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Manta

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Everything posted by Manta

  1. I'm just using it as proof that the original armour of 1500 has been raised, since mami does more than that in a single hit. Interested to see what supermoves it can now chew up. I'm also noticing a fair amount of 5Ds being thrown at neutral, even against the unmagnetised. Is this move better now or are people throwing it out more since Tager's damage is almost entirely reliant on magnetism now?
  2. Depends somewhat on if you like the idea of being a character that fewer people use. Hazama and Makoto are popular, and therefore more opponents know their tricks and how to counter them. If you like someone rushdown like that fewer people know how to fight against, try Tao, her style is more about being too fast to react appropriately to rather than strong Oki or pressuring.
  3. From what I calculate, only the 5B and 5C after the first MTW were affected by the cooldown. Gadget finger's animation is so long that it's impossible for it to get affected. Also, Tager's Back throw does 1600 now. Observed Tager's 6A absorb Mami circular, so that's a confirm on the super armour being stronger.
  4. Must've been a Fatal. That jump combo juuuust doesn't work without it. That big 6.3k combo went: 5C > 6A > 2C > 236236B, 5B > 5C> 623C, (22D), 6C > j.2C, 5B >5C > 41236D > 6C > 236236B, 22D Started with 60 heat to begin with,had 73 at the first MTW and 78 at the second. Meaning that combo works with as little as 37 heat to begin with. Magnetism was required for the 22D flick in the middle. Required corner for 5B to connect after first MTW. Demonstrates that 5B > 5C works even when suffering from some untech time reduction and that you can hit magna tech wheel after 6C even when you hit 6C's harsh repeat rate.
  5. Minor factoids: 5A > 5B is now an IB-proof blockstring. 5B > 4D is also an IB-proof blockstring. 5B > 5C is now tight blockstring (IB Notwithstanding) 5C > 6A has a 1 frame hole in it, but any reversal will eat the super armour, unless it's a throw, a low, or it's able to do more than 1500 damage, (This is true even now btw) 5B > j.B leaves only a 2 frame gap, doesn't combo without counterhit or fatal. 5B > j.A does however combo. Maybe some dodgy TRM setup? 5B (air hit) sj > j.A > j.B > j.C > j.D even? (Probably not) I also saw Tager getting 3k off of a charged Bsledge with a simplistic 236, 5C > 6A > 2C > 623C > Egadget
  6. dow resin http://www.dustloop.com/forums/showthread.php?11625-Botched-inputs&p=1179926&viewfull=1#post1179926 Generic comment in terrible english with a signature containing only links on where to buy things.
  7. You mean jump the run surely?
  8. It got a level increase so it's now neutral on block, but it's also jump cancellable too. That shit be hot.
  9. It is not. you can switch block in a single frame. but your character will only show it when they actually block the next attack.
  10. I think it works but there's little reason to use it since only goes into a second collider now. that's bad damage.
  11. New news about the matchup (Which probably holds in CSEX) Is that magnetism and Collider are you biggest friends in this matchup. Lots of aras I've seen like to dance around in the sky because they think they're the master up there, Even if you only fling ara around with the magnetism, you throw him off of his game and most players aren't react quick enough to their forced repositioning causing them to miss moves and leave themselves open. Make sure you end every combo you manage with a drive move for this reason. Also, don't be afraid to go up there and with attack him up there; Standing still and waiting for him to come to you will not work, and most arakune players have all of the possible mixup options memorised for a standing opponent and may have more trouble if you're moving around more. Tager's air moves have fat hitboxes, so make use of them. Random 2C when he's right in front on you cuts off much of his jumping overhead bs
  12. They don't get to bounce tech or just stay down from flinger .
  13. He means that the only way Tager can be good is through a balancing accident, because they've basically said they don't want Tager good.
  14. What purpose would it serve? You'd still redbeat unless you were expecting them to tech first. In which case they'd see it coming a mile off.
  15. There musts be some interesting 3CAC fling tricks you can do as well. Not sure how long they're untechable for though. We might have: 3CAC....wait.... (air tech in front of you) 360B 3CAC, (tech) [AC] 3CAC, 2C (tech) [AC] [3CAC, 22D whiff]xn (22D drags them back down) 3CAC, MTW... better followup (Since you hit them with the top of MTW's hitbox) Just need to try it out. Some might need for a long combo to shorten the untech time. Incidentally, our hammer counterhits might need to be modified to include a 3CAC as well.
  16. For the Record, that 5A combo went: (Magnetised) 5A > 5B > 5C > 6A > 3C > (623C), 8, j.2C, > 5B > 5C > 6A > 2C > 623C, (22D), 6C > 9, j2.C, 3C > 22D (2615? Hard to read) Builds 63 Heat (!)
  17. New combo ending trick I saw: http://www.youtube.com/watch?feature=player_detailpage&v=nskQE9OSgrA#t=508s Seems Gadget finger can pull airborne opponents now and strongly too (May pull them towards the ground the same way 4D does and AC does the opposite of). Also, 2.5k from a 5A with magnetism. Whut.
  18. Charge sledge helps more than you might think. Currently, when you see tager in sledge startup, you know of you position yourself at exactly point X and do move Y, you will ALWAYS beat him, and there's enough time to do that on reaction. Now, when people see sledge startup, they can't be sure of the distance you travel, the startup time, nor the length of your projectile guardpoint, particularly since they don't know if you'll use hammer as well. It's still mostly unsafe, but at least it isn't totally flowchart to counter it now.
  19. Well the way it works is, when you hit a guard point on MTW and VC, only the attacker gets hitstop, you can rapid in hitstop, but you still need a single frame of not being in stun to actually block, and RCs don't actually cancel it. That 5B looked to have started up at the later than MTW, since it hit the guard point after the superflash (MTW takes superflashes on the 8th frame, 5B goes active on the 9th). You're looking about about 10 frames of hitstop.
  20. Basically, the usual occurrence is hitting the guardpoint on MTW, RCing and holidng back to guard, but getting hit anyway.
  21. Massive hitstop.
  22. Block into 720 seems to be the trick. That's doubly nasty because they're in extended blockstun from landing on VC meaning that 720 is active before even a rapid cancel jump can save them. Holy balls that's strong.
  23. Incidentally. 2D CH, 3C has always been possible since CS. Being able to follow it up with 623C fling as of EX might lead to more optimum combos like: 2D CH, (3C, (623C), J.2C)x2 , 2B > 2C > 623C, Egadget Pretty sure that loops works at least once from a good starter like 2D.
  24. Volic charge into 720 and hammer? Anyone remember that stance EX Potemkin had in GGAC?
  25. How long is the 3C untechable time? Anyone seen people airteching out of it? Was just pondering a 3C > (AC), AC Tech trap.
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