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Manta

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Everything posted by Manta

  1. New one for you people. 6A > (6B) > 5D, 360B 6B only works if 6A is a counterhit, Setup also works on block... sort of, the blockstring is full of holes. Use 6A > 4D for the tick setup on block, but it is rather obvious. (Magnetised) 360A/B, 6[A] Hold the 6A until you see how and when they tech, most likely you'll catch a block but at least your super armour is active and them blocking a 6A is often a better situation than GF gives. If you want a safe out, go for a purple throw. If you guess too late, at least your super armour will block their reversals.
  2. Would it kill you to read the FAQ on the first page to answer your frequently asked question?
  3. Any combo that legitimately has four 2Ds in it is awesome. Just because.
  4. Do you mean, you hit them with 360A, then hold out a 6A and let go depending on how they tech?
  5. Odd, I seem to use it more than ever with 6A hook-ins to mixups.
  6. Basically, for 360B, look at the 360 hitbox images and ignore the second and fourth images, and that's 360B.
  7. Still, it does show a few useful things, like 5C not having the vertical hitbox it looks like it has. 6B having a deceptively large hitbox and j.2C's is bizarrely small.
  8. Give them a chance, some poor bugger has to manually go through it all and put the images up. I also think that they've put the wrong images in for 360B. Tager doesn't reach his arm as far out as 360A's animation. Seriously, they're different.
  9. Hey guys, notice this link on the front page? http://www.dustloop.com/guides/bbcs2/frameData/tager_test.html It's the frame data, but click on the move names for hitbox displays.
  10. Bait Jayakou, grab his crotch.
  11. Mmm, Salty.
  12. But that's entirely related. If you know that Tager's big damage only comes from being right in front of him on the ground (Which you do), then you only have one goal when fighting him which is not to be right there. Everyone else's good setups involve placing their opponent where they want them and still have something unpleasant for them if they try to be somewhere else. Or at the very least, if they do escape, they aren't given a free counterhit oppertunity.
  13. They're most of the reason people don't respect his close range game as much as they ought to.
  14. I mean to say, make the 360s do something radically different. Make them air to air throws, Throws with massive reach but a minumum range. Command dash throws. Something other than a normal ground throw with a special input.
  15. Actually, I think it should be the other way. B+C Throws are a core move that everyone has. So Tager must have them, so if he has to have them, make them a source of big damage and give different purposes to the 360 moves.
  16. Personally, I don't see why we need five different ground to ground throws. Seems redundant.
  17. Here's some crazy ass idea that I thought up: Make 360B unable to catch crouching people, but able to hit airborne people right in front of Tager. Give his normal B+C throws decent damage so they can be used as ground punishes as need be. Nothing is safe now after GF. Also, Chargeable 6B that becomes unblockable anyone?
  18. Does more damage than back throw if they're magnetised/near a wall/you have spark bolt. 1900 Up front damage that you can combo from can actually lead to some decent damage compared to back throw.... if you're actually in a position to follow it up. Though, the only time you (In theory) should be using normal throws is when you're using 5A, 5B and 2A. Since they're throw cancellable but not command throw cancellable. 360B still does way more damage for the same speed and unmagnetised reach so use that when you aren't ticing with the above moves. You just need to be aware of the battlefield whilst you're hitting them with the tic setup.
  19. Oh it is weak mixup, but it is also Magnetism, some guarenteed damage and good heat at the end of the combo. The mixup seems secondary somehow. I use it to make people feel uncomfortable, I tend not to get good damage after it. When I want mixup, I find myself going for the 6A > high/low/throw nonsense.
  20. Funny, I kinda use it more now that it builds so much heat. I don't fling much though.
  21. As a general rule, RTSes can easily be lag compensated, and players seldom notice it. FPSes can be, but you get some descrepancy between what all of the players see. Fighting games? When you're already talking about counting each of a second's 60 frames, any lag makes a massive dfifference, and is difficult to compensate without some kind of really obvious do-over system.
  22. Diffcult to say because it's dependant on both what she hits you with and what she cancels it into. Generally speaking, Look for command grabs after blocking 2D. Everything else, just block low and wait until she tries a slow mixup move (d.6B, 6D, 214D, 214A) and 360A it. Or just 2A them. I find Noels try to run in close and then 2D to bait your 360s, using 4D instead stuffs that nonsense. EDIT: English Tager has some amusing lines with this matchup.
  23. Note for the first corner tech trap listed, the Additional attach can be replaced with 5B. I find this much quicker and thus harder to react to than using Hammer, you can also hold out an asap 360B and catch them in landing recovery if they neutral tech. On a similar vein, it is possible to do a deliberately failed BGadget by just doing 22D and tapping it, they will probably bounce tech and you can take advantage of that.
  24. Isn't that supposed to be 6C > j.2C? EDIT: In about an hour or so I'll be able to test stuff along the lines of: 2C (FC), 2D, 5B, 2C > AC, AC, 6C /\ j.2C | 2B > 2C > AC, 4D, 22D It should be possible after a 2C fatal to get someone to land on top of an active 2D and continue the combo whilst adding mag in the middle of it. May or may not need the corner. EDIT2: Scrub that, doesn't work at all.
  25. Let's compare grapplers's command throws: Potemkin has: A powerful ground to ground throw A powerful comboable air to air throw An unblockable ground to air throw, useful in combos A super unblockable ground to air throw, useful in combos Tager has: A ground to ground throw with some invulernability A ground to ground throw with no invulnerability but good damage A ground to ground super throw with reversal properties and big damage An unblockable ground to air throw, useful in combos and tech traps. Tager just needs some goddamn variety.
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