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Tetra - K

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Everything posted by Tetra - K

  1. Shouldn't have been purple though ^^. Still nice to finish a round, this double cancel apply a lot of pressure. j.B > 6B > Bsledge foar trap > RC > 6A > 3C > RC > 5C > 6A > 360A would have been better though :D But well Mike's MT > RC > 360B is still the best RC :D Even if it's obvious, it's still awesome online XD
  2. I know it's of a limited use in Blazblue, but anyone got any good meaty for tager? Was thinking of j.B and 6A. Edit : misspost, please move it to general discussion.
  3. (FC) 2C > j.2C > 2B > 2C seems like a good starter with 650 more damage than 2C > 6B > 2C (if opponent non mag). I will try that.
  4. 10% more P2.
  5. After some testing about back corner combo (to put the ennemy back in the corner), I was right when I said that starter > 2C > AC > 6C > j.2C > 5B > 4D (2600 damage) could work. I just tested it. However I feel more confortable with (j.C) > j.2C > 5B > 4D (~2450 + 23 tension instead of 2200 and 19 tension for regular 2D finisher) which leave us very close to the opponent. I've also been fooling around with SB followups back to the corner (to leave the opponent in the corner again) and it's kind of hard to land a finisher (even 4D > GF) but leave with nice tension building and position right next to the corner. The optimal one seems to be : starter > 2C > AC > (j.C) > j.2C > 2B > 2C > AC > SB > 2C > AC for around 3000 damage (didn't saw the tension but i think it's around 30/35). I also noticed something. With (FC) 2C, non magnetized, the optimal starter string seems to be 2C > delay > 6B > 2C (mag you can land the first AC inserting 5C before 6B) but there's also another follow up : (FC) 2C > stepback > ASledge > 5C > 6A > 2C for more tension and 100 more damage (just retested it).
  6. Yep, I noticed it. It looks like Asledge followup, in that case I think some people would tend to quick throw. In some situation like close to the corner in pressure situation, they also would tend to backtech.
  7. Oh, ok. The bluebeat was 360B > 2B > colider. I saw it land on a non magnetized Litchi. I was kind of o_O
  8. This one : http://www.youtube.com/watch?v=cbPLyxkJgbE#t=8m50 It's not a combo, it's a trap !!!! (do not post on the first page lol) -> 360B > BSledge > 2B > insert combo (SB is nice in this I think) Add moar fun to end a match with MW>TB for around 4/5k damage + 3700 from the 360B. If I'm right it's a neutral tech/quick tech trap.
  9. The point of microwalking is indeed to adjust your position to land the Colider. Without it, on most of chars, you can't land the colider. Btw, somthin' weird, I saw this combo land on litchi which wasn't magnitized, was really weird... It landed as blue combo (which isn't combo) but I wonder if on some chars, it can land red (I'm thinking about Tao/Litchi/Makoto/Arakune/... and thin-long sized character). It was during the livestream where Terminator ended the world. About Akira and some Tagers also : 360B > BSledge trap is so awesome, my nose bleed each time I see it land. It's a so nice reset... 3700 360B + 2300/3000 (if SB) is so better than the actuel 360B combo magnetized which go around 5k... I just find my new caruru like reset =)
  10. Thanks for the updates, the matchs from http://www.youtube.com/watch?v=cbPLyxkJgbE&feature=related are just awesome. I like the way Akira take advantage of positioning with (AC) > 6B > 2C over j.D > j.2C > 2B > 2C to be closer to the ennemy in the corner. Sometimes I keep wondering if it's just positionning or lack of optimization °° (70% of time it's right choices for positionning).
  11. The two first are ok I think ^^ EDIT : As I said -> http://www.youtube.com/watch?v=9wYLiN4wfOw#t=0m25 Too bad the second hit was techable. I think the part after 6C is red. Will find other videos. I wonder if that distance is ok for 360[A] or B. EDIT 2 : Seems optimal in term of proration for me since the GF at the end was kind of short -> 360B > 2B > AC > (AC) > 6B > AC > 4D > GF ( http://www.youtube.com/watch?v=cbPLyxkJgbE#t=7m12 ).
  12. Max 20 minutes to do ^^ When you've got all the sprites it's very easy lol (but lazyness always win)
  13. I got hard time with theses micro walk. But since opponent are not very offently mag'ed, I end up doing asledge>GF a lot (or 5B > 4D for 360A).
  14. Ok thanks. I had hard time vs cookiehour the other day lolz XD Still took some rounds but well, it was a pain in the ass.
  15. If suxxing to much you should troll with : GF > 360 > GF > 360 > GF > 720 > Taunt
  16. Any tips to close in? It's hard as fuck to close in, and waiting her (which I'm actually doin') is boring as kicking yourself in the nuts. She spam D and take opportunities to 236C your face when you 5C -_-
  17. Since there's only one hit after the colider, I think the proration is ok and the final damage is way better (tension also). A step forward will indeed help to be closer to your opponent at the end of the combo but still, you're farther than the 4D you mentionned. But well, with magnetized option, I guess it's still ok the 360 options, 720 options, and double colider combos that'll leave them in the corner again. With right pressure it can lead to a double colider and GF > RC > AC option :o (j.B > 6B/2B mixup) I will try that when I come back from holidays.
  18. What about 6C > j.2C > 5B > 4D ? Moar tension and moar damage than 236B >5B > 4D.
  19. When my first colider put them in the corner, I always go for (not mag) 6C > colider > Bsledge > GF so I have a very low proration combo for nice damage. Got anything better? If I am right, 6C > j.2C > 2B > 2C > colider drop somewhere in this or the GF can't be landed for oki. EDIT : God, I forget I tried... Ok, in corner I tested somethin' off of the mag double colider combo : starter > 2C > colider > (j.C) > j.B > 5C > 6A > colider > (j.C) > j.2C > GF 2800 damage 38 tension (2800 damage for weak starter like 6A,2B, more than 3200 for 5C starter). Non mag combo, after the first colider the ennemy is in the corner, you can be a little far from him so that j.2C variant don't work or drop in the middle of the combo. This effect doesn't occur with the j.B variant because proration is still low after the first colider. Can someone confirm that it's the optimal combo for first colider in corner?
  20. Yep, since the second colider with j.D > j.2C is really really really short on the timing. I learned that way that j.D variation is better after a hard time with proration to land a second colider for more damage and tension. At the cost of the GF. But like I said ealier, a 5D can be effective with j.D variation (with no GF) for traps and oki.
  21. Since 6B > 5D > Asledge > 2A > 5C > 6A > ac > j.D > j.2C > 2B > 2C > ac do 2800ish damage and build 48 tension, I think add a 6B after the FC could add 200 damage and 2 tension to reach 3k, 50 tension, which is good for a FC combo for building tension and do some damage. So with no mag, 6B (FC) > ... and with mag 6B (FC) > 6B > ... I'm wondering if the prorate of 6B would cause a drop in the combo at the 5C moment... With nothing to test it's just assumptions...
  22. I kind of learned to like that throw. It does 1900 damage, which is a lot, and has a nice positive point : you can do a full voltaic charge just after it. Not only it add a lot of charge but it also piss off your opponent A LOT rofl... Possible to GF without SB in this combo? Will try to mess a little with back throw when I'll be home, I'm pretty sure I found something with delay > 6B > 2C . For the fatal combo, the trap on the first page should be noted as one (since I spent 1 hour to link j.D and colider XD), but well since 6B has this prorate, it's pretty impossible to find a good damaging combo. I'll mess a little with 2C (FC) combos to see if I can find somethin' better (but I doubt it). Did you tried to add a 6B if close and magnet' beforehand? :D Maybe it can reach 3k (which could be a nice symbolic number lol)
  23. If magnetized what about j.D > j.2C ? Possible to get a 4D > GF no? (after the second colider) And why AC whiff? Doesn't j.D variation get more damage and more tension? Fuck it -.- With nothing to test 100km around me, I'm just frustrated a lot.
  24. 4B+C > 6B > 2C > AC > Ender (JI, TS, PL, VK [walk a step after throw] only) I get this combo to work on RG. I will try on other chars. You just have to delay the 6B A LOT after a forward step. If magnetized the j.C > j.B > 5C > 6A > ... get a second colider and a GF (not sure about the GF). Osuna, test that plz XD (on caruru XD). Holidays are so bad (with crappy connexion -_-) Osuna, I'm aware it's a purple, but sometimes when opponents are under pressure in the corner, after some throw > 6B > 2C > ... combo, they forget that j.throw is also an option (specially on netplay). Ok it works only one time but well, it's still 6100 so 1/2 win... For the FC combo, it might just not be because of that you just woke up. I think the SB link just can't work. Fuck it I wanna try but no ps3/xbox around ><
  25. Yea, I noticed that. I tried everything : colider whiff > 6B, colider whiff > 6C, and the marvelous j.C whiff > j.B > 5C > ... Nothing worked. I was kinda desperate and tried j.D whiff > j.2C and the second colider worked. Ok it's not a oki, ok it doesn't end with GF but well it's still a lot of tension. I didn't tried the 5D at the end for loltrapz. Maybe 5D (or colider), 5A > 720VThick could be nice :3 Another thing I tried (I'm new with Tager as main), who expect a j.Throw after a throw in the corner (maybe online spec crappy combo) : Facing corner, Throw > j.Throw > j.C > 5C > colider > SB > MTW > TB for 6100. When not expected can end rapidly a match I think (better be online lol) I kind of like this one for esthetic : (magnetized) starter > 2C > colider > (j.C) > j.B > 5C > 6A > colider > (j.C) > j.2C > Gadgeto 2900~ damage and 38 tension if my thoughs are right (for 100 more damage and same tension use j.D variation)
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