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TagerTime

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Everything posted by TagerTime

  1. Let me put a stop to this insanity right now. Of course Tager can still hold down the button to extend the duration of 720C and his Astral to suck in opponents form across the screen in CS2. Im doing it on my psp right now.
  2. i tested this alot in practice mode and i can confirm that Ragnas ID no longer beats tagers back dash.
  3. In CS2 6A is indeed special cancellable into 360 A/B but not 720, and 6A is no longer jump cancellable.
  4. i just tried that combo and it only does 3676 damage
  5. Mori royally trolled all us tager players once again. According to the translated frame data "can cancel into 720C 1~11F" which makes it virtually impossible for me to do even while playing my psp with my arcade stick. No wonder we never see it done in japanese videos except for that one time. I am very dissapointed that its not truly special cancelable like we all expected, but on the bright side it definitely feels alot easier to do 720 after voltic charge due to the new motion. i couldn't do it reliably before but now i can. Tager CS2 translated frame data http://dustloop.com/guides/bbcs2/frameData/tager.html Also it suks that 360 A/B mid-screen otg combos are very hard for me to do. im hoping that its because the psp version sucks cuz i get a lot of slowdown and frame skipping on this crappy psp-1000. Another thing i really don't like is that 6b no longer breaks primers T_T One great new addition is that j.C -> j.D is a true red beat combo now, which is very usefull in many situations. Do any ground combo mag or no mag and end it with 6C-> j.C->j.D. you will always land before them with enough time to reset them with collider if they do any air tech front back or neutral. Plus if they don't tech you blue beat them for decent damage + set them up for another reset at their next tech out opportunity. I'm not sure but just from experimenting it seems to me like tager gets a lot more blue beat damage than in cs1 before they can tech out again. Another thing Ac whiff ->6c timing also feels easier to me now. in cs 1 i could rarely land it. its also very easy to control the height you leave them in the air after you land on the ground by altering your jump and air combo timing. you can float them at any height you want for your collider to grab them no matter if they tech or not. here are some basic example combo spots where you can insert jc->jd->collider reset. works on most if not all chars, i haven't tested them on all chars yet. no mag 6b->6c->jc->jd->collider CH 5c->6c->jc->jd->collider FC 6b->6b->6c->jc->jd->collider FC->2c->5c->6c->jc->jd->collider spark ->jc->jd->collider Backthrow j.C->j.D-> collider mag 5c-> 6a->2c->Ac whiff ->6c->jc->jd->collider FC 2c-> 2c ->Ac whiff -> 6b-> a sledge -> 5c -> 6c->jc->jd->collider One good thing is that the new back throw is very good. If you land a back throw Astral is guaranteed to combo. Backthrow j.C->j.D, collider is amazing and works on everyone i tried even all small chars. If they tech they eat a huge reset, if they dont they continue to eat a high damage throw combo.
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