help with it :3
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
OrionXElite replied to Chun's topic in Archive
A GvG side tourney would just slow everything down unless its done after the main tourneys are over. Its bad enough people are gonna be dicking around on it too much to pay attention to their fucking matches during the actual tourneys -
I only mentioned that as to say that if Guard Break with Spark Bolt, you'll have the magnetism for a full combo off of anything.
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
OrionXElite replied to Chun's topic in Archive
I'm hella calling bullshit on this :3 -
P1 doesn't apply to the first hit of the combo for a Guard Break according to the system guide. If I have interpreted it right, I believe the P1 of every attack is replaced with 90% and then just uses the P2 as normal but it does not affect untech time in any way. So you wanna start with either 5C or 2C in most general cases. j.2C if you're feeling like a troll :3
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Hell in the corner, you can do more damage than a 720 if you start with a 360B and have Spark Bolt. If you have 60 meter when you start it, you'll build 40 more during the combo to get a Terra Break. That would be the most optimal confirm assuming they have no Bursts. But in most cases, you'd likely be midscreen where you won't always have the option of comboing after a Buster so taking a 2B/2C combo for a solid 40-45 Heat wouldn't be a bad thing really :3
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Whats abysmal about 3.1k assuming you Guard Break with Spark Bolt?? Full combo gets you 100 MORE Damage than you would usually get for a 2B Starter combo so I don't find that much of anything to complain about really :3
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Sakamotoryouma(Ragna) vs Hina(Valk) Hina(Valk) vs Yuushi(Valk) Yuushi(Valk) vs Satsuno(Taokaka) ???(Noel) vs ???(Valk) ???(Noel) vs ???(Valk) Galileo(Litchi) vs ???(Valk)