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Manta

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Everything posted by Manta

  1. True, But at least it buys you some time and robs them of a bit of curse gauge. Also, it was quite funny watching an 80 hit combo do 276 damage. Green bursts have a 10/80 P1/P2 so the followup combo does a measly 8% of its normal damage. The proration became so low that I was able to tech whenever I wanted and do a surprise 720.
  2. Double Post, but just realised this was possible. B+C, 214[D], 41236D... Handy in case you need just a bit more extra charge to get that spark bolt going.
  3. Odd comment about being in curse mode. If you somehow land a hit on him, stall for time as much as possible, go for stupid purples if need be. If you somehow force a green burst, stay down. Pressing all of the buttons will have made kune summon every bug, which will combo with the green burst.... and do pathetic damage. Let him bluebeat the shit out of you because it can literally do no damage after a while. They're let the combo drop eventually, but not without losing a good amount of curse mode in the meantime.
  4. 2A is your friend during blockstrings, beats out a lot of crap and is generally safe if he decided to run away instead.
  5. Finally someone understands us. Tager also has the biggest troll potential of any character.
  6. I mean, his had can also be struck by an enemy whilst it's stretched out. That would be like hitting Hakumen's sword or hitting noel's optic barrel.
  7. You won the way anyone would, seeing how makoto was dropping things is just ripe for mashy 720s. You can't knock it if it works.
  8. We don't, he just grouches in the way a grumpy old guy would. And it's funny.
  9. Seemed like a lot of damage to me, since you have all of those stocks to hand.
  10. By the same token, if you get cocky against Tager with even the best characters, he can still obliterate someone in all of 3 moves.
  11. That was more of an example than anything. The main issue here is to just be random as if you were fighting another Tager. Operate on some Yomi layer that doesn't even exist. Just don't use sledge and hammer, because well, 5B.
  12. Yeah okay grandpa, but that way around made more sense in context to what I was talking about.
  13. From matches with the above (With netplay, so pinches of salt are required): Jumping in gets you 2C'd, that's fine, you can barrier that because it's obvious, but do it too much and that 2C gets replaced with an airthrow, which is 4k's work of pain to land on. If you do 6[A] to hook her in whilst magnetised, she will just 236D you, hit your super armour, but pass though you to the other side where your 6A will miss and she gets a nice combo of whatever the hell she feels like, there's probably time for a 6C fatal hit. Don't do it unless she's airborne. Be random, throw colliders out midscreen, poke with 5D from well outside range and don't ever spark bolt predictably, in fact, save that for combos or really obscure opportunities, She can just pass through it with her projectile invulnerable moves. Tsubaki's meter is less likely to be used for damage (She can use charge for that with ease), expect RCs on anything seemingly unsafe and CAs on unpleasant blockstrings 236D can be 360A'd if you block it, but she can obviously jump or backdash away from it. After Gadget finger, if she has charge (and she will), she can DP and make it safe with that diving projectile. (Backdash AC might catch it, need to test.)
  14. Personally, I'm not impressed, that Makoto was dropping shit all over the place. And makoto is a free win with Tager unless her execution is on the money, in which case she's intensely frustrating to fight against.
  15. on forward throw if you whiff the AC when magged, they will land in front of you and then it's the usual wake up fun. If they're magged and in the corner you can use 2C to knock them too high and then tech trap them with AC. On Back throw you can do 2B juuuust too late so that they bounce tech through it, this makes it look like a mistake and makes landing a wakeup 360B all the more likely. If they don't tech then 2B will hit them anyway.
  16. Why is Tager's hand both types of hitbox? Whyyyyyyyy?
  17. You surely mean B+C.
  18. I need to see if that works from a forward throw when magnetised, because lol.
  19. It does however, make victories all the sweeter, particularly if they were acting like you were free and you do something totally out of the blue that does get them.
  20. Well actually, if you replace the jB with jD then you actually get a really really hard tech trap to escape from, it's one of the more legitimate bluebeats.
  21. I agree. *Goes back to watching Akira's videos for techniques to copy*
  22. Ah well, that's less subtle I find, every time you start hitting the A button mid combo, any experienced play just stops mashing. My combo at least looks legit (And can be if the 5C hits them when they're low to the ground, magnetism helps). I find the best tech traps are the ones that look like real combos.
  23. Actually I discovered both of those by mashing too hard. Which one were you laying claim to?
  24. Still works fine to me. Shouldn't really depend on the combo length. As long as they actually go down from the AC prior to it.
  25. There is that, maybe reserve it for Rachel then, where it just hits them if they just stay down.
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