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TagerTime

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Everything posted by TagerTime

  1. Its only good if they neutral tech becuase they will be closest to the ground and have less time to react. Collider will recover fast enough plus the mag slows their landing a bit for 720 to catch them in their landing recover frames where they cant jump out. They would only have time to hit you with an air dp, any other attack wont come out before they land. If they try anything else in the air besides a DP( forward tech, back tech, double jump, air dash) you can just catch them with collider for a reset instead of going for 720. If they don't tech continue with a normal collider combo. If they were in the air when they were wallbounced then going for collider reset is better because they will be higher in the air and have more time to react. Oh that's basically what i said, i didn't see your new post before i made mine. Also lol at Osuna thinking he is always right while being wrong and spreading misinformation
  2. Does 6D still have enough pull in CS2 to do Airthrow (opponent techs) >Air 6D> land 360B/720C trap? Do it still work in CS2 like it does in CS1? If so and you have enough mag left stacked on them you can do Terra Break>6C>Airthrow(they tech)>Air 6D> land 360B For example 360B>5B>Spark>MTW>Terra Break>6C>Airthrow(they tech)>Air 6D> land 360B if they dont tech 360B>5B>Spark>MTW>Terra Break>6C>Airthrow(they dont tech)>J.2C>GF so if they tech or not its still massive damage and they probably will die without bursting depending on the char. if 6D cant do it anymore than that realy suks.
  3. Since you were talking about using it in 360 combos, here is the 360 versions of my combo for some chars requires corner No MAG 360B>2B>2C>AC>SB>MTW>TB>6C>Airthrow>J.2C>GF 8352 dmg MAG 360B>2B>2C>ACx2>MTW>TB>6C>Airthrow>J.2C>GF 8414 dmg
  4. i knew you could do 6C after Terra Break a while ago but i didn't add Terra Break combos into my combo list cuz i wanted to do more experimenting for Terra break combos. i been swamped and really tired from work lately so i haven't had time to finish my combo list video or to fully expand my section on j.C>j.D reset combos yet. Here is a combo that i like for use on unsuspecting opponents (especially for online). The key for 6c in this combo is that you can always 6C after Terra Break if you hit them with Terra Break early enough after MTW so they bounce as high as possible without flying over your head. Magnetized Only 5C>6A>2C>ACx2>MTW>TB>6C>Airthrow>j.2c>Gadget 8022dmg This should be Tagers Damage without having to use a techable airthrow, like stupid bs hazama arakune and platinum Its Pathetic that little Puny skinny string-beans do way more damage than a character like Tager:(
  5. you mean sledge to the hammer
  6. HOW DARE YOU CALL TAGER A LIAR!!! You need to be slapped in the mouth by his giant metal hands. I agree with mike Z.
  7. If you downloaded my combo list in the 1st post you will see that i did make that distinction originally. i do think it should also be noted here too. I am also working on expanding my section on jD resets as well. I havnt been able to complete my combo tutorial video yet because the past several days i had to fix my xbox360 and my computer monitor. My tutorial video is halfway finished but since it was recorded on the psp i am considering redoing it on the xbox360 instead, now that i have the ability to record 360 to my computer instead of the psp.
  8. Thats why i said most of Tagers CS1 fatal combos on the first page are not good for use in CS2 because they either dont work anymore as listed or still work but do way less damage than his new CS2 fatal combos. I already had this listed in my combo guide. FC 2C > 6B > 2C > AC > step fwd > j.C > j.2C > 2B > Asledge > 5C > 6A > AC > B/E-Gadget 3906
  9. i updated my combo list to v6 http://www.dustloop.com/forums/showthread.php?11174-The-CSII-Iron-Tager-Combo-Thread.&p=1012847&viewfull=1#post1012847 Also im in the process of editing the combo tutorial video of my combo list as well. i hope to be done in a day or two.
  10. Most of Tagers CS1 fatal combos on the first page are not good for use in CS2
  11. i just watched the last several matches and he uses gadget quite a few times. this part of the match is hilarious http://www.youtube.com/watch?v=AwsrBQsDZuw=player_detailpage#t=2964s i was suprised to see gali mess up bigtime at this part. it cost him the match:( http://www.youtube.com/watch?v=AwsrBQsDZuw=player_detailpage#t=3055s
  12. From my experiacne on the psp only: its effortless on makoto and valk(it should have been this easy on everyone ) , easy on mu, lamba, noel, not too hard on hazama and tusbaki, hard with ragna, but extremely hard with jin, litchi and tao:vbang:. i never tried on tager but im guessing its easy as makoto and valk lol. i was hoping this would be alot easier to do on console but sadly it seems like its not.
  13. I like Backthrow > j.C > j.D > AC best. if they tech after j.D you get a great reset, if they don't tech you just continue the combo for good damage. plus i'm pretty sure it works on all chars too.
  14. not true its acutaly easy and can give you decent damage or a great reset FC 6B > 6B > 6C > j.C >j.D > AC (if they tech after j.D hold AC for reset + grabs all airtechs) (if they dont tech after j.D) >ACx2> 6B > Asledge >2B > 2C > AC 3011 >Spark>MTW 3771>Terra 4471 > Gadget 4571 To see most of Tagers strongest combos not already shown in that japanese video. download my combo list i posted in the combo thread. im almost done making videos of all of them. Tager can still do barely over 4k damage on his fatals mag or non mag for every char, there just done differently now. ill post my combo list in this thread too Iron Tager CS2 combos v5.doc
  15. IS IT REALLY TRUE??? HAS THE KING OF TAGER FINALLY RETURNED TO US???:yaaay:
  16. Here is a wordpad document i created with all of CS2 Tagers new and most damaging combos i could come up with in the past few weeks since getting the game. Many CS1 combos do not work the same and needed to be modified. All combos practiced by me on CS2 for the PSP. All combos are listed in the format of main combo followed by a few optional combo enders with corresponding total damage of each combo. i only did main combos that i did not see listed in the Japanese tager combo video and tried not to do any already listed in this thread. Maybe someone else can post and format them for this board. Let me know if you spot a typo or error that i missed or have any questions. Types of combos included: Non Mag Combos Non Mag Spark Combos Non Mag Fatal Combos Non Mag Rapid Combos Counter Hit Combos Magnetized Combos Magnetized Fatal Combos Iron Tager CS2 combos v6.doc updated: made addition to 2D CH combo that was accidentally omitted. Now that CS2 is out for 360 many of you can finally try these combos out.
  17. your a funny guy, you probably feel like you deserve an award for winnng teh internetz lolz. Sounds like a pretty accurate description after watching the grand finals videos.
  18. You really need to get over yourself, you seem to have a superiority complex or something. Its not worth my time to get dragged into an internet argument and point out all the things you said that you are wrong about. Unlike you i have better things to do with my time. Btw, i always root for tager to win but this made me sad. http://www.youtube.com/watch?v=ystF1vE5OEE&feature=channel_video_title#t=341
  19. MikeZ is LIMIT BREAK!!!!!!! We love you to AXIS (No Homo)
  20. I already clarified what i meant about back dashing in my second post. I guess that wasn't good enough for you since i don't know why you want to keep bringing it up over and over. It sounds like you want me to apologize for saying it incorrectly the first time for some reason. My previous post covers everything else in your silly post that is actually worth addressing. Also, now i know one of the reasons that Mikez is the best american tager player. Unlike some of you he is not afraid to use all of the options at Tagers disposal to win. I didnt catch this before but it sounds like you are talking about CS1 because in CS2 you do not have to walk back a step and late backdash. It is not tricky, you can back dash at the same time he does ID and not get hit by it. Hower you will get hit by it if you do it too early after gadget.
  21. My mistake in my distance tests i realized i was back dashing to early when i was doing it at a further distance which caused me to get hit. I was specifically addressing the part where osuna said: Im only talking about using Voltic charge after Gadget finger. Not about wakeup form a tech. In CS2 you do in fact have time to get them with collider when they jump out after gold burst after you block it with Voltec charge.
  22. This is the CS2 thread and i have CS2 and practiced these things extensively. Do you have CS2? It sounds like you don't because you keep talking about CS1. About Backdash: What part of it is much easier now in CS2 to backdash Inferno Divider at close range without getting hit by it compared to CS1 do you not understand? Please Reword it anyway that it makes sense to you. Of course you'll still get hit if you backdash too early which allows him to hit you after your invic frames are over. About Gold Bursts: If they try to jump out after gold burst you can immediately collider them out of the air instead of doing 360/720. Again this also works like a charm. About DP rapid: Obviously you can always choose not to do Voltec charge if they have heat to rapid. It works if you expect that your opponent will try to DP you without having heat to rapid. Besides that if you know what your doing it is possible to beat DP Rapid with Voltec charge if they chose to attck you instead of jumping out, but i wont talk about that here since it is something for the match up threads. I seen MikeZ win tournament matches against Ragna's DP rapid after gadget by doing this even in CS1. In CS2 the new motion just makes it easier to do. The whole point was that Voltic charge is a viable option that works after gadget under the right circumstances, and there fore since this thread is called the complete guide that part about reversals under gadget finger is not complete if Voltic charge is not listed. Ok so it is not a primary option but is still a valid one that people reading the guide should be aware of so they can choose to use it as they see fit.
  23. At close range Ragna cannot use inferno divider to hit tager out of his back dash anymore. Its very easy to back dash this move now without getting hit. Here is one example that works great: You Gadget Finger Ranga and he has 50% heat. Usually Ragna would Inferno Divider and Rapid on block to dash out or attack. In CS2 Tager would now simply back dash the inferno divider forcing it to whiff therefore Ragna is unable to rapid cancel and has no choice but to get grabbed by your back dash 360/720/1080. In CS1 this would not work because you would immediately get hit out of your back dash by inferno divider. Voltic charge always beats gold burst after gadget and you can immediately 360/720 them out of their gold burst recovery. Also many Ragnas and Jins you face will try to DP you after Gadget without them having 50 Heat to rapid. Anyway regardless of them havign heat to rapid or not the reversal section of Gadget finger is incorrect since it should say "It beats: everything except blocking, Voltic Charge and MTW" I think i see where you are confused, im not talking about canceling voltic charge start up into 720. i was talking about buffering 360 and 720 immediately after voltic charge. its so fast and easy with the new 214D input, it works like a charm.
  24. Some things that i did not see listed that should be noted: 6A is special cancellable into 360A and 360B Tagers backdash now beats Ragnas inferno divider clean In the Gadget finger section: You forgot to add Voltic Charge as it is Tagers primary way to beat all reversal DP/Gold bursts and most reversal supers after gadget. Now with its new input punishing reversals after gadget with voltic charge followed by 360/720 is so much easier and fun to do, especially againts Jin and Ragna. I have CS2 for the Psp so if you have anything you want me to test about Tager then let me know.
  25. That is incorrect, In CS2 6A is special cancellable into 360A and 360B.
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