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Everything posted by WolfCrimson
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-Gurren has repeat proration. >WHAT THE FU---
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Actually wouldn't a +4 jab make 360A tick throw possible on its earliest possible frame without causing purple throw? Since it's +4, and 360A has 11f startup, so that's a 7 (or is it 6?) frame difference between the opponent being out of block stun and 360A becoming active, which is just perfect since purple throw window is 6 frames after end of blockstun. Also, Tager would already be having full invincibility from 360A by the time they can do anything. Am I right in my scientific calculations? Disclaimer: This is assuming 360A doesn't get changed in any way.
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Combo I saw in a vid: (1) CH 6A> falling j.2C> 5C >Gurren> 3C Damage: 2159, regain 1 star
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I can't sift through all the videos I've watched looking for where this problem occurred, that's too much work. Maybe in the future if I see it again, I can re-post that part here. If it makes sense to you that this problem can occur (i.e. logically this can occur, since all the reasoning behind it is sound), and if posting evidence of that occurring convinces you that this occurs, then I'll do it. But that's all I can do. If you see any matches with Tager where this occurs yourself, then would you be so kind as to PM the link of that vid? As to gold bursts, it would need an increased size as well.
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Ah ok. Well, difference of opinion it is, then.
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Oh OK, I didn't think of my example that way. That's what I have trouble understanding: why not? Are you breeding system mechanics and trying to get a pureblood system mechanic? It's a system mechanic that does X action to serve X function. But because of Y variable in one of the characters (Tager's big size), X action to serve X function is not sufficient, you get Z function (just Tager flailing his arms). So, X action needs to be made to Y action to serve X function. Everybody else has X function, so why can't Tager? It's reaaaally simple, all this posting is completely unnecessary. Maybe because Tager has other stuff about him that're shit now you're not seeing my point. But please try to understand, it's /headdesk-inducing that I have to explain this.
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So your point is that because it's different, it could go wrong, based on previous limited experiences of variances in other games, so just to be safe, it should stay the same? That makes no sense. A change is seen by what merits and demerits it has, not past experiences. All I'm saying, is that his burst should not be inferior to others' because of his size. Oh, and throw ranges differ in BB between the characters. Tager has the largest throw range of all. Yet it's fine.
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But... burst is a mechanic that's used to get the opponent off of you. Tager having a proportionate burst radius/hitbox ratio that allows him the same benefits of bursting as the rest of the cast would result in stupidity? I don't follow. Edit: Edited phrasing of sentence.
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None really come to mind, but I saw it happen in vids I watched. FlyingVe: Exactly, don't you think it's unfair? Also, what kind of unwanted implications did you have in mind, because I can't think of any?
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Dude... even optimism has a limit. I detailed an important piece of information in my post which you missed, which is: Other character get out if they burst at that point, but Tager doesn't.
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What I mean is, since Tager's normal hitbox is so huge, characters doing combos on Tager can do so at a range further than they would for other characters, so bursting with Tager would sometimes whiff while it wouldn't do so otherwise with other characters bursting at the same time on the same combo. PS Screw the new heat-gaining bursts, shit don't make sense, and I hope it doesn't stick.
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pktazn... your avatar... it...makes me sad... WHY SEGA? WHYYYY???? ALSO To make sure this post don't get flagged or whatever for being off-topic, I'm reposting something that was completely ignored:
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When I read this, this played in my mind. Why you say hype things, AXIS?
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Ragna's frame data has a typo, in the Specials section, Spin Kick (BK) is misspelled as Spink kick (BK)
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Am I the only one who doesn't want the loketest 6A? I like it as is now, it's a pressure tool and combo extender, 5A>6A>5A is really cool to look at, and useful too for corner carry and meter gain.
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Hey Tager mains, do you think it's a good idea to increase Tager's Break Burst radius? His is too small compared to his sprite/hitbox, sometimes him bursting does not hit the opponent, whereas another character bursting at the same time on the same combo would hit the opponent with the burst.
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Bump. Updated my post above. Incorporate this into your games, people! The rise of the Hakumen is imminent!
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Congratulations, Hop Tsubaki> IAD j2C works on everyone!! There's a catch, though: On some specific characters, you'd need to delay hop tsubaki so that you'd do it in the last frames of the hop. The characters are: Lambda, Carl, Mu, Litchi and Arakune. On the rest (not counting Platinum, since I didn't buy him/her), it works whether or not you delay hop tsubaki or not, but delaying has the benefit of adding a bit of a bigger window for inputting j2C. So just delay the hop tsubaki for all. Now, I need to get a prosthetic hand. Or maybe a fighting stick. Doing all this testing on pad is merciless.
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Aren't there critique vid threads in character sub-forums? I know Ragna and Haku and Tager have them.
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Oops! Fixed it :P. Thanks man.
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Well Hotaru FC is amazing and all, but like I said, if this combo works on all chars (or at least most chars) then that means that we'll have a good overhead option that needn't be a counter hit to get good damage. BTW, does the Non-CH Hotaru> j.C> Gurren combo work anywhere? I only am able to do it when going to the corner, i.e., the j.C connects while they're 1/4th of the screen towards the corner. I need to practice more if it does.
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I'm confused, I thought 2C trading is in Tager's favor, since it Fatals and knocks them up really high, allowing Tager to recover in time to continue the combo. I've seen it in vids.
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Good luck with that. I know for sure it works anywhere on the screen, but not when you're going towards the corner and are very near to the point where you can hop 2C instead. Hopefully it's universal on all characters, it'd give Haku an overhead that leads to a combo that hurts, has good carry, and make his mixup a bit scarier. And is burst safe (at least the initial hit)!
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So you did it! The damage is for the 5B variant, yes?