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6A must connect just before they hit the ground. Due to a change from CP, however, 3C>AC whiff has the same untech time no matter what now (except CH I believe). Used to be, you could lift them up, then just delay your 6A until they're low enough. Now, you have to input AC whiff when they are low enough to the ground already. So you need to do 3C>delayed AC in order to pick them up just slightly off the ground, then immediately input 6A. If you input AC as soon as possible they will be too high off the ground. The reason is because sweeps like 3C send people flying upward slightly before falling down, you want to pull them back up into the air during the latter phase of their falling animation.
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Found this (so-far) optimal corner route. Requires 214A Lv3 and not 236A is the major difference. 5B (corner) T3L3-T4L2-T5-T8 5B>5C>236D>5B>6B(1)>6C>214A>6B>6C>214B>3C>236B>sjc 214B [5.1K DMG]
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My finds so far: [space] = link {} = delayed input ~ = additional input Midscreen Meterless Routes 5A/5B > 5C > 2C > 3C > 214B~66C > 66 5A/5B > 5C > 2C > 214B~{A/C}** **Mixup when opponent recovers from stagger, can also use B follow-up as a hard callout for DPs. You can also do this after 3C, but the opponent may choose to roll out of it if they don't emergency roll. I prefer to do it standing because they have no choice but to tech the stun or they will get blue beat into a powerful combo. (close) 5B/5C/2C/3C* > 214B~66B > 66 5A > 5C > 2C > 4D~A >jD~D > jCx2 > djCx5 > j214B *If the first hit of this combo is microdashed, you can get 2 hits off before 214B, otherwise, only one hit is allowed at the start or the 5A link will be too far away. The second hit cannot be 3C in this case. That old route no longer works unless 3C is the first hit at close range. Corner (close) 5A/2A .. > 5B/5C > 3C > 236A > 66 5C > 2C > 4D > 214D~66{B} > 66 2D~D > jB > jCx2 > djCx5 > j214B (close) 5B/5C .. > 3C > 236A > 66 5C > 6C > 5D > 214D~66A > 66 5C > 2C > 4D~A > 66 2D~D > jB > jCx2 > djCx5 > j214B (far) 5A/2A .. > 5B/5C > 236A > 66 3C > 214B~66B > 66 5A > 5C > 2C > 4D~A > 662D~D > jCx2 > djCx5 > j214B (far) 5B/5C .. > 3C > 236A > 66 3C > 214B~66B > 66 5A > 5C > 2C > 4D~A > 66 2D~D > jB > jCx2 > djCx5 > j214B
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So there's a bug with GP if you input it very low to the ground, the same height you'd get instant j2C from. It somehow confuses the game and let's Tager use it forever as long as he does it at this height (he is normally limited to using it once per jump). The result is rather hilarious. I'm sure this will be patched out soon enough.
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GP now has little use in combos, though there are situational times where you can end with it. Most notable is when you land a raw AC, or 5B>3C>ASledge>5A>jABC>GP but that's only for very situational confirms. GP/Crimson Meteor now serves its main purpose as essentially Tager's double jump, and a new pressure extender. He gains a lot of vertical height with it now, and recovers almost immediately. You can do jC>GP>another normal with ease and cover huge distance now. It can also cover an opponent from trying to jump out, while still letting you pressure with jB afterwards. The additional height gain makes baiting AA's easier, but a bit more precise, as you'll often whiff even standing opponents if you input at the same time as you might be used to. Alternatively, you can bait an AA to whiff with it and try to jB punish afterwards. You can even do jB>GP whiff>jB for a double overhead or throw mixups. There's lots of uses for it in neutral now and I haven't explored them all. So while you won't see it in combos as much, you'll definitely see it used a lot more to pressure and control space.
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I imagine the issue you're having is that you're not waiting for hitstop to end before inputting 66. I play Johnny & Potemkin and both have a similar aspect of waiting for hitstop to go away in their combos. You want to input stuff really fast and buffer inputs on top of each other, but hitstop can mess this up for you. Make sure to wait just a tiny smidge after buffering a 5D gatling, then inputting 6623C as fast as you can. If you input your dash before 5D's startup actually appears on screen, the dash won't work.
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Hey fellow Tager players, just thought I'd drop a line, now that we're just a month away from CF console release. I am still an active BlazBlue Tager and once CF drops I plan on going absolutely ham on the version, as it easily seems to be the best version BB has ever had yet. I'm still kind of sketchy about posting in matchup threads and stuff, but feel free to post here or PM me for Tager advice or discussion. Apart from that, just feel like dropping my current opinion on CF Tager. I got to play him briefly at EVO but I've also watched plenty of footage. Gadget Finger: This originally seemed like a nerf but I see it as nothing but a slight buff now. Gadget Finger has a long animation that gives both parties ample time to plan their opening gambits once it has finished. This a simple + situation for Tager where each player is likely to input a move immediately, and how those moves interact will determine who wins the exchange. Previously, due to how close Tager was to the opponent, he was practically forced to use 5A as a meaty jab, which is a also terrible starter. The reason being that if he didn't use 5A he didn't have enough + to use any other move and would get CH by the opponent's own 5A. Now, the opponent's 5As no longer reach, some of their mid range moves don't even reach, this gives Tager a very powerful neutral position with frame advantage and the enemy in a good range for both his 5C, 6C callout, and more relevant: magnetism moves such as 5D/Catapult. So now, Gadget Finger puts Tager into a good neutral spacing, but also with a delicious chunk of frame advantage, and fresh magnetism to boot. Opponents still have similar options that they used to have, such as backdash or DP, but these are generally weaker due to the distance they are from Tager now combined with Tager's ability to overcome distance with his magnetism moves. Overall, this makes Tager's Drive mechanic more relevant to his battle flow and eliminates constant 5A usage from both parties after Gadget Finger. I hugely agree with the change. 5D: This is the most impactful nerf in my eyes, as 5D is one of Tager's best neutral options once he gets magnetism. In CPE he gets free combos on it almost anywhere even without CH or prior magnetism. But I don't fault the nerf because honestly I think it was a bit too good in CPE, and encouraged Tager's to use 5D excessively without considering his many other options. New command throws: These seem like immense fun now. I am glad they decided to reverse CPE 360B (now 360A) to a less ridiculous state. It's now a solid, reliable, all-around grappler throw that sets up his Gadget Finger and gets him into the game. I honestly think it was pretty silly how he could do 6k+ off of it previously in CPE. Wedge Catapult is a ton of fun to use, and you get a wicked grin on your face when it lands successfully. It's way better at pseudo-anti-air than old 360A ever was and can easily catch even moves like Jin 6B. Overall it makes Tager a bit scarier to try and attack, without being overly powerful due to it's long startup. Catapult serves a passive purpose of scaring magnetized opponents so they back off; putting them in ideal range of Drive attacks in neutral. Catapult also sets itself up for non-purple throws when gatlinged off of 6A, so 6A>throw mixups are more streamlined though not very different overall. Crimson Meteor/GP buff: This is a ton of fun, I love it. I always enjoy calling people out with GP and now I can do it relatively safely and follow-up with jB if I whiff. I didn't really get to test how effective it is as an RC combo starter, but GP has an incredible hitbox that can beat lots of air-to-air situations and even bait many anti-airs with ease. It now recovers super fast so you can expect to use it way more. Overdrive/EA: This change applies to all characters, but Overdrive is much more usable for Tager now. It was an almost irrelevant option in CPE for him, but now he can use it in the same capacity everyone else can, adding another option to this play not previously available. While the change affects everyone, due to Tager's lack of real use for it before, it affects him more noticeably than characters who had valid uses for Overdrive in CPE. Overall Impression: Tager seems very slightly weaker than CPE, but not significantly and as dedicated Tager mains get more familiar with his new options I expect him to be as identically competitive as he is CPE, and CPE Tager is one of the most competitive grapplers I know even against bad matchups. In CF, Tager players will learn to play lots more neutral and less reliant on constant throw mix-ups, which creates a more enjoyable experience, in my opinion, for both the Tager players and their opponents. Throws are definitely still the defining part of his gameplay, but he now relies much less on ending the round in a single loop of Gadget Finger mixups.
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So this happened today on netplay. I can officially add "meaty Extend oki" to my list of accomplishments.
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I haven't been following too closely, but my thoughts so far: Glad A/B Driver are now two different moves in appearance now as well as functionality. I'm not sure what Catapult does precisely but it will likely just see similar uses to the old A-Driver GF change doesn't bother me. Tager's other oki options have always been better. Interested in whether AC>5A>4D can work on people. If you can do AC>GF without magnetism though that would also be great. Having combos on 2D all the time is really nice. 5A going back to S starter instead of VS like it is now is really good.
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Utah Thread, Backdashing Missionaries since 2013
Ctrlaltwtf replied to SaikoXeon's topic in West Coast
We don't have a fixed schedule or anything, but we get together usually at least once a month. We've been a bit slow lately though due to EVO but hopefully we'll have another meetup sometime soon. We're all pretty much based around the SLC area so if you're in Southern Utah it could be quite a drive. -
mAc Chaos reacted to a post in a topic:
[CPEX] PSN Match Finder/GGs Thread
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1. Only after hard knockdowns. As for combos you only use it on 5D wallbounce and they need to be a character width away from you or so or else they will just slide. For oki setups though AC whiff is the new hotness. 2. No, just practice. Different characters can be different timing too. Just do 6A>2C for safety when it really matters. 4. I used to use DPad all the time before arcade stick. Analog stick feels awful for fighters imo. 5. Throw him a ton. He has to jump out of throws and can't counter them. That opens up mixup options. He won't respect you unless you start forcing him to with throws. He can tkHotaru a throw but a meaty move on oki will stop him jumping entirely, this leads to actual mixup but it can be unpredictable against Hakumen due to this counters. If you think a counter is coming try blocking on oki; worst that can happen is you'll bait a Hotaru and he'll waste stars. The key is to not rely on any one option.
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Utah Thread, Backdashing Missionaries since 2013
Ctrlaltwtf replied to SaikoXeon's topic in West Coast
You should get in touch with @801_Jojo on Twitter if you want details for get togethers. We're likely doing one this weekend. -
Utah Thread, Backdashing Missionaries since 2013
Ctrlaltwtf replied to SaikoXeon's topic in West Coast
We still get together, just we're all basically on Twitter now instead of here. We like to hold casuals every now and then, usually at least once a month. We're probably gonna do something this weekend what with the 3-day weekend and all. Pretty much no one plays P4A anymore, though.