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Everything posted by TagerTime
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Here is the new and most up to date list combined of changes so far thanks to SoWL and Argent Zero for translations from jwiki http://www14.atwiki.jp/teigar/pages/124.html and https://www.evernote.com/shard/s519/sh/9e90e86c-53b1-45a5-b238-70754a0e411a/c10afa79703e430fa96656a4891d601c In Red will be buffs, blue will be nerfs, green is neutral changes. CH = counter hit. 6A If hit in air, causes opponent to be dragged down towards Tager's feet + Slide down 5B Normal aerial hit untechable time decreased from 20 to 17. 5B -> 2B Gatling route loop = only up to the third time. 6B Start-up frame: 24 -> 15 P1 changed from: 80 ->90 Feet Invincibility added (not at 1Frame) Damage: 960 -> 520 P2 changed from: 92 -> 89 No longer overhead Non-Jump Cancelable Removal of forced crouch when hit. Aerial hit = forced down. JB Longer active frames Aerial CH causes Ground Bounce More recovery frames? Decreased aerial untechable time. 2C CH: opponent will fly towards where Tager is looking. Hit causes opponent to float alot higher. 6C P1 changed from: 85 -> 100 Removal of same attack penalty proration. Now ground-bounces on regular hit too P2 changed from: 92 -> 84 Decreased aerial untechable time. Floats higher. JC Decreased aerial untechable time. 5D P2 changed from: 72 -> 84 Causes small wall bounce when hit at the tip of fist mid screen. During OD, Guard point added. More advantageous on block Causes slide down when hit anywhere other than the tip of the fist. Causes wall splat when hit in the corner. 2D P2 changed from: 72 -> 84 Increased distance Increased active frames Frame advantage: +2 During OD: guard point added. Slide down time and distance decreased. 4D P2 changed from: 72 -> 89 Increased Magnetic Pull Faster recovery Frame advantage : -2 -> -1? During OD: guard point added. Does not blow back that far on normal hit Elimination of hitbox around feet No longer wall-bounces in the corner, instead makes airborne opponent fall straight to the ground CH: causes small wall bound both in air and ground JD P2 changed from: 72 -> 92 On air hit it doesn't blow the opponent that far away. Instead they fall towards the ground. Leads into new combos midscreen During OD guard point added No longer wall-bounces in the corner Normal Throws Faster startup for Forward Grab Damage: 1500 ->1400 More recovery when you miss any grab. A Sledge Causes wall splat at corner. Seems to go through bursts Aerial Hit knockback decreased. B Sledge Normal Hit is +8(9?) and now can be connected with 5A or 2A Easier to combo from on air hit because aerial hit causes opponent to float high. Seems to go through bursts P2 changed from: 92 -> 89 Frame advantage: +1 -> -2 Hammer P2 changed from: 85 -> 90 Added guard point against high and mid attacks (Block Bursts) Elimination of guard point for projectiles Causes forced down (Can follow up with 5B in case of a CH) Combo Rate Time: Normal -> Fast Atomic Collider Damage: 1000 - >1350 At midscreen can only be followed up with Spark or magnetized 5D and Gadget P2 changed from: 80 -> 72 When Collider hits and slams the opponent to the ground, the opponent bounces less Untechable time decreased A Driver P2 changed from: 15 -> 60 B Driver P2 changed from: 15 -> 60 Mid-screen can be followed up with 5D (with magnetism) or Spark Bolt. Can be easily followed up in the corner. Also has shorter recovery on whiff. Damage: 3500 -> 3000 Doesn't cause a down. Opponent flies up when hit by it. C Driver P2 changed from: 15 -> 60 Damage: 2800 -> 2700 Gadget P2 changed from: 60 -> 80 Easier to combo after Gadget RC. Spark Bolt Combo Rate Time: Normal -> Fast MTW Proration Rate Fixed (proration will be only on Terra Break) Magnetic Pull changed (When you get a hit with MTW without any magnetism and the opponent was behind you, the final hit will miss) Able to tech after the final hit (can't connect with Gadget?) Terra Break Longer active frames ? Wall-bounces in mid-screen. Wall-splats in the corner. Leads into new combos EDIT : removed proration table due to too many inconsistencies between different sources Also couple important things from the videos i posted in the video thread here: http://www.dustloop.com/forums/index.php?/topic/9616-cp-20-iron-tager-video-thread/?p=854978 Meterless midscreen magnetized AC combos are back! Gadget whiff and AC whiff after 5D brings them back to you. 4D makes airborne opponent fall straight to the ground like JD. 5D has same move proration. http://www.youtube.com/watch?v=zzoljeaDYZw&feature=youtu.be&t=10m50s http://www.youtube.com/watch?v=GY5uhiM3iSo&feature=youtu.be&t=7m51s http://www.youtube.com/watch?v=jcfem2G2ufc&feature=youtu.be&t=1h01m03s 360B meterless corner combo 4341dmg http://www.youtube.com/watch?v=-JBytnySNYc&feature=youtu.be&t=5m7s
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Here is a couple unoptmized day1 360B combos from jbbs and twitter. B buster> DSpark> OD> MTW> TB> 6B> 6B> Gadget 6450dmg Corner B buster> 5C> 6A> 2C>AC>DSpark> OD> MTW> TB> Gadget 6897
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So far i only saw this air combo http://www.youtube.com/watch?v=2GVx6XCSFHI&feature=youtu.be&t=3m33s
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i was also really hoping for faster 6A armor. So far Tager got alot of buffs that i wanted. Now I really want to see some VoltecHammer counter attacks. You can at least get gadget after it if nothing else.
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im realling loving the Hammer Guard Point and 5D wall bounce i think you need to fix it again
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We need official CP2 threads now since we finaly have the first CP2 Tager arcade gameplay video. It shows off alot. Tager is during the entire first 15 minutes. http://youtu.be/2GVx6XCSFHI i cant wait till we start seeing some realy good combos, eventhough it took a while before they actually figured out CP1 Tagers good stuff.
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i dont know but it will at least give some more damage in that short amount of time
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Ok i watched this part over several times in a row and this was not a counter-hit. So untill someone actually sees a hammer counter-hit we still dont know if you can combo off of hammer counter-hit or not. We should at the very least be able to Gadget on counter. Also some very good proration buffs from CP2Tager twitter feed https://twitter.com/hashtag/cp2%E3%83%86%E3%82%A4%E3%82%AC%E3%83%BC?f=realtime&src=hash 6AH 初段90→92 乗算89→92 6B ダメ520 初段90 乗算89 6C 初段85→91 5D・2D 乗算72→84 4D 乗算72→89 JD 乗算72→82 ABCドラ(Buster) 乗算100/75/100/20→100/75/100/80 Bスレ (Bsledge) 乗算92→89 BスレH (Bsledge charged) 乗算92→89 ガジェ (Gadget) 乗算60→80 ホイール(MTW) 初段80→72 乗算80onc? So we can do decent damage from Gadget RC now Also were no longer so severely penalized for using multiple drives in a combo without killing our damage like it does now.
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CP2 Tager live Twitter feed. All japanse tager players are posting alot of new information here https://twitter.com/hashtag/CP2%E3%83%86%E3%82%A4%E3%82%AC%E3%83%BC?src=hash
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CP2 Tager live Twitter feed. All japanse tager players are posting alot of new information here https://twitter.com/hashtag/CP2%E3%83%86%E3%82%A4%E3%82%AC%E3%83%BC?src=hash
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The world can't end until Tager is S-tier!
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After practicing in training mode today for the first time in months it made me realize that for Tagers OD they also increased the speed of the auto mag pull. Although they should have increased it alot more. https://www.youtube.com/watch?v=vq7UUxd4DZk&t=1m26s
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Ok i just finished testing 4D (air hit) > RC > [AC] myself and it works great. Air hit 4D sends them flying pretty far away, and if there close enough to hit the corner RC>AC can pull them half way across the screen back to you. CP2 5D is going to be wonderfull. Its such garbage now im happy they made it so much better.
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Yes 4D and jD both wall bound vs airborn.
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Does 6C look faster than in the loke test video? https://www.youtube.com/watch?v=DrsWN7pMjDM&t=54m12s Finally we get to witness GCOGETB in all its Glory https://www.youtube.com/watch?v=1DCr1DIzyYY Also did anyone check to see if it looked like they did anything to unnerf his back dash? No body in the tournament tried.
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Maybe they did this because Hammer has guardpoint now. If Hammer Counter is so much easier to get counter hits they want you to use meter to combo off of it. If this is the case then im happy with it. I Rarely ever got hammer counter hits anyway with sledgehammer. Not with hammer counter either since without hammer GP it was rarely worth using. They better have given Hammer 100p1 because of this.
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OMG i just started watching the tournament stream and can now confirm 5D small wall bounces on both Normal hit air or ground. Tagers combos look sooo good.
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Yes right here in this corner buster combo. it was fast so i didnt notice at first till i did frame by frame. 5D wallbounds first then Asledge wallbounds 2nd. https://www.youtube.com/watch?v=vq7UUxd4DZk&t=1m15s
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Hammer no longer bouncing was listed in the loke test changes and shown in the loke test video. Also currently 6B has 92 p2 so double stomp would be good if the proration is still the same. To me it looks like AC bounces them further away than it does now. If magged 6A air pull is still very strong as the loke test hopefully magged AC>6A>6B will work. Edit: - I just noticed a brand new change. Air hit 5D now causes wall bound. In the location test video it did not.
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Arc showcases 3 of Tagers official changes in this new video. https://www.youtube.com/watch?v=vq7UUxd4DZk - 6B is now faster, now can be blocked while crouching. - B Gigantic Tager Driver (360B) has different blowback. (damage reduced to 3000) - Overdrive gives many Drive attacks a guard point. But it also shows some other things that carried over from the location test that they dont mention. Also we finally see AC, it still bounces
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Losing to Tager is soooo not fair! He is so broken OP, please implement another system limitation for the sole purpose of handicapping Tager even more! In your dreams pal! If you make a wrong turn with less than half health against Tager you deserve to die. Suck it up and take the loss like a man.
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For people who haven't yet seen here is the new updated version of GCOD from the TGS build. https://www.youtube.com/watch?v=TAfcIr_eKcc&t=1h11m46s https://www.youtube.com/watch?v=TAfcIr_eKcc&t=1h23m23s
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I love new 6A and 6B and this should mean it will be in the final build https://www.youtube.com/watch?v=yL-JfSiGGWM&t=2m3s I wish they showed new Atomic collider in the trailer too. It sucks that we have to wait till october 9th to actually see what it even looks like.
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Oh well then i guess there saving it for Tokyo Game Show next month. I wish they would have just anounced it at the tourney like Team Ninja just did with DOA5 LAST ROUND for PS4
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There better be an official console announcement for BBCP2 at ArcRevo. I fully expect their to be a PS4 version.