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Maho

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Everything posted by Maho

  1. I thought of the jump cancel option for hotaru but i wasn't sure and i can't test that alone, i'll try to look into what happens this week end.
  2. If he has 2 magatamas in stock, a TK Hotaru will beat throws and every of your anti backdash and anti jump options and it's pretty safe for him, spinny should beat it though, and maybe a delayed AC can couter that but i'll have to check. The mixup then would be Tager's 5A beats mash but loses to counters, 360 beats counters and mash but loses to TK Hotaru, he has some decent damage from his counters so he can go for it sometimes.
  3. Do not delay it for that, you'll need to hold for only a few frames magnetism is very strong here.
  4. Firsts matches against Carl : http://www.youtube.com/watch?v=A_9VSUx7crY http://www.youtube.com/watch?v=zunqTney938 http://www.youtube.com/watch?v=mZd6ZPdkOhQ
  5. It doesn't feel like so much frame one invuln to me, what i wonder is if he does iad jB, will he be high enough to get grabbed by it, have to try. If the problem is iad jB x n, you can IB one jB and hit him out of the next iad with 2A/5A, 2c should also work (might trade but that's not much of a problem), 360A will be hard to use it there honnestly. About this matchup being very manageable, do not forget one thing, CS Tager is quite easy to use, you can use his news things effectively very fast, for exemple i was raping everyone with gadget mixups, it can still work now but not as much. On the other hand, Arakune has changed a lot and players will need time to get their game on, not everyone is Fumo/Souji, this matchup looks better than in CT (but that's not really hard lol), but to know how much better we'll have to wait.
  6. http://www.youtube.com/watch?v=4edHJwYDU90 http://www.youtube.com/watch?v=LMWWAtiviz4 Bang's arcade mode in english.
  7. Well when you look at this match, it doesn't look that much even : http://www.youtube.com/watch?v=DOrfShYBoDw The one good thing is that sometimes you'll get in and gadget rape him afterwards, but seriously the fact that you can't negate the clouds is really bad for Tager as with his poor mobility it will be really hard to escape those :/
  8. So here's the results of the tests regarding spinny and terra break minimum guaranteed damage, combo used was 5A > 2B > 2C > ACx2 > 6B > 2C > AC > spark, starting with 5A with 2 AC in the combo gets damage reduce really high. Damage of the combo alone is 2490, with spinny 3220 and with terra break 3920. Then i did the same test but starting with 3 5As to get the damage reduce as high as i can, combo does 1852 with that, with spinny it goes up to 2582, and with terra break 3282. Damage values for spinny and terra break are the same in the two tests, spinny does 730 and terra break 700, so we can say this is the minimum guaranteed damage for those supers.
  9. http://www.youtube.com/view_play_list?p=ED9DFB9547C77F2E Vids of the first french ranking done tonight at the Néo Arcadia arcade in Toulouse, there's two matches of me playing Tager against Lambda.
  10. 2D counter combos into 3C > 22D for 1479dmg, if you have fireball you can combo ala CT with 5C then 41236D > 5C > ACx2 > 6B > 2C > AC > B/E Gadget for 4090. If you get a crouch counter hit (good luck with that), you can 6A > 3C > 2B > 2C > AC > B/E Gadget for 3216, or 6A > 2C > ACx2 > 6B > 2C > AC > B/E Gadget for 4119, but this one needs the good spacing or else you'll whiff the 2C and give your opponent a free CH combo. It's more like it doesn't work on anyone if the AC doesn't put them in the corner, though jC whiff > late j2C > 2B > AC can be done anywhere on Arakune and Tager. Also i remember a few pages back that it was stated 360B > 5C > 6A > AC doesn't combo on Rachel, it's right but 360B > 6A > 2C > AC does combo anywhere without magnetism for a nice 4587dmg, 4694 if magnetized with 5D after it. Now some combos, every BGadget must be replaced with E on Arakune and Carl : Need magnetism : ACx2 > 6C > j2C > 2B > 2C > AC > 236B > 22D : 3298dmg. On Rachel after j2C replace 2B > 2C by 5C > 6A and you'll get 3347. If you do the same starting with 2C dmg goes up to 4052, (4097 on Rachel), starting with 6A > 2C you'll get 3859 (3899), and for 2B > 2C, 3659 (3699). 2C FC combo : No magnetism : - 2C FC > 5C > AC > walk a few pixels jC > late j2C > 5B > 5C > 6A > AC > BGadget : 4161dmg. Work anywhere on anyone but Hakumen and Noel, you'll have to drop the 6A against those two, damage goes down to 4058. Against Bang, Hakumen, Hazama, Tao, Rachel and Carl you must walk a few pixels before the whiffed jC, on the others you can go directly for jC if you drop the 6A like for Noel and Hakumen, easier but you lose some damage. If started back to corner : - 2C FC > 5C > AC > jC > late j2C > 5B > 5C > 6C > j2C > 2B > 2C > AC > BGadget : 4456dmg If magnetized : - 2C FC > 5C > ACx2 > 6C > j2C > 5B > 5C > 6A > 2C > AC (hold) > BGadget : 4315dmg. - 2C FC > 5C > 6A > 2C > AC (might need hold)> jD whiff > late j2C > 5B > 5C > 6A > 2C > AC (hold) > BGadget : 4349dmg A vid of the 2C FC combos : http://www.youtube.com/watch?v=x755G8KL8S8
  11. You can delay and hold 360A, get bang's 6B and Lambda's 4B to whiff then throw them, have to test against Litchi's Hatsu, but for this one i was able to counter throw 720 before she get airborne, without getting the pink !! for doing it to fast, should probably work against some other moves like that. For Jin, a delayed 360A will beat his B and C DPs, didn't get the chance to try against the D one. Litchi has a quite safe option if she got meter, Dai Sharin will beat every or Tager's option except for the spinny super (and blocking of course), but unless you have 100% tension it's quite risky. For Lambda 360A beats her backdash, and with good timing can beat her gravity seed, i think she's really in trouble after a Gadget. Against Hazama, once i blocked and he did his flashkick move, seems he's too far as it whiffed, and i was able to CH 5D him.
  12. Since the first i posted in the other video thread, i uploaded a few vids on my youtube account : http://www.youtube.com/user/Maho1378 There's 14 sets of 2-3 matches each, all are vs Litchi, gonna record against some other characters this week end.
  13. Since no american vids are allowed in the general vid thread , i guess french ones aren't (but crappy Geesendou's are?) so i'll post here a few day 1 vids, all Tager vs Litchi : http://www.youtube.com/watch?v=fyhH5l_ZzDM http://www.youtube.com/watch?v=i-giedkvQII http://www.youtube.com/watch?v=G2XLg5RkpI0 http://www.youtube.com/watch?v=LhRXaCVxqRg
  14. Yeah you're right, might play him again next friday, gonna try to go that way. This combo looks cool, gotta work on it ^^ Note that the jC j2C combo also breaks 5K when done perfectly, 5095dmg for 44 hits to be exact. I guess you're right about playing safe with 2C CH combo, 4500 is still high damage after all, as for me i have the bad habit of liking to do flashy combos :p
  15. I like this because it's an easy way to bait reversals while keeping pressure if the opponent just blocks, for comboing after i sometimes go for it and RC into late j2DD > land 2DD > delay 6C > dash 2DD > j2C > djDD > j214D, 4267dmg. Yeah i'm kinda used to deal with her pressure as Tager and Jin, but here i don't have the same tools, i sometimes IB 5B than get hit by 3CD, and realise i can't do anything there. Some other times i try to I the last hit of 3CD to 2C counter if he goes for a 5B reset (which he does a lot when i block this) and get hit, and other times i simply get hit because i expect him to go for a j2C. For the burst i was crouched when i got hit by 5B j2C3D, he could have combo into 5B 5CC then dash 2B... or 236B then baden lilly without more wind. I have to say i tend to burst early with nu in that matchup (thing i almost never do with others unless i play vs carl or arakune), it's not the best thing to do obviously, it's mostly when i think my opponent get too much momentum in his offense, at least it keeps me away from being bursted baited lol. But you're right on the fact i should be more aware of her wind meter, it would be be a good to know all her options at a given time, but well it's not really easy to look at it when she's pressuring you ^^ I play her as an alt since i started the game, i used her at this tourney to change from Tager as i played against everyone that was there except Uriko before with him in tourneys and ranking battles. I'm pretty consitent with it against most chars i usually play, that's why i tried to go for it, it's the best thing to do after a CH 2C combo after all, but yeah i should have gone for an easier option after a few misses.
  16. Here's some vids of me in a tourney held a week ago, played nu instead of Tager for a change. http://www.youtube.com/watch?v=rEYfATuU1g0 This one was pretty quite in my favour since Dream Maker doesn't have much BB experience, and Jin is one of my other alts so i know him well, i did a few mistakes but got away with it. For the second match vs Carl, i played a more carefully trying to stay as far as possible and avoiding to get sandwiched, i got lucky in the end when i went for the guardbreak, i timed my burst way too late (should have done it when i got across nee-san) but he blocked it anyways. http://www.youtube.com/watch?v=RdJ9dD4f7ic I was not really confident for this one, i have a lot of experience against Litchi as Tager, but almost none as nu (like maybe 5 matches lol), also it was the only player in the tourney that i didn't know so i had no idea of his playstyle, all i knew is friends said he was pretty good. First bad thing, i dropped too much combos in those matches, when i watch the vid sometimes i really don't know why, like going for jD when i'm point blank after an anti air, wtf? Some other times i probably just got too greedy (like trying to go for dash 5A 3C after the DD4DD iad combo), some other like the jC j2C 2DD i just lacked practice against her (but that's now corrected ^^). Other than that i think i should use 6A instead of 2C as anti air against her as i got CHed several times by her jB, i think i was too late but 6A should have work thanks to his head invuln. I also got suprised by the flame super, the litchi player i play against as Tager doesn't use it much, but that's probably because he doesn't get much occasions against Tager. http://www.youtube.com/watch?v=yCP5LjhKUJY I already got to play against Jackal in the first round of the tourney and barely won over him so this was expected to be a tough match. I didn't play his Rachel since the console release and he got a lot better at handling nu than before, hopefully my nu is also a bit more competent than at this time. I tried to mix zoning and close range pressure which i think i'm better at, and i guess the latest was more efficient, like against litchi i think a need a little work at getting the combos better, i missed some char specific ones. Also have to work on confirming some things, two times at least i got an opening that could lead into big damage with a RC but i didn't went for it. Last thing i can think of is when i do a 236236D super to get a mixup, i should not go that close and stay out of her counter assault range, which i got hit by two times in that situation.
  17. This combo also works on Jin but you need a little more dash momentum than on the others, and you have to cancel 3C into 214B on the last 2 hits (which you want to do for maximum damage anyways). It's possible (but hard) to punish his 623C with this if you dash and hit him with 6B just before the end of his recovery, of course it will be a bit easier if tou IBed the DP. A great use for this is after an unblockable gold burst setup, you can get 7000+ without the 236D in then end replacing it with a meaty 214D or 236DC, usefull if your opponent bursted early.
  18. Not any combo, if you do this after to much hits, they can tech before 2D hits and you might get punished for it.
  19. 360A needs the IB on the second hit of the icecar to make it guaranteed, icecar is -9 on normal block and 360A has 11f startup, 360 B will sometimes need the IB for Tager to stay in range, but if the icecar has been done close, it can be done without. Also Scarpia, better don't use normal throw as a punisher, your opponent might get out of it if he buffers a throw break during the recovery.
  20. For the 236B, from far range, cancel into 236236D super for about 6000dmg, jump cancel into j2DD 214D into 236B's recovery for an easy punish, depening on the timing act pulsar backwards into another 5D giving a 4000+ dmg combo can be done, that will also be her punisher if you do a whiff a sledge and she wasn't doing anything. From closer range she can jump cancel to at least be safe, cancel into 632146D super for 5000+ dmg. From far range 236A gets you killed without the need for the v13 player to even think, the second hit of 5DD will hit you and she can get an 4000+ dmg combo, from close range she might be able to jump cancel block depending on the timing, do the 632146D or eat counter, but well a v13 player shouldn't do a sword if you're close to him.
  21. So you say that Tager backdashes a 5D, then after her recovery the v13 does a 4D? Yeah the spark will hit there and you'll get it by the 4D as well so you won't always get a combo, but actually the v13 just have no reason to do a 4D after whiffing a 5D, especially with your you having your spark ready. Also backdashing a 5D isn't something you'll do on reaction, and random backdashing against v13 can give her a free combo, but you can backdash 4D on reaction easely though. I do it almost everytime unless i'm in B sledge range (which won't happen if the player knows what he does), sadly you don't get a sure spark hit after this, but it's better than blocking it as nu can't go on with a block string after whiffing the 4D, so that's a little less free meter for her.
  22. What would be smarter is you stoping to troll this thread, seriously just why do you care about we Tager players think, you obviously just want to hear you are right and we should get another character as backup to play against v13. If you don't understand how someone can play one character despite some really bad matchups, well too bad for you but you should stop posting here, the subject of the tread is the Tager vs v13 matchup, nothing else.
  23. If you get this combo with maximum hits on each C move, you can up to 4709 dmg, getting all the hits might depend on character hitboxes, didn't try on everyone, but around 4500 dmg is doable most times.
  24. I'd like to know this combo too
  25. The only problem i see with this setup is that characters with a fast reversal like Ragna can hit you out of the recovery of steel rain if they neutral tech. If i'm not mistaken, from my tests they can only neutral tech for some time after 2C 6D so they are kinda forced into the super, but there is a downside as it leaves you vulnerable to more reversals, for exemple you can block Jin's 623C after 2C into steel rain but can't after 6D.
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