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Everything posted by Manta
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Clever, but I originally listed the combo to end in 1080D. See what's wrong here?
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Well there's this interesting one I found on youtube: Challenge #10: 2C FC, 2C 623C, j.C whiff, lowest j.2C, 5B, 5C, 6C, 41236D, 2C, 623C Bgadget. (4378) I'll edit this post some more when I'm not falling asleep
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Would it not be useful to list the challenge mode combos in this thread as well?
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Particularly considering even the long combos can still end in a gadget finger using the BGadget or EGadget techniques. (Why is the j.C j.2C 22D combo even called that?) If you want to go all of the way with the combos, you can do: 2C AC, AC whiff, 6C jc j.2C, 2B, 2C, AC, B/EGadget. Going a bit beyond the scope of a gadget finger demonstration vid though.
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Nice breakdown of how to follow up Gadget finger and opponent's responses. Nice of the maker to demonstrate visually the opponent's reaction before demonstrating its counter too, so you don't really need to know Japanese to understand it. Pity He's not Showing off the full combos you can do now from favourable starts.
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To fuel the idea, here's a picture of Nivana and a picture of Tager. I may make more. You may need to have a black background to see these properly.
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He's me going to ask for something outrageous: Develop a system in Photoshop which makes any sprite look okay and puts the word "Dustloop" on it, much like you did with the original Sol images. Then apply it to make one image for each character in GG and BB in their most distinctive pose (Sol's J.D, Tager's Atomic collider etc etc..) and possibly colour each one in that character's prominent colour as well. Then make the front page pick one at random each time the front page loads.
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I agree, perhaps more red, green and science.
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One of the big strengths of Gadget finger is that it drops them in Tager's throw range but no-one else's. This effect is rather nullified in mirror matches, so it a HUGE risk to do. There exist quite a lot of Tager specific combos you could use instead more safely, just be careful of some of the tech traps in case you get 720'd out of them.
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Really, there was me thinking that I saw 5A, 5B, 3C, 41236D once..... Yeah, Just saw the video, I imagined the 3C all along.
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Whilst this technically works, I've had nothing but trouble with using it. Personally, I find 6B 3C 41236D to be a better use of that sitatuation (of course, mixing it up is always good).
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As are a lot of Tager's breaker moves, 6B, 6C, 3C etc etc. Tager has it a lot easier than some other characters when it comes to the guard crush, although he doesn't have it as nice as Carl and Lambda. Spark bolt only does wallbounce if you crush them on air hit, standing hits crush as normal. The problem is that the wallbounce from a normal sparkbolt feels different to one from a crush, that's probably what's screwing up the timing.
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Let's not forget that your primers recover the fastest when you're forcing your opponent to block instead, something a lot of characters have little difficulty with. Still, there are a couple of good ways to break them with Tager if your opponent has fallen low on them. 2C, 4D is a gatling I see a good amount on players who can hitconfirm a single 2C. 4D is frame neutral and a little magnetism is nice too. Spark bolt, possibly not the best way to crush the last one (They'll barrier guard it instead) but this is the safest way he has to remove them. MTW has the amusing property of being basically unblockable if the opponent has only one primer left. Actually, that isn't many at all, but then Tager does have the other guard breaking ability which is the classic "Throw the turtle".
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Would it be possible to update the guide with a few more combos links? From the top of my head: Unmagnetised: 360B, 236A, 22D j.B+C, Land, 2B, 2C, 623C... 5A, 5B, 3C, 22D 5A, 5B, 3C, 41236D, 1080D 41236D, (5C, 6A, 2C) 623C... (Ignore some/all bits in brackets if your opponent rebounds too high) 3C (Close), 2B, 2C, 623C... Magnetised: (1 or 2 hit opener)...623C, 623C (Whiff), 6C sjc, j.2C, 2B, 2C, 623C, BGadget ...623C (Into corner) 6C, 623C... Damn, what would us Tagers do without the "2B, 2C, 623C," gatling?
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I'm not asking what do I do against, it, I'm asking Does Zanshin work?
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Possibly a daft question, but how do Hakumen's Drive moves react to unblockable moves? As far as i can see, the barrier attempts a block and then throws a grap if you do block (Explaining why using drives against tager still gets you magnetised). By that Logic, Unblockable moves like Tsubaki's 22[D] will not be countered. Which is an arse due to hakumen's terrible backdash.
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Bah, that explains quite a few things actually, I'm keen to have a look at the Frame Data when it's finally put up to find out those hard-to-judge properties of her moves.
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That's your first build? That's pretty damned sweet, Do you play Hakumen by any chance?
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Install meter's only purpose is to allow access to the D specials and to add damage to the D version of her distort.
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Do you rebind D to one of the shoulder buttons or something? How can you possibly manage Carl's simultaneous attacks without being able to press D with something else at the same time?
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Tager's gain seems quick enough for me, one throw combo gets you thirty or so. Besides Tager with 50% meter is a much more dangerous prospect than most other characters. Half of your life can disappear in five frames. Hazama's gain is silly though, it's like once you land the first Jayakou, the followup combo means you regain the 50 heat you spent. Incidentally, Lamda is the only person I've seen guard crush Tager in a matchvid, and that did take a green burst. Although I've seen Hakumen have a pretty good go with repeated 6C, but that shit should really be backdashed like most GP breakers.
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Add Tager to that list, he has about 8 moves that remove primers, some of which can blockstring. So if you're down to two primer from a burst (or heaven forbid, one primer from two bursts), you need to be bloody careful.
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A general rule when reading any combo is that you should be perform the final input of any move immediately after the previous attack connects (for moves which cancel) or as soon as the previous move recovers (for links, Which don't cancel). Due to the advance input feature in Blazblue, you can actually be pressing the next input up to five frames before you're actually able to perform that move if you hold the button down. For example, look at the ...623C (whiff), 6B, 2C, 623C... part of the combo you were trying to do. the moment you press C for the first collider, Tager begins to raise his hand. At this point you can already be pressing 6 ready to then press B. Once you've pressed B you can be holding 2 before the 6B attack has connected, ready to press C the moment 6B Does hit. Then finally, 623 can be inputted before the 2C lands so you can just tap C at the end and get that part of the combo. I made this seem so long and complicated, but it's really just the same trick over and over that's existed in fighting games since cancelling was even possible, most of us don't even realise we're doing it. You cannot hope to be any good at this or other games without being able to do this without thinking.
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Doesn't this want to be in general discussion? Yeah, such things were not possible in CT. Another reason is that you're doing it too late, AC won't pull in someone who is on the floor. If you're getting the pull in but they keep teching before the 6K, then you're simply not doing it quick enough, you can either practice it, or just get lazy and use 2B instead.
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Worthy of mention on this board (Because it was on the Tsubaki one) is remembering 6A's projectile guard point, which beats both backdashes and DPs at close range (Like after Gadget finger). Hitting her DP with 6A sometimes hooks her in over your head, which can make the followups a bit awkward though. I personally also find 5D to be my biggest friend in this one, magnetism seems to screw up Tsubaki's game so much, and 5D's reach seems to trump much of what she can do.