Tetra - K
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Everything posted by Tetra - K
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It's great thanks a lot. However I've got two coments to improve the quality : - there's some combos without damage and heat gain - FC 2C>j.2C>5B>j.2Cx3>5B>5C>Asledge>hammer>j.2C>5B>2C> collider>j.C>j.2C>5B>5C>spark>6C>j.2C>3C>22D -> it's written j.2C * 3 so it can confuse some people not familiar with it. Add some brackets around 5B > j.2C I also have one general coment about the shape of the list : there's a lot of combos for the same starter and as I said earlier in the topic, some do less damage than other without particular explanation. I said that some may be non optimal but I will precise my post : some less damaging combos are made to improve positionning (for example to keep the ennemy in corner) or just because there's a special positionning to some combos (less damage because started far from the ennemy). So maybe, to explain why some combos are less damaging than others, it should be nice to explain a little the reason. For lisibility it could be made with spoiler for example. Was I clear or not? Thanks for all the work you do and did ^^
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The second version build more heat then. FC 2C>5C>Asledge>5C>AC>j.D>whiff>j.2C>5B>5C>6C>j.2C>3C>AC whiff>j.2C>5B>5C>Spark>j.2C>3C>GF 4.6k Can you add that in the first page please Sir? o>
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There's no problem with proration with the second version with asledge? That's a lot of hits sir ! o>
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Axis you said that you had strechted the 2C FC combo to its extent. Can you give us the combo (for max damage and max heat).
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With fatal isn't the j.2C loop better?
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Messed up with some corner 6B combos in the corner, on magged opponent. Does 6B>6C>j.2C>2B>2C>AC>GF>3C>AC (back in corner)>5B>5C>4D seems good/optimal? 2968/50 Adding a 5B before the 2C decreases the damage. Anybody got better?
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Did it on Jin with a little microwalk and a timed 5C it's ok. I will try on other chars tomorrow if I have some free time. 5B>...>j.D ender was a bit rough on Jin. I even tryed j.A>j.C to connect but didn't worked out well... So i gave up.
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Why isn't there any 4BC>5C>6B>AC>... starter in the grab section? It's better than 4BC>6C>... beginner, no? 4B+C>5C>6B>AC>j.C>j.2C>5B>5C>5D (3085, 40) 4B+C>6C>j.2C>5B>5C>AC>Egadget which is on first page do 2980 damage for 41 heat.
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There's a lot of combos, that's good, but is it possible to underline optimal ones? Personnaly, I don't see the urge to list so much combos when others are better (except maybe positionning combos ending with 5C > 4D for knockdown in the corner).
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"yakitobe, heh yakitobe, heh yakitobe, heh yakitobe, heh kuraridae hoooo adzugero" New Tager hymn.
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Thanks for this guide Manta.
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Tager for BRO tier.
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What's the point since (AC) would have be the same °°
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5A > 5B > 3C > ASledge > SB > AC > Egadget No? But well the prorate after SB drop a lot... would only do like 2,300 damage...
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2D has been modified no? Seems safer. I've heard something like this in the discussion topic some week ago but it's not in the first page's list.
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That would be the case if we over use it (like the tager in the previous video). But well used I'm sure it's something that could be added to our package against carl.
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Bsledge will be nice against carl.
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6B force crouch na? Does Asledge can combo after 6B? :D
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I think if this is possible, we should name this loop the "french loop", because it would be awesome.
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Dunno if it has been discussed alreay but : - insert AC combo > (AC) > 6C > j.2C > 3C > (AC) > j.2C > GF seems to be effective =) (maybe cause of the second colider proration increase) - magned recquiered - 6B > 6C now combo (nice for mixups) - 6C (CH) > alsedge > 5C > 6A > AC > (AC) > 6C > j.2C > 3C > GF 3493 31 heat - magned recquiered - f.thow > BSledge (charged) > 5C > 6A > AC > (AC) > 6C > j.2C > 3C > GF 3487 55 heat - magned recquiered Seems that the deal is not to land the second colider to keep the oki, can be replaced with 6C > 3C > (AC) > j.2C > 3C > GF ... I wonder what will happen to the j.D > j.2C. Now j.D > j.2C > 3C > (AC) > j.2C > 3C > GF doesn't seems optimal against (AC) > 6C in term of damage and heat (equal proportion of damage and heat if the moves are not changed in the frame data). However if 6C 's p2 is still 80 and j.2C is still 92, j.D > j.2C will still be the best. 3C > (AC) > j.2C > 3C > GF seems hard to be made combo finisher cause of propration, so I think there'll be a lot of cases where j.D > j.2C will be nicer to use.
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Why still talk about 6B Fatal? We already said that 6B > 5D > Asledge > 2A > 2C > ac > j.D > j.2C > 2B > 2C > ac > 4D > GF is optimal. There's no SB and it does about 2800 damage and 50 heat.
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Is there some videos around?
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I play Tager because he's big and russian red. But that's not the subject here, na?
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Forward throw is special cancellable or just BSledge cancellable? Cause if BSeldge startup is too long for charged version (to travel enough distance to combo) maybe F.Throw > ASledge cancel > (sj.C) > j.2C > 2B > 2C > AC > finisher could work. @manta about 2C FC combos with sledge, I already tryed in training with asledge version. I think I did something like that, midscreen : 2C (FC) > walk > asledge > 5C > 6A > 2C > AC > ... (which is crappy atm) instead of 2C (FC) > 5C > 6B > 2C > AC > ...
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If you find the 360 microwalk combo hard, just try the microwalk > j.C > j.B > ... combo for second colider on non mag char. Good luck -_- Oh I forgot, don't forget the microwalk combo has character specific modifications. Have a look a the cs2 combo topic. But well it seems that in cs extended 3C > AC will be possible.