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Manta

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Everything posted by Manta

  1. I agree with Skye here, giving lambda a safe panic move other than her burst would negate her intended weakness. I rather think they've done a fine job rebalancing top tier Nu into lambda without really changing how she plays for the most part. I also like the way they managed to add two whole new characters and make them mid tier. Now if only they hadn't been so heavy handed with Rachel.
  2. I think he's sitting in yomi layer 17 or something, I also think he's lonely. Also, anyone who taunts and gets away with it in a genius in my opinion.
  3. Add it to the growing list of gimmicky tricks Tager has, once he gets enough of them, they stop being gimmicks and start being really quite deadly mindgames.
  4. Manta

    [CT] ν-13 vs Tager

    Goddamn, I'm not going to live this down am I?
  5. Manta

    [CT] ν-13 vs Tager

    Try blocking it, or baiting it or things that aren't projectiles. It's not like he can just walk right up to you with it without you having any number of opportunities to own face.
  6. The cave where they secretly plot Rachel's return to infamy as the untouchable one. I think they're talent scouting new electrical frogs too.
  7. Impressive comboes, but I can't help thinking that a lot of his comboes are the same thing when you get down to it (Knockdown -> scoop -> relaunch). I found the most interesting parts of that vid was actually watching the mindgames those two zoning characters were playing on each other. I also laughed at Rachel's ability to stall out time by stalling off the top of the screen.
  8. From what I can see from the frame data, Tager doesn't seem to have any air move with invulnerability or autoguard, nor does he have any move the a particularly low hitbox like Haku-men's j.2C. Instant Blocking or simply not jumping might be your only options. Of course, i can't read Japanese (I'm just comparing symbols from moves I know to have invulnerability) so I could be wrong.
  9. Surely the good old fashioned backdash'n'throw technique is effective against that?
  10. Not all of us have cat-like reactions. I'd say block low and then have your fingers sitting over B+C in case she did the A version for a tick throw.
  11. For Haku-men If you: - Like simplistic but damaging combos. - Want to be a heavy hitter but dislike grapplers and 360 motions. - Fancy yourself as a psychic. - Want your enemies to come to you for fear of letting you charge up your attacks unimpeded Then choose Hakumen
  12. I find it strange that every Tager in their subforum seems to think CS Tager is a million times better than CT Tager, yet the discussions here seem to put him still near the bottom of the list. Did all the buffs he got and the nerfs for those good against him really not matter that much? Apart from the fact that Carl isn't handed a free win anymore against Tager.
  13. Tager AI seems to love starting with 5C, easy poke/backdash bait.
  14. Thanks for the link, I think it also says the magnetism times at the bottom, all of them are 6 seconds except for 4D which is only 4.
  15. Does barrier guage get consumed faster in the air? I ask because in GG, air FDs chewed up your tension very rapidly in comparison to ground FDs
  16. I only started playing properly when continuum shift started appearing. Funnily enough I went with Tager, mostly because I always went with Potemkin. It was only after I came here did I realise he'd been shifted from trash tier in CT to awesome tier in CS.
  17. Is this a new Slash mechanic to prevent loops occuring? I'm having trouble noticing it in #R.
  18. Who does he play as? Or is that a stupid question.
  19. It's also worth noting that heavier characters don't seem to fall to the ground any faster than light characters, it's more than they don't get knocked into the air so high in the first place.
  20. What happens if both players attempt a normal throw on the same frame?
  21. VV does not need FD air to air, but the 214K followup always does. Storm viper needs FD regardless if you're eating one and in the air.
  22. A clean hit is only possible on Sol's sidewinder and is NOT the same as a counterhit. The game runs at a constant 60 frames per second, and yes we are counting frames when moves are performed.
  23. Yes, there will of course be times when your opponent doesn't tech when they could of, usually in those instances you can fudge up a combo on the fly as it were. But beware of the selective techers, because they'll make you suffer for trying comboes which are techable.
  24. Yeah, We're not talking one frame FRC windows here, otherwise teching would be VERY hard to do correctly. Come to think of it, that'd be a good idea, it'd keep comboes less fixed. But more broken too, so something would need to be done about that.
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