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Everything posted by Manta
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Well actually, buffing his current AAs won't do completely, there exists a sweet spot that's just above where 2A reaches, close enough that 2C and 236C are too slow where Tager's only choice is to block. And everyone exploits it.
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Yeah, one of the followups does make it safe, that projectile she can emit does so, not sure if you can sledge it though. (Move to Tsubaki matchup forum?) 6D is still open to being mapped to a move, and he also has no air special moves. Maybe 6D can be that quick and head-invulnerable anti air move we so desperately need?
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He's a slow and cumbersome character, he needs the best pokes and close range game to compensate for the fact he lacks what everyone else takes for granted. Being at +0 in front of tager should have the odds stacked against you no matter who you are. Magnetism isn't enough of a tool to deal with that, since all of his attractive moves are too slow to really be reliable, if you want to keep him distinct from Potemkin, how's about we bring in some more guard breaking? Here's my personal wishlist: 6B: make this fast, like, 4D fast. I'd quite happily let go of the fatal property if it were to do this instead. Again with the primer break. j.2C: make this move safe of block goddamn, or better yet, make it unblockable if Tager falls more than a certain height. 6A: When holding the move, press B to cancel the move altogether. That way we have a way to pull people in without committing to a really unsafe move on whiff. Some Frame advantage on his basic normals would be good too, I'm looking at you, 5D and 2D. Some way to reliably hit people who are airborne right in front of Tager's face, right now all he can do is block and 2C is too slow and without enough head invulnerability.
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This theoretical CA we're having dreams about.
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I can explain that, the trick with a Throw reject miss set up is to look like you're going to throw them and instead, do something silly like 5A... and then throw them. They react to your apparent throw attempt with B+C and by the time you really throw them their reject attempt is too late but they're still in a reject miss state. This works even through purple exclaimation marks. A really obvious one is with lambda: 236A, 5A > B+C This works because many people see 236A as a really obvious throw setup. Try to mix it up, it's all about not being consistent, in that example, you could add more 5A hits, not do any, or go for some other mixup instead.
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Also, Pot buster was actually slower than standard grabs. In GG, grabs had no startup at all, Pot buster just had absurd reach for a throw and mad damage if you used an Frc (and you would). A simpler way to stop them techrolling would be to make the move launch them vertically upwards and let them bouncetech normally (but no air tech). Another long ranged move that added magnetism would also be useful, since tager relies on magnetism to get a grip on characters that fly all over the place, and spark bolt is really not enough.
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Yeah, could find your on PSN. I play Mu outside of Tager these days, because we really don't want more insipid Tager mirrors. Also, a slidehead CA would be interesting against the likes of Hazama. Still need something else to beat him though, he really is untouchable when it comes to Tager.
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Eh, just make forcing a timeout whilst in negative penalty cause you to lose, regardless of the health you have left. That'd work.
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I'm english, I can drive either an automatic or a manual. Both cars have gearsticks. Sue me. And Yuki, a circular port might actually be an xbox port, not an xbox 360 port.
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Somehow 360B, 2B > 22D does work. Eh. And I also hammer all of the time (In netplay), hilarious as anything.
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Although it does appear to have broken the forum icons used for the main character forums.
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It's written somewhat vaguely in the system guide section. That's how I interpreted it.
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Basically, throws beat hitboxes when clashes occur. When two throws occur, the last person to get hit or block wins (If it's two normal throws then it's also immediately rejected by the other player). If you try to meaty Jayaku with 360 B then you'll run out of active frames before the kick hits. a meaty 720 has enough active frames not be worry about this.
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Counter assault to stomp the frog was kinda funny.
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Obvious spark bolt is obvious.
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The armour can only take 1500 points of non-combo-prorated damage. So yeah, 6C will beat it.
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I suppose having to spend wind just to get back to neutral is some kind of esoteric victory for Tager.
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Not sure I agree. After a second atomic collider there's little reason to do anything other than some kind of ender. Gadget finger isn't just good for the mixup, it also gives 5 Heat and 6 secs of magnetism and when your other options are 2D or 236B, 4D, you can see why some tagers still GF. But you're right about other causes of being downed. Being able to hit 5C > 6A on a downed Rachel is just priceless.
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The super armour also only lasts until the end of the active frames. If tager hits the 2C guardpoint really early, then command throw may be all that he has to stop him getting hit.
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Gadget finger against backdashing only works once however. Due to the way the game calculates if you're in a downed state or not. However, rachel can really do without another 6 seconds of mag.
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Better yet Jason, 6A can be cancelled into his command throws on hit or block. So if I see it impact onto cat chair I can make you eat a B buster as a throwcounter. And since you're Rachel. That's 4,500 Damage.
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Didn't realise 4D would do that, You'd expect it to only pull laterally. That explains why that combovid uses 4D at the end of some combos. Does 5D pull downwards in the same way? EDIT: Trying to see if there's any other variants on the 6B fatal combo. I'm seeing 6B>5D>236A, 2A>5C>6A>3C, 5B>5C>(6A)>AC, 4D, 22D Damage is probably crap, but the heat gain looks good. There's also a reset point after the first 6A in that combo (Go for 6B, Late 3C or Late grab).
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AC forces a long downed state if they actually touch the floor a second time, but if they have the untech time reduced by the combo enough, they can tech before the ground. AC pulls them up a little bit, but iirc J.D only pulls laterally.
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Weird, Maybe it's because AC pulls them into the air ever so slightly (Because it does attract them upwards), and that that's enough to stop them touching the ground.
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Surely if you can Egadget you can do AC attract > 2B > 2C > AC... Were you trying to do 6B after the AC whiff?