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Everything posted by Mike Z
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Jason - oh it's on...though AC is the first game where Axl/Pot is in Pot's favor. Bang - I'll see what I can do about that 2nd part of Bang's super. Heh.
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How is that a setup? Block the ball low, the super misses and you get a free punish...anyway, my guess would be that you were on any of the Down directions in the 360 when she got to you, meaning you were crouching and she missed, then you 360'd.
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When you do nothing, it is the same as a Down tech (2+button)...and therefore you are throw invincible, not strike invincible, and can interrupt with any move after frame 8 or so.
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- Unbelievable amounts of thanks to Id_asz and Gnat for running everything. (GG finals will be 3/5 next time, FYI.) - Excellent job to Tushar and Xie for making the livestream pretty friggin sweet. I'm completely and utterly impressed. - (^.^) to Bang Camaro and render for being hilarious and amazing on and offline. - GGs to Severin, Soniti, Blue Garbage, and Tronzilla, top tier BS aside you guys have all hellllla improved as tournament players. Severin needs to decide to show up to practice again, though... :^( - <3 to ZONG_One, if you stop ruining yourself by playing online I'm dead meat. - Thank you to Fred for coming down, we miss you and your air-traffic-controller getup... And last but not least: - Thanks to The Biter for remembering how to play GG, but continuing his lifetime habit of always jumping instead of DPing. You need to show up to practice, too! I am not, and will never be, any good at TSS. Gayane is srsly going to be last boss at the tournament, AND make you all look like you dressed in the dark, too. Love always, Chief of the Principality of Lo' Berg.
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From http://www.youtube.com/watch?v=r6vc60VYqf8 - 2:28 - Collider, 6C xx Collider, 2D. Is that legit? Can't tell from combo counter - if it is, then Collider must have less proration points...they could have teched the 2D in CT. - Are all defensive bursts always equivalent to CT green bursts now? Seems like they are...
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360B, Magna Tech doesn't combo...
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Well you can do 2D RC Spark etc, but at that point it's a burst bait anyway cuz you can just block the burst...
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2D does more, if you are going for the kill use 2D. Actually I use ...AC, 2D if I think they are going to burst, because (aside from more dmg) it also always gets you the magnetism. If they burst your 6C the best you can do is jump and get a far punish...but no magnetism.
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Personally, I love Arakunes that mash on backdash. (Here's lookin' at you, HFA!) If Tager figures out that Arakune is mashing backdash out of blockstrings, Tager can stop going for safe strings and instead go for backdash punishes, which are moves that are slow enough to hit Arakune if he is simply mashing backdash. Because his backdash is sooooo slow, there are a few options: - 2D - 6C->etc - BSledge - my favorite because you can either do 2B->2C xx AC etc, or simply go back into pressure and repeat the trap until Ara stops mashing backdash, then 720. Also as mentioned, 720(hold) or 360A(hold) will automatically catch Ara out of a backdash if he's magnetized, so stopping a string early and doing a 720 tends to work a lot.
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6C can be 360B/720'd on the 2nd/3rd hits - there is always a hole, and only the first part is airborne.
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Of course, if you backdash and he ID's, the ID will straight up beat your backdash after Tager's invincibility finishes...
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It's not: 5+0, again. 720 is just a move that's invincible from frame 1, so if you could buffer it you could buffer anything else that is invin, like Inferno Dividaa. There's nothing special about a 720.
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Or-equals? I didn't know they were both bitfields. |= != not-equals. Technically, you just said butchering noobs is now also defined as being good. :^) (Off topic!)
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360s/720s/etc are not affected by another Tager's magnetism, so if you are out of range you can hold it for as long as you want and nothing will happen. As far as I know, there is no such thing as "on the same frame" supers in BB, unlike in GG. If you are in range, whichever super flash happens second will win out.
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5+0 means, again, that no matter what if you are able to be thrown when the super flash happens, you will be thrown.
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I wait one day to post and there's already 3 pages of activity?! That was a hype tourney. :^) Congrats to RENDER for winning (his first ever!), and to Id for holding some incredibly smooth tournaments lately. Holy crap, everybody has improved! Also holy crap, I had to fight 3 Arakunes and a Rachel...yeouch...at least AGnat uses a low tier character, hee hee. [edit] -500 Communism Points for switching to Nu that one match. You know who you are. :^)
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To put that differently: 720 - 5f of invincibility, then superflash, then 1f of invin during grab attempt, then more frames of grab attempts which are vulnerable. 360a - 3f of vulnerability, then 8f of invin with a grab attempt during the invin. If your 360A is invin when the superflash from the 720 happens, the 720 will lose its invin but the 360 will still be invin when its grab happens...so the 360 wins because it can't be grabbed by the 720 until after it tries to grab. Same reason why, if 2 Tagers 720 in range of each other, the later one will win - the earlier one will lose invin first. [edit] Note that if you hold the 360a so that the invincibility runs out before the grab attempt happens, it will lose to a held 720.
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I...would sig that...except...I won't. Practice up, I'm coming for the GG tourney on Sunday, hehe. Always <3,
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You are correct, if you are able to be thrown on the frame of the superfreeze, there is nothing you can do during it or afterward. Also, standing 720s in general have many uses, you don't just walk up and 720: - Bigger range than either 360 means you can do it from max 5A range, when your opponent wouldn't be scared and jumping. - Not having to buffer it from something means you don't have to wait through another move first. This combined with the fact that 720 is actually Tager's fastest move (5f) means you can punish whiffs that are normally unpunishable or out of range. For example, if Rachel whiffs a j.2C in front of you: buffering with 2B/5B/etc will hit her, thus allowing her to escape; buffering from throw whiff would just throw her, thus allowing her to throw escape; buffering from backdash or XYH is too slow, thus allowing her to escape; but a standing 720 would work. That said, the precision required makes this nearly useless in real play. :^(
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I might can come for an hour or so.
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I'm generally skeptical of your advice, and I leave it alone, but: you certainly can backdash a 360 if you're magnetized. 360B isn't active for nearly long enough to get a backdash, and 360A you can get around if you can guess when they'll release it. (It's not like Sledge Followup, which you can't backdash at all since it's active for longer than you are invincible.) As for 5C->5D->BSledge, you can 360A between the C and D even without instant blocking...and you can always backdash the Sledge and 360B.
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When I can come show you all that you need to practice GG more? :^)
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I do think it's kinda dumb that the 360s don't magnetize...
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Well, if you 720...and don't hit Ragna with the unescapable grab frame after the super flash, since he touched you with the 5D (and therefore is allowed to cancel it into specials) he can just be spamming Inferno Dividaa and hit you as you're pulling him in. Basically you can't magnetic-720 Ragna after anything cancellable that he touched you with. Tell your friend to level up? :^)
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Yeah, it only buys you like, 5f over normal Quick Rise, which is why I said it wasn't that awesome...but I can't record cuz I have no cap card. And actually it's a billion times more useful for Tager because his Quick Rise is broken.