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Yohosie

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Everything posted by Yohosie

  1. I'm just saying that if you're going to attack the game design and the character in his own subforum (rather than the matchup subforum of Bang) of course we're going to retaliate. Maybe you should reevaluate how you approach fighting games. If you think "a move is bullshit, this is dumb, I can't do anything", chances are it is your fault for not knowing how to beat it rather than the move's properties. Unless it's black hole. Then it's just bullshit. Point is you know how to beat it now, so go into training mode and figure out the matchup, and then play some actual Tagers. If you play Bang, the matchup is perfectly fine for Bang. Just play out the match & learn how to fight him.
  2. You're being dumb. If you're complaining that you have to jump a command grab, yes, that's the mixup. That's what happens when you fuck up in neutral against a Grappler. It's hard for grapplers to get oki, and that's the reward we get for playing smart. If you're complaining that you have to not tech, or delay tech, or do anything other than "neutral tech and then jump" on grounded wakeup to beat command grab, then you're wrong. I'm not really sure what you're getting at here other than you have no idea how the matchup or the fundamental mechanics of the game works.
  3. You don't need to lie prone for extended periods of time. As long as you are on the ground and you emergency tech you can jump on the first frame and avoid command grabs. The mixup is "is Tager going to 5A to beat my 4 frames of jump startup, or is Tager going to grab me". Tager's tech traps involve teching in the air (or, in rarer situations, using magnetized teching momentum to cross you up). Teching on the ground gives you your standard grappler command grab mixup of Jump or Block (at the most basic level of Yomi)
  4. I'm really fucking awful at this matchup, but throwing out that 4A > 4B after GF OS's her DP. Doing things after her 5C seems to work well since it's -1 on normal block, usually my opportunity to s.J out or do some basic 5A jabbing.
  5. you could just stop teching in the air and eating predictable resets and force tager to get creative or play solid. or you can continue to complain and stay bad at blazblue, your call
  6. I'm pretty sure every character can Counterhit CA into taunt, but if you get counterhit with a 30 frame move you should instantly explode like Zero when he dies
  7. Probably not optimal, but a better damaging combo. 5DCH > 3C > AC (whiff, charge slightly) > 5C > 6A > 2C > GF whiff > 5A > 5B > 5C > 6A > 2C > GF whiff > 5A > 5B > j.A > j.B > j.C > GP (3805 | 27 meter) 5D CH > 236B > 3C > AC (whiff) > 5C > 6B > j.2C > 5B > 5C > 6A > 2C > AC > GF (3746 | 31 meter) . ;
  8. Voltic Charge > Hammer, Sledge, and 6A are really good options in neutral. I'm pretty sure 6A/Voltic beats every poke but 2B? 5B poke is great, beats dash 5B (her primary poke) if you time it right. On defense, d.6B and d.6D (her low and her high) are physical, not projectiles, so you can't sledge through her drive 100% free. You might be able to Voltic > Hammer for free after d.6D, but I honestly can't tell Noel's Drive moves from each other in a real match. Also may be able to 360A for free after d.6B, but I don't know enough about Noel to test all her options. If anyone knows any universal answers I'd love to hear em, but honestly I don't know what to do in this matchup except that it's in Tager's favor.
  9. you can punish his Reversal Super by 214Ding during superflash and 720Cing a few frames after superflash. Cancels the startup of your Voltic Charge into 720C. Raw 720C just gets hit, unfortunately. Have to "feel" it coming, the super comes out fast.
  10. Fuck this matchup. jump cancelable 6A hitting crouching tager turns a frametrap character into a frametrap mixup character. 5C > 5D oki is literally unbeatable except with MTW, which he can Rapid Cancel and block. terumis pick nothing but black onslaught online. i want to die
  11. Yeah, you really don't want to give her gain arts (or as i called it, "meter shit"). Her going greensword and going ham on you is basically unavoidable in this matchup, but you want to delay it as long as you can. Voltic, Block, Sledge, they all give her Gain Arts. You need to avoid them.
  12. 4A > 4B is an easy option select. If they C DP, 5B doesn't gatling from 5A because 5A whiffs and because you're holding back you block. If they block or get hit, 5A > 5B comes out and you can combo
  13. Izayoi feels like a bad matchup, mostly because Sonic Saber and her DP> A/B/C make it hard to get in without giving her stocks of whatever-they're-called. Blocking her projectiles is stupid, you really want to either avoid them or better yet backdash them. She'll have no problem just throwing them out and 623Bing you when you jump, though, so she's bound to make her sword green and go nuts eventually. She really has no reason to go in in purple sword and doesn't have much of a reason to get hit. Backdash her Sonic Sabers (in default mode). Most of your damage will probably come from making hard reads when she's in greensword. Voltic > Smash beats her reversal super, even after she teleports. Leads to hell of damage & oki Backdash > 720 beats her reversal super, even after she teleports, and is not burstable, but feels frame-perfect (maybe 2 frames? a bitch regardless) Overdrive > 720 beats her reversal super and isn't burstable You can straight 720C her but the timing is megatight
  14. https://www.youtube.com/watch?v=2FNC1nYc81U pretty sick tager tech
  15. Notes on above combos: DM: 3795/4595 Burstable + Spark Bolt. In OD 3951/4751 360A/360B > GF > RC 6C > SB (straight) > 3C > MTW > GF You can activate OD after 3C and still combo if you need to OD it.; DM: 3630/4430 Unburstable 360A/360B > GF > RC MTW > GF Motion for this is 236236 RC C. Buffer the 236236 before you Rapid Cancel it and it becomes so much easier, like Kanji's Super > OMC > Super combo
  16. Doublepost but different topics so WHATEVER After 5C on block, 360A beats 6B, 2D, and 6C, but they can jump cancel. After 6B on block, 360A beats everything except jumping. After 6B > 214D on Block, 720 on a magnetized Jin wins 2A obviously beats 6B on startup 5D on IB is punishable at all ranges with 720C Because almost all of Jin's normals are jump cancelable, 360A/720ing anything is insanely risky. Jin's pokes, runaway game, mixup options, and ability to jump cancel everything on hit makes this matchup a real bitch. 360A after 5C is pretty good, 5A his 6B on reaction is great if you can, but you kind of have to make hard reads in his pressure string to get anything started. 5C, j5C, and 2D/5D pokes are hard to deal with. Sledge is so risky in this matchup because 5C is just such a commonly used option. With Ice Car being a low, charging your Voltic Charge at fullscreen is asking to die. If you tap Voltic Charge they can't punish you on reaction, but they're going to use the opportunity to run forward and start pressure or regain space. Chances are you won't be fullscreen against jin for long anyways, they can dance pretty safely in 5C range. Neutral is a real struggle against Jin, and with our large hitbox his super-jumpcancelable pressure is kind of ridiculous.
  17. 4A > 4B beats Jin's frame 1 backdash, C DP, gives us pressure on block, and beats mashing. If you aren't using it you're a dummy. 2B also beats C DP and is a good option after GF. D DP needs to be hard baited. Backdash > 360A works, 360B doesn't, 720 Does. Voltic Charge > Hammer or Voltic Charge > Cancel > 720 is also guaranteed. Voltic Charge > Hammer also beats Arrows of Ice reversal super. Backdash > 720 beats Frame 1 Arrows of Ice but loses to anything after frames 1-3 or so. Basically: If you are baiting a D DP: If they have 25, Voltic Charge > Cancel > Hammer/720 is best (depending on their burst, health left, etc) If they have 50, Voltic Charge > Cancel > Hammer/720 is best (depending on their burst, health left, etc) If they have 75, Backdash > 720 is best If you have 50 meter and they have 100, it's a tossup. Backdash grab is probably best, because it can't be D DP'd, but since it loses to Arrows of Ice and they have the meter to RC it, it can lose to reversal super. Make a hard read based on opponent. On any other GF oki sitation, 4A > 4B is almost certainly best, but mix it up when needed.
  18. I'm really happy with the changes to the persona cards and grabs in general. Cards are extremely easy to lose with Kanji (Maybe the easiest?), and having access to his grabs while persona broken felt almost like a necessity. Sure they do no damage but it at least lets me punish people and have some defensive options so people don't go full ham. People told me "well then don't get persona broken", but he lost a persona card on almost every failed hard read, reset, and tick throw, and due to his large healthpool it just seems to happen more often than most characters, even at the highest of high level play. Excited to play this dude now that my neutral game has improved, along with his neutral game improved.
  19. You can whiff a parry fullscreen and run up to Tager and this happens. it is not practical at all
  20. Tager Specific / Requires Magnetism j.C > j.B > j.C > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sj.A > j.B > j.C > j.D > GP (4324 | 31 meter) j.B > j.C > j.B > 5B > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sj.A > j.C > j.D >GP (3821 | 27 meter) 5B > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sjA > j.B > j.C > j.D > GP (3623 | 26 meter)
  21. TK360C doesn't work low to the ground because it keeps some upwards momentum during the startup, so it doesn't happen as low to the ground as you'd like. If you want to be a fuckshit, low 360C beats most character's backdashes. GF > RC > Jump forward > low 360C beats most character's backdashs and some other options, but it's almost exclusively a mindfuck option. It's somewhat practical against Amane because it beats both 6B and backdash. May have other uses too. I've done a low 360C to beat Hakumen's forward dash once, but that's totally a fluke.
  22. You can always just do 5A > 5B > 3C instead of 5A > 5B > 5C > 6A. You should be able to tell if they're blocking/getting hit by 5B anyways, since it lets you set up tick throw situations, where 5C > 6A doesn't (and also isn't a real blockstring). I find myself going having enough option selects per character now that I rarely autodial a blockstring after GF anyways. It's a good habit to break, it improved my play (though, I still miss 5A > 5B > 5C autocombo confirm)
  23. IMO Tager's biggest flaw is that his best anti-air is to block, and with the brutual offense in this game having a clean way out of airtight pressure would be really helpful. And yeah, Koko losing fullscreen activate meant we are not eternally in blockstun, and we can punish a lot of Kokonoe's stuff that other characters can't. A well-played Koko is still probably 6-4, but at that point it's mostly player skill. Honestly it was a nightmare because she could lock us down with fullscreen magnets and then activate at any time, so we couldn't even walk or s.J forward without taking a huge risk. Now I can actually move around.
  24. I'm a dumbass
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