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Everything posted by Manta
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You can tell what the staff will do by which way up it is.
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In other news, jumping when you see him forward dash, air dash or double jump will allow you to escape some of his fake outs.
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Anyone for deliberately using Tager's repeat rate moves? (mag)...3C (Second time) AC, AC ...6C (Second time) > j.B+C
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Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Manta replied to Lord Knight's topic in Archive
There are times when you have more time to think and a little more time to gaze over your opponent's stats and have a quick mental caclulation on how they might react. gadget finger is a prime example of this, the move takes so long that you can think "Right, it's Ragna, he has 50 heat now, ID rapid seems his safest move, I'm winning heavily so it seems something a desperate person would do. Backdashing seems to be a favourable option." Obviously thought out much quicker than you just read that. -
Okay, next situational combo discussion; 5C CH at max range, and ways of following it. Currently thinking: Grounded: 5C (CH) > 2D RC... 5C (CH) > 6C > AC... (doesn't work at max range without mag) 5C (CH) > 6A (slight hold) > 3C... (Magged only) Air: 5C > 236B, 5C > AC...
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Just tried the link again.... wasn't even hard. I have no idea why I never did it before. Maybe because I was too busy looking up 5B jump cancel combos, who knows? And there was a whiff AC j.2C in that combo you posted. Just did that and got the exact damage you stated. If you include that, you can't then do, 5B > j.A > j.B > j.D since they'll tech the j.B If the combo starts with 5C you have to skip the AC fling, but you get 600 more damage overall (4623 with no heat use but with spark) so it's no big loss. The totally magless, heatless and sparkless combo 5C > AC, 6C > j.2C, 5B > ~5C > ~236A > 236A, j.2C, 3C > GF gets 4229 damage. 5C really is incredible.
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Looks like I need to tighten up my links it seems. Need to spend some time in the lab.
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So yo need to delay (or charge) Bsledge after the AC a little to knock them higher? Odd but okay.
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When I was doing that 236B variation I found it was pretty tight to get the 5B in after hammer. Am I missing something that lets you do 5C instead? Also for that RC combo, can't you start with 5C > 236A > 5C > 623C...?
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Well let's roll with the raw collider into corner thing then. Combo calculator time: No mag, heat or spark: 623C, 6C > j.2C, 5B > ~5C > ~236A > 236A, j.2C, 3C > 22D (3504, 50 heat gain) 623C, 6C > j.2C, 5B > ~5C > ~236A > 236A, j.2C, 5B > j.A > j.B > j.D (3517, 47 heat gain) Skipping out the 6C using j.c whiff is less damage and heat With heat: 623C, 6C > 23623B, 22D (4129, burst safe -33 Heat) 623C, 236B > 236A, 5B > 5C > 236236B, 3C > 22D (4496, 25 heat gained before MTW, -19 overall) 623C, 6C > j.2C, 5B > ~5C > ~236A > 236A, j.2C, 5B > 5C > 236236B, 3C > 22D (4478. 41 heat gained before MTW, overall -3) 623C, 236B, 5B > 236A > 236A, 5C, 236236B, 3C> 22D (4572) Sparky: 623C, 6C > j.2C, 5B > ~5C > ~236A > 236A, j.2C, 5B > 5C > 41236D, j.2C, 3C (AC), j.2C, 3C > 22D (3983, 67 heat gain) Both: 623C, 6C > j.2C, 5B > ~5C > ~236A > 236A, j.2C, 5B > 5C >41236D, j.2C, 5B >5C > 236236B, > 22D (4672) WiP...
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7.6K Variant for when you hit them with 2D CH at a distance: 2D CH, 3C > (AC), ...Wait for it... 236236B, 5B > 5C > 6A > 2C > AC, (22D), 6C, j.2C, 5B > 41236D, 6C > 236236B > 236236B The trick to getting it to work is to delay the first MTW so that it hits the top back corner of the hitbox so that when you groundbounce them, they hit bounce off of the floor behind Tager, landing close enough to 5B
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Voltic Hammer is also funny as all hell. If you catch any of her drives (except 6D) on the voltic, the hammer WILL hit. Noel hasn't a physical drive state move she can use that's quick enough, the rest are projectiles. She can still do a drive special as well, but that requires a good read, since you can just keep voltic up and hit her out of the recovery. Not sure what happens with assault through.
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Hey guys, I just found Tager's alternate theme tune: http://www.youtube.com/watch?v=N1tTN-b5KHg
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What are we whatting right now? What?
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They're virtually always out of range of that without a 6A to pull them in.
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5C > 6C doesn't ground combo. Anyone with experience in the matchup knows that Tager can't do a low hit after 5C so will block high. I'd suggest braching your strategy a bit.
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I think Ragna, as he stands in EX, shows us why it's a bad idea to have the main character an actually good character. He's the main character, so he's the first thing people will try, so he has to be simple to keep their attention to the game... But that doesn't mean he has to be good at high levels. Netplay is 50% Ragnas. I haven't seen a single Taokaka in months.
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So apparently there's this game called Blazblue that apparently is popular enough to have forums dedicated to it.
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I like Kiba's Valk too, only because I found it easier to beat than his Tsubaki... As Tager... And now if you'll look to your left you will see a squadron of flying pigs.
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Cannae do midweek events cap'n.
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I come down to london all of the time. I have a job AND a car. It's really not a problem.
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Do dumb shit, 720 midscreen, Voltic charge at point blank, use sledge as an anti air. do Street Fighter 2 Jump 360s.
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Milton Keynes now. Height of society.
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Bastards haven't updated him since CS. He still has the old motion for Voltic charge and many of his moves are actually worse than EX Tager's.
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On that note. using B+C or 360B asap after a gadget finger will also catch 2D, since that takes 5 frames before noel leaves the ground.