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TagerTime

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Everything posted by TagerTime

  1. The ultimate update added to first post!!
  2. I updated 1st post with the second BBCF Tager combo tutorial video and 2 overdrive combo videos. Since the demo is out you guys can practice these in training mode now. Also added Fatal Combo tutorial video.
  3. Thank you Ctr for your detailed impressions. The japanese CF demo is out right now on PS4 so everyone go play CF Tager !
  4. Well hes definitely better than CPEX Tager. I don't really see any nerfs but all buffs or improvements (besides 720s damage lowered). From watching all of the CF videos (which he wins most of the time) and combos from jbbs: A buster still has Invuln. i see BSledge startup GuardPoint being used alot to successfully anti-air instant airdash jump-ins. Gurren Punish is a great solid safe air approach / jump in tool now. GP > falling jB or j2c used to consistently beat anti airs. They are continuously experimenting with Wedge catapults timing to beat all sorts of ground and air attacks. 360>GF>RC>WC>ID>GF>RC>WC>ID>GF apears to be a guaranteed unburstable red beat combo His combo damage seems High comparatively with the rest of the cast after the overall game-wide damage nerf. Combo damage with heat still very high. Higher damage ceiling. Many more opportunity to easily use RC or CT in combos for high damage with without supers. Fatal damage still over 5k meterless 5C, 6A, 6C and 360A look strong after gadget finger. it doesnt look like much of a nerf because Tager has way more frame advantage now. He tags people alot after gadget so its still a good move to always end combos in. His combos look better cooler and easier. Still plenty of mid combo magnetism. 6A>3C removal is a non-issue. combo routes are actually better now despite it. New AC and 5D is seem better overall than CPEX new 6C>5D corner loop seems pretty big at the moment At this early point he still is solid A/A+ tier at the very least.
  5. Hey guys i updated the CF combo video thread with an amazing CF Tager combo video tutorial. Check it out!! http://www.dustloop.com/forums/index.php?/forums/topic/12116-cf-iron-tager-combo-thread/ CF Tagers combos are so flashy and cool, despite just being a couple of days old. The new Gurren Punish looks soo good. I wish Airbuster got the same recovery removal as GP did though.
  6. Your right the new forum has been nothing but problems for me too. Thanks i hadn't seen that yet video yet its amazing. i love that finally now Tager can easily do over 10k like all those other chars could before. Soon ill post the videos in the video thread of the Tagers ive seen on stream so far. For mid combo magnetism they changed the emphasis to using JD and 4D instead of 5D. i just hope the 5D stagger is long enough on normal hit to easily combo into without a counter. 5D is great on counter hit now though giving guaranteed catapault into 5k+ damage Np ill look forward to Tuesday then thanks alot for your help!
  7. Thank you Valthazeryus for your impressions. Next time you go to the arcade can you check a few things if you can? is this is saying new 360A has invincibility? i hope so 新Aドラは無敵3F~、発生5Fらしい ロケテ勢の情報だけども http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1446282622/l50 Does 2D still have projectile invuln like previous loke tests? if there are any changes to Air Buster? Does both A and B sledge have normal startup guardpoint or is it just Bsledge, and if so how good are they if used as an anti air or reversal? How good is Catapault used as an anti air? What combos after normal hit 5D stagger without a rapid cancel? This video shows us that RC Catapault Red Beat combos after normal 5D. Is this a property of catapault or is it a property of 5D stagger? Meaning does catapult red beat in any ground combo or just after 5D? Does 360A also red beat combo after 5D stagger? Since your can actually play it at arcades here is where they are listing combos for you to try https://twitter.com/hashtag/bbcf%E3%83%86%E3%82%A4%E3%82%AC%E3%83%BC?f=tweets&vertical=default&src=hash You can always combo after mag or no mag Atomic Collider with 5A/2A>(combo) now. ex: AC>5A>Spark 6A>3C was removed and replaced with many other options like 6A>(6B)>Asledge>5A or 6A>2C>Gadget whiff>5A or 6A>6B>CT example: 5C>6A>6B>6B>Asledge>5A>5B>3C>ACwhiff>5C>6A>2C>AC>GF 3986 Also Tager has the Highest damage hes ever had now
  8. Ok i just made them even though i don't actually have any official moderator powers.
  9. Post any Central Fiction Tager combos or combo videos here! OK im happy to say that we already have our first BBCF Tager Combo Tutorial! Tagers combos look soooo cool!! Combo Video Notations (thanks to Snatcher) Here is the second BBCF Iron Tager combo tutorial Also some Overdrive Combo videos Really cool Fatal Combo Video
  10. Ok here is a great website that i just found out about that has links to every single BBCF Tager match video ever on youtube, listed by date and time stamped. It makes things so easy and convienent. Its incredible!! https://keeponblaz.in/?title=BBCF 10~2F14~2F2016 Tachikawa 3on3&char1=tg
  11. This is the Tager Central Fiction News and General Discussion Thread! I will list all the official Tager Central Fiction release changes in this first post after they are translated.
  12. 1st Post updated with location test #3 changes loketest #3 has mostly all large buffs for Tager with only very minor (albeit unsettling) tiny nerfs to supers. There finally trying to improve Sledge Again by adding Regular Guard Point to the Startup and Charging frames of A+B Sledge. So i guess this means now Sledge can be used as a meterless reversal or anti air that leads into good combos. The startup guard point better not be weak to lows. So far as of location test 3, with all the many buffs and relatively few and minor nerfs, Tager is is looking way stronger than he is now. I see him going from A+/S- tier that he is in now (even Dora's newest tier list puts Tager in S-tier) to at least solid mid to high S tier lol. Yes I too was disappointed when Gurren Punish was made pretty irrelevant in CPEX. I am very happy that they have made it Amazingly good now as it should have been in the first place. The best thing is that none of the buffs to belly flop were nerfed in the latest loketest #3.
  13. I'm going to assume it means that it will always do its full maximum damage now just like regular throws and command grabs. That would be a nice buff if true.
  14. no i was talking about the actual startup animation of wedge catapult that looks weird right before he grabs you on the ground, not anything after that.
  15. The only things i find that looks weird is the startup animation and after all of that it only does 100 more damage than A buster.
  16. Here are the Important parts about Wedge Catapault. A very versatile move, enabling Tager to switch positions, follow up with an Atomic Collider to avoid bursts and put them back in place.Startup seems faster than the previous test, but still is slow, maybe 25 frames? Invincibility frame seems to start around 3 to 5 frames. As long as you are able to determine the best timing to use it, the WC will be a great asset in turning the tables.invincibility seems long, was able to wiff Ragna's JC and catch him on landing.Wedge Catapult’s invincibility frame is long enough to make Kagura’s 46A and B miss.Wedge Catapult (WC) = was able to beat Kagura's JC. From there, Tager was able to follow up with 5C > 6A > GF rc Magnetic Wheel (MW) for 3700. Here you see WC used as anti air on Tsubakis jump in. WC into buster, then WC into simple combo This shows the pull as jin walks backward away from Tager from a jump distance away.
  17. LOCATION TEST# 2 UPDATE!! OK EVERYONE I FULLY UPDATED THE FIRST POST WITH ALL KNOWN TAGER INFORMATION AND VIDEO FROM LOCATION TEST #2!!! Maybe im just really excited but i think Tager is looking so far like he will be solid S-tier up from A+/S- if they continue in this direction come release. So many great buffs in important areas. The buffs from location test 1 stayed and got even better, While the few nerfs he recieved were changed or improved from the last test. Catapault is awesome and is a great anti air and meterless reversal that we always needed like i thought in my last post plus it leads to good damage. Gurren punish has been made way better and safe to use in neutral instead of simply being a neglected combo ender. Exceed Excell super looks realy great. It looks to me like we got a nice wide variety of combo route to choose from now. 6A>3C loss wasnt realy a nerf since we got alternate routes instead to make up for it. We got our good 5A combos back by staying F starters instead of VF. Got our air combo game into GP back. 2C gadget whiff combos and 6B force crouch combos back, Crush Trigger combos out the wazoo now since its so fast, while still keeping new good routes from CPEX. i have to say i love current CPEX 5D wall bounce AC combos and i dont see why they need to be changed unless they actually make them work better than they do now, The 5D ground stagger on makoto took realy long before she could tech out on a normal hit and not garbage like it was in CS1-2 so that is good. We still get mid combo magnetism from what we can connect after 5D like A/B sledge>5A or maybe 6C hopefully( since it looks faster to me now and that stagger seems long) and by still using 6C>jD>5C that was made even easier to connect. I must say collider looks weird now but we can combo from it without magnetism and it puts us in a very advantageous position over the opponent. Japanese Tager players dont seem to think the Gadget finger change is that bad. The only thing i really dislike is the GTEB damage nerf, but at the same time it did get an easily activated damage buff as well. If you watched the videos almost every big move activates tagers active flow buff. So those are my thoughts now after going over all of the info. What do you guys think now that location test 2 is all said and done.? What do you wish for location test 3 if there is one? I still want Air Driver buffs >.>
  18. I'm just glad the notion of Bullet being a better grappler char than Tager has long since past. Tager has left her in the dust.
  19. UPDATE#4: completely reorganized the notes for clarity Why is it so bad? To me Catapault seems great used as a meterless reversal and hopefully a reliable anti air. If the opponent tries to do a jump in you can respond with Catapault causing them to completely whiff their air attack and land helplesslly into your grasp. You wouldnt use it in a situation where they could jump out. The new A buster is for tick throws and mixup not catapault. Catapult (360B) Has invincibility, leads to the good damage we were hoping for if opponent doesn't OD.It has a large windup animation though, and can be jumped out of on reaction if they're used to seeing it.Startup is somewhere between mid to late 20F. invincibility lasts the entire startup, I think. Invuln'd through jin's 5C cleanly.At first is seems to only pull a little, but after a while it pulls a lot. Really sucks the opponent in.B Command Grab is the old A Driver (Slower Startup and greater magnetic pull).Able to pursue with 5C if you don’t use the followup command. The followup command is the usual B Driver (GF Connects)B Driver damage output = 2500 (other report says 2700) with followup input. Without followup input, can pursue with 5C>6A>2C>CT>5B>5C>AC>GF damage output = 4500.Overall i see Tager got mostly all great buffs and only 3 confirmed significant nerfs that probaly wont even stick anyway. I really want them to buff air buster. At least give it a bigger hit box or invinciblity. Hopefully they improve it in the next location tests since there was no information about air buster this time. For Nerfs 5D losing wall bounce is the only huge stupid nerf and i fully expect all the tager players at the location test to complain about it enough to have it reverted. Gadgets nerf seems like just an expirament and will be further improved upon or reverted. It could be good or bad depending on what you can do with the stated Huge increase in frame advantage to compensate for the increased distance. 6A>3C loss could be good or bad depending on the other new routes given to compensate for it. i would love to see them give us 6B>3C to make up for it. or give us back 2C>Asledge like CP1. But on standing opponent we would have still be able to do 5C>3C instead, which allows us to do 5C>3C>ASledge>5A>jA>jB>jC>GurrenPunish. On air hit we have to do 6A>Asledge>3C or 6A>6B>Asledge>3C Great Buffs I like Overall magnetic pull seems stronger. They better make it strong enough and stay that way for final. 2D>6A Connects! 2D finaly leads into guranteed combos on hit without counter or rapid cancel, what i always wanted. 3C>A Sledge>5A>jA>jB>jC>GurrenPunish connects. We got our 3C routes into air combos again. 5A buffed back to Fast starter like CP1.0 5A>5B>5C connects (6A doesn’t connect with 5C). We can probably do 5A>5B>5C>6B or 5A>5B>5C>3C instead of 6A since their both much faster. OTG Asledge>3C works. On air hit this makes 6A>3C removal a non issue, since it allows us to do 6A>Asledge>3C or 6A>6B>Asledge>3C GurrenPunish made better and usefull again unmagnatized 6A's pull-in is just as strong or stronger than magnatized, allowing you to go into 2C unless you hit with the very tip of it. 6B forces crouch on hit again for better combos 360A Pull-in seems stronger, pulls pretty far when charged This is mind boggling good if true! ODGETB damage on counter hit + Active Flow = 6744
  20. UPDATE #3: added tons of new info to first post. i thinks that's probably all the info available from this 1st location test. i wont be able to comment on the changes till later.
  21. Added the first of known Location test #1 changes to first post. Some of these changes seem extremely good while others dont. Hopefully tomorrow we will get to see all of the Tager stuff in action on the location test stream. - UPDATE: added CF Tager loke test video to first post - UPDATE#2: Added all remaining known loke test #1 changes
  22. I cant wait too see the location tests. i really hope they makes these 2 new moves really good and useful. i also hope they make both Gurren Punish + Air buster better as well, since their usefulness seems to be quite lacking in BBCPEX.
  23. UPDATE: All Info from Location Test #3 Thanks to ArgentZero for translations as usual 5D The 5D Counter Hit has been buffed, now can connect with a fully charged B Sledge or a Bsledge wiff >6A. A raw 5D now gives more return with Spark Bolt buff and the Counter Hit (ground) buff.Wedge Catapult The invincibility for Wedge Catapult starts from 6F to 1F after execution. wall bounce damage increased to from 1000 to 1200, but if you do the follow up attack the total overall damage is still 2600. So the damage is higher than before if you choose to combo instead of using the buster follow up attack. But if you use the follow up attack the total damage is still the same as before.Atomic Collider Collider's bounce has been altered to bounce closer to Tager. With this, A based attacks now hits against all characters. 1-2 frame advantage added to follow up (more time to follow up after AC). 2A will connect but 5B will not so the frame advantage is 8-9 frames.SledgeHammer Regular Guard Point has been added to B Sledge during startup and charging frames, but still only projectile Guard Point during the active frames. Same for A Sledge, however A Sledge couldn't beat Ignis's attacks. This may be because Ignis is no longer considered a projectile but rather a normal hit. Hammer still has the same Regular Guard Point.Spark Bolt Like in CP, when Spark Bolt hits, the opponent will come back in front of you. Damage Proration has been buffed as well. Since Spark Bolt now is a great source for damage and a great follow up for Atomic Collider, using it just for the sole purpose of magnetizing an opponent looks like a waste of resource.Terra Break The Damage Proration seems to have been nerfed?(minimum damage seems to be lowered)Genesic Emerald Tager Buster Raw damage has been lowered to 4620.Exceed Accell Now will blast opponent away from Tager instead of landing close to him New combo routes 3C>Atomic Collider Wiff>2C>Gadget Finger Wiff>5A3C>A Sledge>5A> Air combo followupAtomic Collider>5A>Spark BoltWedge Catapult>6CAir hit 5C>A Sledge>3C>Atomic Collider Wiffair hit 6A(ground slide)>CT (charged)air hit 6A(ground slide)>6B>A Sledge>5A. Fatal Counter parts B>JC, JC>JD, for aerial opponent 5A>5C. Scrapped 5C>6C, 5B>J2C UPDATE: Finally All Info from Location Test #2!! Thanks to ArgentZero for translations Note: im not sure if "No changes" means not changed from location test#1 or not changed from CPEX First some new System Mechanics changes Guard Crush: Crush Trigggers are very fast now and have piercing damage. A no-charge CT won’t be really useful for starting a combo because of the short guard crush time, the damage of the piercing effect is half of a raw CT. Naoto’s D based attacks are the same so this can be seen as a system mechanic?Same Move Proration: Only effects special moves (10% decrease). However, if a special move has multiple variants (example, Valk’s A Koenig, B Koenig, C Koenig) the SMP will only affect the same kind (A>A, B>B. Not A>B) Location test #2 stream footage 1 Tager footage ends at 18minute mark Location test #2 stream footage 2 Tager footage ends at the 48minute mark All IronTager Location Test #2 information: Normals: No new jump cancel moves. Only 5A, 2A, 5B are jc’able 5A = More recovery. 5A > tick grabs harder to pull off. Still F Startup. Jump cancel(jc) able. 5A>5B>5C>3C>AC>5C>6A>2C>AC>GF combo does around 2800 damage. Pretty good for a A starter. 2A = Now F Startup. Because of this, anti-air 2A has only meaning if you follow up with JA>JB>JC>Crimson Punisher. (jc) jA = no changes. 6A = No longer can gataling into 3C. But the pull is very strong so 2C will connect no problem. 5B = Still has a nice range. No changes. 2B = Frame advantage unchanged. Because of the change to 5A, 2B will probably your main to grab tricks. jB = Active hitbox and aerial CH causing a bound still exists. 6B = Startup 1 Frame slower. Will force opponent into a crouching state if hit. 5C = No changes 2C = The opponent will be launched much higher, unable to pursue with CT or character specific delayed A Sledge. Also, because of the change, unmagnetized AC will wiff more and the timing on the magnetized AC changed. jC = No change. 6C = unchanged. J2C = won’t connect with GF. 3C = Increased range? 5A>5B>5C>3C will connect. Because of the system change in SMP removed from all normal, untechable time has decreased drastically. 5D = Opponent will no longer be launched away when hit on the ground regardless of CH or not, staggers on the spot. The opponent can’t move for quite a while if countered, so there’s new possibilities. Aerial hit will cause slide down away from you, don’t follow up with an AC because it won’t connect anymore.5D aerial hit causes slide down, but can be followed with a Spark Bolt against Jin and Valk 2D = Decreased recovery frame, Tager will remain close to opponent upon block… I think. jD = Untechable time increased. 6C>jD>C attacks will connect easily. 4D = No changes, maybe decrease in fall down after aerial hit? During OD, D attacks still have armor Specials: A Sledge = Aerial hit close to that of CP 1.1. If done close enough, will connect with A attacks. B Sledge = Upon aerial hit, opponent will fly a little away from you. Still can connect with A attacks if hit on ground. Spark Bolt = Better damage proration. Voltec Charge cancel into 720 still remains. Atomic Collider Upon hit, the opponent is displaced much closer to you. The bounce has been decreased so follow up is harder (opponent will bounce up to Tager’s head). Opponent able to emergency tech.Still able to follow up with a Gadget Finger. If rc’d able to follow up with a B Sledge or 6C. For example 5C>6A>2C>AC>rc6C>JD>5B>5C>6A>2C>AC>Gadget 4850 VS Hazama: Mid-screen, 2B>2C>AC>5A connects against him. The combo didn’t seem to use up too much time so there might be possibility in follow up after the AC…?AC>5A>Sparkbolt was confirmed to work A Driver Now the old B Driver, damage unchanged. Still able to connect to Gadget Finger.A Driver seems to have a decreased range without magnetism.Air Driver Unsure if magnetic pull changed. Changes to Collider may affect usage of this move.Gadget Finger The opponent will be displaced so far, even 5B won’t reach. However, the frame advantage is even greater than before. This will create both challengers to make new reads.Wedge Catapult New Command Throw. Without magnetism, the range of the WC will be around 5B, with magnetism, able to catch opponents that within 5C’s range.Startup seems faster than the previous test, but still is slow, maybe 25 frames? Unlike the previous test, opponent won’t be pulled in immediately when it starts so they won’t be able to react as fast.After the initial hit connects, the opponent will be thrown behind Tager. Damage is 1000 and cannot kill (same properties as GF) and the opponent will drop center screen. With the follow up command, damage is 2600. Possibilities of pursuing after initial throw, but presumably F Starter. Damage Proration about 60%.A very versatile move, enabling Tager to switch positions, follow up with an Atomic Collider to avoid bursts and put them back in place. Invincibility frame seems to start around 3 to 5 frames. As long as you are able to determine the best timing to use it, the WC will be a great asset in turning the tables.Wedge Catapult’s invincibility frame is long enough to make Kagura’s 46A and B miss.Wedge Catapult (WC) = was able to beat Kagura's JC. From there, Tager was able to follow up with 5C > 6A > GF rc Magnetic Wheel (MW) for 3700. Also, the B Driver's invincibility seems long, was able to wiff Ragna's JC and catch him on landing.As mentioned before, Wedge Catapult’s initial hit has the same properties as GF in regards to killing an opponent, it can’t.Gurren Punish JB > GP connectsGP has no damage proration.When an opponent air guarded GP, Tager was able to guard immediately. GP may no longer be punishable when guarded in the air.Even after GP was guarded in the air, Tager can follow up with a JB. May be strong against opponents that try to use invincible attacks in the air.GP has a higher hitbox, could not hit an opponent in standing position when performing a rising GPTager does a high jump > Hazama aims for an anti-air 2C > Tager swings a GP > both attack wiffs > Tager does a JB upon landing > Hazama gets punished. Supers: GETB Damage reduced to 4720. However, with OD and AF, the damage spikes to 5852 New Combo Routes: 2C Gadget wiff combos make a comeback ~3C>AC Wiff>5B>2C>GF Wiff >5B~ But if we’re talking about stability ~3C>AC Wiff>2C>GF Wiff>5A>5B~ is more reliable.5B>3C>AC Wiff>5A>5B>GF Wiff>4A>5B>2C>GF Wiff>5A>5B>2C>AC>GF does around 2800 damage.5C>6A>6B>A Sledge>5A>5B>3C>AC Wiff>2C>GF wiff>5A>5B>2C>AC>GFCrush Triggers Combos also have a new big emphasis for Tager now that CT are very fast compared to CPEX 3C>CT, 6A>CT, CT>3C combo route confirmed.6B>CT was able to connect, I’d like to finish off with a 4D but this isn’t going to work.So as a joke combo: 5C>6A>6B>CT>5B>5C>CT>5B>5C>6A>2C>AC>GF All Location Test#1 information:
  24. Well i guess its time for people to start complaining to quit or skip BBCPEX untill BBCF comes out and all that jazz
  25. Yes!! i can only imagine how great Tager is going to be in BB4. He is solidly A+ tier now, so according to the previously established Power of Science Growth Pattern he will be S-Tier in BlazBlue4: Central Fiction!!! Also i wonder if they will show a trailer with TagTeam mode.
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