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Everything posted by Manta
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Also, some mention on how to do erratic teching as to make your 360s less predictable. Doing a quick Tech (2+A/B/C when down) allows you to use specials 14F after using it (Rather than 32 from bounce teching) and it's much less obvious too since it doesn't have that white flash. Also simply staying down that little bit longer can do wonders throwing off your opponent's timing, and Tager's all about exploiting those little mistakes.
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Tager has blockstrings? All I can really see is 5Axn > (5B > 2B)xn > 4D because everything after that has a hole in it. Incidentally, Getting 5D on air block tugs them in quite far after it hits. Try using that to set up tech traps.
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Yomi means "read". It's when you predict what your opponent will do based on your gamer's intuition and act accordingly. In other news, I finally have CS2 (Goddamn it Europe). So I can finally do guardbreak fullscreen 720s.
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Thing is, that super has a massive hitbox, and he can do it outside the reach of your 5D and still hit you with the sword if he uses renka or something to boot you into the corner first. He can also release it early so I expect he can hit you in reaction to 2D or BSledge (But not spark bolt). Super Jumping over it does seem to be the safest option.
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Jumping away and barriering after your gadget finger? Try Yomi Colliderâ„¢. Punish those cowards for trying to run from you!
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It also seemed to have a long wait time on how long between the input and the button you can be. So with Pot you could do shit like 63214[6] P and get a pot buster with a surprising amount of a walk in front of it.
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Oh I've got it nailed now. Just had to teach myself not be be lazy when pushing it into the corner (Because 360 motions tend not to care). I do something akin to a 6523 motion. Getting a stick was also about the time when I went to doing DP motions properly and not be going 6236236236232636236223123112363623 C
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Square, but it's cheap and therefore isn't perfect. Still beats a pad.
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Funny, when I went from thumbstick to arcade stick 236236 motions became much easier but somehow 623 inputs became harder. I have to make a concious effort to really push the stick into the 3 position to do Dp motions
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Wouldn't that same Fatal combo be improved by replacing the first 2B with a 6B instead? That shit's great in combos now. Also, J.2c is still great in combos, couldn't some other hit be replaced instead?
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Doesn't that just reverse your inputs if you get crossed up whilst inputting a command move?
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Odd, GG always felt much more forgiving of inputs for me than any SF game. But then I learned GG before SF so there.
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Actually it's always bad for heat gain, any other combo that gets 3700 damage tends to get you much more than 15 heat.
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Ah, but the true question is, is it as bad as CS or worse?
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That works if you take "unburstable" to mean "You can burst but you'll reset yourself if you do".
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How is 360A with 100 heat unburstable death? Can you really do 360A MTW TB?
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Yep, Although there's probably some gimmicky tech trap you can do from there somewhere.
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Quickie: Ashura is still listed as 236236D in the frame data, isn't it 236236A now?
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Forgot to mention on the gadget finger notes that you can beat backdashes with 5C and 6A. You might want to note Hakumen/Makoto's counters.
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Some of the pop-up notes for when you mouse over things like "Counter hit" in the frame data need a quality pass for spelling and grammar. Counter-hit in particular.
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I'm interested to know of that added tug on the end of Tager's D moves is proving useful in any way. It sounds nice on paper, but it doesn't seem to do much so I can only see it being useful rarely.
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Oh, a comment worth adding somewhere in the guide which I believe is true (Needs a quick test): Whenever a throw goes active at the same time as your opponents attack, and both should connect at the same time, the throw attempt will always win. This has useful applications against attacks that have invulnerable startup but go active on the same frame they become vulnerable again (Hazama's Jayakou Houtenjin, springs to mind). This has the great effect that if you hold down a 360B or 720C (But not 360A since that only goes active when you let go of the button) you will cleanly beat it and laugh in your opponent's face. Also that bit about combo proration I wrote should probably go just above the combo section of the guide.
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A lot of the matchups against Tager involve a significant gameplay shift for many characters because Tager himself has a very slanted playstyle, it would be important to list what these shifts are. E.g. Tsubaki is basically prevented from doing any ground strings against you on fear of 360A and therefore has to use a lot of well-spaced 5B and 22[D]s. Some characters like Lambda obviously aren't changing their style at all.
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Still quite not organised the way I meant, any way I can just edit your post and sort it out?