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TagerTime

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  1. Yea same thing happened with Tagers crush trigger View My Video Hey Valthazeryus if you go to the loketest again please check if command grabs are still untechable after a guard crush. And tell us about tagers overdrive. Does it make the magnetism alot stronger also? Is Magnetism no longer useless trying to pull in valk or hazama out of the air? Can you buffer 720 from overdrives invincibles startup?
  2. Well so is Tagers and you can combo into his six ways from Sunday.
  3. If they change it back to how it was in CT then these guys will be happy. I happen to like it either way as long as its not like GG or P4A.
  4. This short clip i took from the video is all we got so far but at least it shows that it does hit grounded opponents and it looks like a very fast move that can be used very low to the ground. View My Video its best to view this clip in slow motion because it happens right before a guys head walks in front of the screen.
  5. You could do exactly this in CT but it was changed in CS1 to the way it is now. Tager has the best astral in the game. Its the best looking and its incredibly easy to combo into it in many ways. Plus no one says anything cooler than "Limit Break!!!!!!!!!!!"
  6. The only astrals that need to be upgraded the most is tsubaki, hazama and mu. The 3d models for tsubakis and hazama astral is terrible. Mu's astral is just pure trash.
  7. Valthazeryus thanks for clarifying that the giant jumping arm swing is actually the first part of Grand Punish. it will be great to finally have something to end air combos with. your lucky you actually got to play tager in BBCP location test. i wish i was there. in the videos tagers moves look much faster. did you find his moves to be faster when you played it or does it just look that way in the videos? if you happen to go back to the location test again can you check if they gave tager back his voltic charge 720 counter attack that he had in the final arcade version of extend but was removed later in a patch. can you also check if spark bolt has startup invincibility or if it can be done in the air and also if 6As super armor starts up earlier than before. Also see if they made any improvements to Voltic hammer counter attack. I cant think of any more questions maybe someone else has some to ask you.
  8. Its alot better to watch the HD videos zoomed in with vlc player. Air buster actually did 2800 damage. In the Platinum video Tagers crush trigger was shown but platinum was already dead on the floor when tager used it so it didnt show it doing an actual guard crush. it was easy to miss because a guys head was walking in front of the screen.
  9. Please translate Tagers new stuff from the movelist next please!! Crush trigger is the greatest thing ever if command grabs are still free after a guard crush. 25% heat for guranteed 360 and 75% heat for guranteed 720? Yes Please!!
  10. Well hopefully we find out on monday.
  11. If you run the trailer in frame by frame it really looks like Tagers new Body slam move is an air command grab. i sure hope so cuz it was realy stupid that he never had one in the first place.
  12. Hey all of you Tager Bros! The announcement of the next BB game means that its finally Tager Hype Time once again! In BBCSX they finally made Tager an actual good character for once, contrary to the low expectations of several people in this forum. Despite that Tager still has a few glaring weaknesses that need to be fixed. Here is a list of the currently known changes. Thanks to everyone that went to the location test and those who helped translate! Currently known BlazBlue: Chrono Phantasma Tager Changes Final arcade release version notes: character combo rate increased to 60% Damage and Proration Data Table: http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=44565 During OD, off midscreen A Driver we can pick up with 5B>4D which bounces them back, so there's probably more we can follow up with after. Despite not having head invuln anymore, 2C untechable time on counter is long, making it usually favorable even on trade. D moves seem to have no damage change during OD. B Driver>Gadget>rc seems to leads to pretty good damage. B Driver>Gadget>rc>2C>Collider>Diagonal Spark>Wheel did over 5100. Tager's CT is chargable, but it doesn't have any magnetic pull. Staggers on hit. You can throw after a guard crush, but do note that the stagger can be teched. A guard crush can be confirmed into OD>GETB for an unburstable 5600. JC movement>Gurren results in some pretty interesting movements. JC momentum carries over to Gurren, allowing you to fly about double the distance of regular JC movement. You can use it to hit people who try to punish your JC movement recovery, or just use it to cover large distances (for Tager) in one go, etc. Of course, you're wide open on block so it's a bit of a gamble if you don't have 50% meter, but if you do it from midrange, Gurren sort of crosses over and does a hit-and-away, making it not easily punishable even on block. Additionally, Gurren starter RC combos do pretty good damage, so going on the offensive with it when you have 50% meter might not be a bad option. Loketest 4 changes (NEW!!): AS = A Sledge, BS = B Sledge, AD = A Drive, BD = B Drive, CD = C Drive, GF = Gadget Finger, AC = Atomic Collider, dl = Delay HM = Hammer ・Normals 5A、5B、5C、JA、JB、JC、2A、2B、3C、6A: No changes as far as I can tell. The magnetism time increase for all D moves has gotten pretty short. Pull on all moves seem unchanged? 5D: Knocks away on ground hit. JD: Knocks them away forward. Causes wall bounce on air normal hit. Air counter hit causes wall stick. J2C: Counter hit causes floor bounce. 3C doesn't connect on air normal hit? Fatal confirmed 2C: Untechable time on normal hit increased. Delay AS connects. FC property removed. 2D: Causes sliding down on air normal hit. 5A connects in corner. Depending on character (or magnetism) 5B connects too. Now has repeat proration. 4D: Causes wall bounce on air normal hit. Repeat proration added. 6B: Jump cancelable only on hit. Air hit causes ground bounce. JB, JD, 6C, etc goes into J2C on air hit. 6C: Doesn't knock away on ground hit. AS connects. Causes ground bounce on air hit? J2C, JD, JB, Collider, etc connect. Seems to now have a minimum range? In exchange, hitbox looks like it extends quite a bit farther and higher. Throw: Launch is low. Special cancelable, but after an as-soon-as-possible BS nothing else connects. Collider might be the only followup? Back throw: Unknown. 5C connects. Air Throw: Can combo after,Comes out fast,Can go straight into Wheel for anti-burst CA: Emergency techable after the down. Recovery is reduced, so it's maybe even (frame-wise) or better if emergency teched? Nothing really connects even if you RC it. ・Specials Charge, GF: No changes? Spark: Bounces back enough that you can pick up with 5C even on normal hit. Depending on distance, 5C>6B pickup works as well? AS,BS: Launch strength decreased? HM: Active frames, good P1 both still present. No particular changes? A Driver - 2700 damage B Driver 3500 damage C Driver 2800 damage The only thing that connects after each is Gadget Collider: Opponent can now tech before hitting the ground and also emergency tech. On the other hand, opponents count as "downed" without having to purposely set them up as such, allowing Gadget to connect even straight from Collider. There's not much in the way of followup. Midscreen, without magnetism, meter, or Spark, 2D may very well be the only thing it goes into. When not magnetized, Spark works. When magnetized, 6A seems to work? In the corner, you can go into 5B from the 2D. 3C Collider whiff launch strength is low, making J2C not work. Seems best to go into delay 5B, delay 5C>6B, or as soon as possible 6B instead. If your back is to the wall, Wheel connects. As soon as possible 6C>5D connects on some characters (or magnetism). After Midscreen Collider - Connects unmagnetized: 2D, Spark Connects magnetized: 2D, Spark, Gadget, 5D ・DD GETB: Damage decreased to 5020. Pull is unchanged. Wheel, Terra Break: Terra Break doesn't cause bounceback and just knocks them away. ・New Stuff Angled Spark: The hitbox is enough to make it hit even a grounded opponent up to mid-range. Easy to follow up after with stuff like 5C, Collider. C Driver: Can be held to keep pulling. Even at mid~long range, magnetized it has about as much suction as Collider, but it can cause the opponent to fly off or circle around you. The actual throw hitbox is on the small side? Especially in the vertical direction I think. You can't use it during jump startup, so it's a little tough to use on reaction to an opponent's jump. No invincibility? After hitting with it, only GF connects. Both held and non-held versions have pretty long landing recovery. After CD, you can't do anything until you land. If you don't hold it you'll retain your jump momentum, and if you do you'll lose it and stop in place. As expected, it's weak against 6A-type ground anti-airs. You can sort of use it like Collider to counter low air dashes, bait techs, or pull magnetized people out of high jumps, etc. It's main merits are that it has higher returns compared to Collider, connects with no problems if they're in range, and is less succeptable to punishes/combos because Tager himself is in the air. When pulling someone in, even if you get ch it's hard for them to follow up. It's easier to land if the opponent is higher up than you are. It also exerts a slight pull on opponents on the ground as well. Grand Punish: Looks like an overhead but is actually a mid. Can be canceled into from all jump attacks except J2C. If the arm sweep hits he goes into the body press motion. Regardless of how high it's done, you can't do anything until you hit the ground. Because of that, it's probably heavily minus on block? Startup is relatively fast, so if you have meter it might be viable as an air-to-ground move? Either way, it's doesn't seem like a good move to randomly throw out during footsies. It can be RCed both before and after the body press, so it may have combo potential. Minimum damage is around 500. In midscreen combos you can magnetize with JD and then finish with Gurren, so it's pretty nice. After Gurren you might be at a frame advantage? Although dealing with the opponent's teching seems like a pain. If they roll tech as soon as possible that's probably a guarranteed GETB. Low air Gurren (blocked)RC might work as a JB/low/throw 3 way mixup? Crush Trigger: Puts them behind you on hit, so a distance opens up even if you hit at super close range. Can be followed up with stuff like 5D. Probably makes throws purple. Needs investigation. Has repeat proration. Over Drive: Has a slight, constant pull on magnetized opponents. Pull is around that of or slightly more than a held 6A when you just start holding it. It also changes the various D moves. 5D: Triggers the counterhit effect even on normal hit and causes the opponent to bounce back. This works even in combos. 4D: Same as 5D. In the corner, doing ~5B>4D causes them to bounce away overhead. 2D: Causes opponent to fly away on normal hit (sliding down). Looks weak. JD: Both ground and air hits cause the opponent to follow the 5D trajectory and come back. Looks strong. Reversal OD activation→Check situation⇒GETB/Wheel seems doable. During OD, electric gauge fills rapidly. What normally takes about 20 counts to fill takes maybe 5? Although it doesn't fill during combos (goes back to original speed?). If your health is in the red, OD lasts relatively long. Activation can be canceled into from all normals besides 4D, 2D. Can't be done from specials. DD Changes - Wheel: Non-OD raw damage 2512. In OD, hit count and damage goes up. Terra Break: Non-OD version doesn't cause bounceback on hit. OD version causes bounceback. Non-OD Wheel>Terra Break damage: 3659 OD Wheel>Terra Break damage: 4112 5B>5C doesn't connect. GETB:Non-OD damage 5020. OD damage 5620? The lines for GETB changed. He says something like "The gatekeepers of hell are waiting for you!" (I forget the rest) If you're going to OD mid-combo, it seems best to OD from a magnetized raw Collider. 5D after will (probably) connect and trigger the counter effect, causing them to bounce back and continuing the combo. OD activation disables bursting as well, which is another advantage. ・Combos Unmagnetized or not magnetism-dependant 3C>AS>5A>JA>JD: Air finisher. Gurren doesn't connect after this. 2B>2C>dlAS>5C>6A>Collider>2D>GF whiff>Air finisher:2970 Can't end with GF. dl might not be needed depending on character? 6B>5D>BS>HM>5B>4D>5C>6B>JB>JD>Gurren:2890dm Only works near corner. Overhead starter, magnetizes 3 times, and can end with Gurren if in corner. 6C>AS>5A>5B>5C>6A>3C>GF:3018dm Can be done midscreen. Overhead starter. 5C>6A can be taken out depending on distance. 2B>2C>dlAS>dl5C>6B>JB>JD>Gurren:3400dm? Corner only. AC isn't used so there's no side switching, Gurren ender works. HMch>6C>J2C>5B>5C>AC>2D:3662dm A slapped-together combo with 2D finisher. Whatever~AC>2D Midscreen after Collider, pretty much all you can do is 2D ender or combo with Spark. 2B>2C>AC>2D>5B>4D>5C>6B>JB(>JD>Gurren):3400dm Back to wall, character specific(If the character isn't large enough the 5B after 2D doesn't hit). 2B>2C>dlAS>5C>6A>AC>2D>5A>4D>5C>6B>JD>Gurren:3359d m Back to wall, switches sides, applies magnetism thrice, Gurren ender. 2B>2C>AC>2D>5A>4D>5C>6B>JD>Gurren:3395 Back to wall, applies magnetism 3 times, Gurren ender. Probably works on all characters. Spark>5C>6A>2C>AC>GF:2296? Spark>5C>6B>J2C>5B>5C>6A>AC>GF:2898 If you're on opposite sides of the screen 5C only hits with the tip, and the rest of the combo fails. If 5C makes a meaty connect it will work. Works with angled Spark as well. Magnetized 5A>5B>3C>AC whiff>5B>JB>JC>Gurren:2113dm 5A>5B>(5C>6A>)3C>AC whiff>6B>6C>JD>Gurren:2900dm(3304dm) JB>JD doesn't connect if proration is tight. (5A>5B>)5C>6A>3C>AC whiff>6B>6C>AC>GF: (3034) 64 heat Requires magnetism. Not sure whether this or the Gurren combo does more. (5A>5B>) 5C>6A>3C>AC>6B>6C>J2C>5B>5C>6A>AC>GF: ()4131dm Doesn't work off 5A starter? 2B>2C>dlAS>5C>6A>AC>GF:2797 2B>2C>AC>6C>JD>Gurren:3280dm If your back is to the wall and they're not magnetized JD doesn't seem to connect. 6C>AS>5A>5C>6A>3C>AC whiff>6B>J2C>GF:3600dm Overhead starter. GF ender. Meter 2B>2C>dlAS>5C>6A>AC>Spark>Wheel:3888dm Does around 4900 with Terra Break 5C>6A>3C>AC whiff>5C>Wheel:4113dm Midscreen starter, no Spark. AC whiff>6B>6C will probably do more. 2B>2C>AC>2D>5A>4D>5C>6B>Wheel:3500dm, Back to wall, does around 4580dm with Terra Break 2B>2C>dlAS>dl5C>6B>4D>5C>6B>Wheel: Corner 5C>6A>3C>Koreda sky>6B>6C>J2C>2B>2C>Koreda>Spark>Wheel>Terra Break 6555 Damage --------------------------------------------------------------------------------------------- Loketest 2 changes (Old): Normals 6C FC, causes ground bounce only on air hit. 6B can be jump-canceled. 5C appears to have a bigger hitbox vertically. Standing 5D is like Calamity Trigger 5D. 5D seems to have bigger hit stun, even on normal hit. j2C causes ground bounce on counter-hit New grounded counter hit 4D stagger. 2D has Spinning knockback and ground slide on air hit JD and 4D wallbound on air hit only Air CH 4D causes flying wallbound like EX sparkbolt jA, jB, jC, jD all possible to special cancel jump JC > J2C does not seem possible. Tager seem to land before you could do anything after JC. Specials Sparkbolt: 623D is a diagonal Spark Bolt. Spark bolt and diagonal Spark Bolt, are similar to CS spark bolt in proprieties Spark Bolt applies magnetism even when Azreal blocks it with his Raoh aura. The Spark gauge seems to build up at about the same rate. AC: [*]Collider bounces opponent higher and closer to you [*]Eventhough AC has weaker pull up from the ground it has much stronger pull from out of the air. Gadget: [*]stronger gadget mag New Special moves: [*] Air Driver j360C. Can be delayed attracting magnetized opponents. Air Driver keeps the jump’s momentum until you start charging it. When you do, Tager stops in midair, and then falls straight down. [*]Grand Punishment j.63214A [*]You can combo after Grand Punishment with a Rapid Cancel. Overdrive: [*]Overdrive lasts for about 4 seconds at full health. [*]Overdrive freezes time and Buffering 720 during OD is possible. Crush Trigger: [*]Crush Trigger is an upward strike with the right hand wrapped in lightning. You can hold it, though it doesn’t have the pull. Hitting airborne opponents knocks them down, which you can follow up with a combo. [*]Huge stagger if they dont block crush trigger Crush trigger not blocking [*]Thank god command grabs are still free after a guard crush Crush trigger guard crush HeatGain Gadget gives 10 heat, 360B gives 30 heat. Various links: All Drivers > 6B > Gadget Yes A Driver > Gadget – Yes B Driver > Gadget – Yes C Driver > Gadget - Yes B Driver > 3C - No Collider > 2D – Yes Collider > 5B – No Collider > 6C – No J2C > 5B Yes 5D > Bslegde - Yes
  13. I love the transforming d-pad, but mine brokeoff too. so I bought a new replac ement transforming dpad for 20$ on the internet.
  14. Can someone explain to me how these two things worked? http://www.youtube.com/watch?v=HEaE1S9Z8-M#t=19s http://www.youtube.com/watch?v=QNVRSLspuaw&list=UUeEXwd0WiXAtz36xAtEaU8w&index=10&feature=plcp#t=3m38s
  15. Thank you very much for doing this!
  16. Can someone correctly translate or figure this out? im guessing there gold burst combos in order to do OVER 9,000!!! damage. google translate is annoying me. http://translate.googleusercontent.com/translate_c?anno=2&hl=en&rurl=translate.google.com&sl=auto&tl=en&u=http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1324708041/729&usg=ALkJrhirUrWArPlHqq_bKHt3WThpkr89ew http://translate.googleusercontent.com/translate_c?anno=2&hl=en&rurl=translate.google.com&sl=auto&tl=en&u=http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1324708041/540&usg=ALkJrhghZ6MuncfDgs7kUYd6enCCyfNn8A
  17. yeah thats why i love it, i find it so funny to watch Tager going up and down like that.
  18. OMG!!! Has Anyone else seen this combo???http://www.youtube.com/watch?v=vxJTL0D0eEI I was amazed by his new bnb, amazed again with his 7.5k combo, now im amazed for the 3rd time! I love CSX Tager.
  19. To answer your questions: Yes 2C FC (Bsledge) cross under works perfectly to change sides. i just did your combo ingame but changed 5c to 2c 2C FC (Bsledge)> 2C> MTW, 5B > 5C > 6C > j.2C, 5B > 5C > MTW, 5B > 4D 5640dmg i just came up with this other combo ingame today. Dont know if its optimal damage or not. i just been fooling around. must be done all the way in the corner. Cancel FC 2C immediately into Bsledge charge. I improved the combo for more damage. No mag needed in corner: FC 2c>(full charge)Bsledge>Hammer>5c>Asledge>5c>6c>j2c>5b>j.2c>2b>2c>AC>Spark>AC whiff>MTW>TB>GF>6070dmg 68 heat gained at sparkbolt
  20. i really like this new Tager Nosuke. http://www.youtube.com/watch?v=UTfnIjtjZcc#t=5m39s
  21. Manta this is what your looking for. The jbbs wiki has alot of great csx tager info http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fwww14.atwiki.jp%2Fteigar%2Fpages%2F110.html
  22. I set platinum to instant block and immediately spam 5a. She was unable to punish a or b sledge at all. .then I picked platinum and set tager to Asledge then block. I was again unable to hit tager with 5a before he could block it. Also Asledge hit effect on block is the same as the his other lvl 4 moves like bsledge and 5c OK I tried same test with ragna. Instant block 5a or inferno divider did not punish asledge. i went back and tried the same thing in cs2 practice mode, it was very easy for me and the record mode to punish tagers Asledge with 5a and inferno divider on instant block. went back to csx and its very tight to punish tager with 5a and was unable to punish at all with inferno divider. the computer record mode cant punish 5a or inferno divider at all. His blocked Asledge effect is definitely changed to that of a lvl4 move.
  23. Playing around in Csx practice mode. Appears Tagers Asledge had a lvl increase and it is now safe on block and instant block. I don't recall seeing this listed before. Maybe I'm wrong. Practiced this against platinims bat.
  24. Thanks Axis. Ok i think i found the answer to voltec counter 720, but yahoo and google give 2 differnt translations. Something about it was changed in CSX arcade version 1.11 Just need someone that knows japanese to translate this properly. It better not have been removed or im gona go insane. http://www14.atwiki.jp/teigar/pages/109.html ボルテックチャージ:214D(タメ可) 電力ゲージをチャージ。 タメた時間によりチャージされる電力量が決定され、終了動作時にチャージされる。 終了動作を潰されるとチャージされない。 タメている間は上中段にGPが発生し、下段以外の攻撃を耐える事ができる。 6Aのアーマーと違い、ガードポイントなのでバーストにも耐えれる。 出始めと終わり際の無防備な状態に注意。 出始めをGETB、KOTでキャンセルできるようになった。 立ちジェネのコマンドは 621486D24C8(右向き時) 423684D26C8(左向き時) となり、簡単になった。 変更点 GP発生時にスレッジハンマー追加攻撃(236A)、 GETB でキャンセルできるようになった。 ※バージョンアップ(ver.1.11)に伴い、GETBでキャンセルできなくなった。
  25. i just got the game an hour ago this morning. Can someone that has the game please tell me how to do Voltec counter Hammer and Voltec counter 720? i dont see it listed in the command list or instruction manual and i cant figure out how to do it. thank you
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