-
Posts
6,991 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by A.X.I.S.
-
[CS1-CS2] Iron Tager Tech-Traps and Resets Guide
A.X.I.S. replied to Heavy_Mental's topic in Archive
Ok then I have took some time out of my "not being a freaking mod" time and decided to post something here. 360A>gadget whiff no longer works. Air grab (throw break)>J.D whiff no longer works. gadget>RC 5D is way harder to do now, you must do the 5D later. There are probably more things that is different in CS2 but these are from the top of my head. -
Ok you won. Edit: Osuna I am retarded. I should have just posted this:
-
Osuna's post was too long in explaining to something simple. The flaw is that you are relying on your opponent being obvious or predictable for it to work instead of reacting. There is some tech traps that makes it a 50/50 if your opponent tech's as fast as they can but when 720 is involved it will only work on pure yomi. Thats why in cases like these you use 360B instead of 720 because it takes less time to do and needs no buffer. If your opponent varies their tech or choose not to do it when you do 720 you not only made yourself look dumb when they get up and jump and pop you for a free combo, You also waisted 50 heat which could have been used for something far safer. Hell that tech trap you posted is a variation I use to beat mashers. Its pretty much Blah blah combo>AC they back or forward tech they fly into the AC, if they neutral tech assuming the fastest time they fly toward me and I do 4D. If they was trying to punish the AC they get CH'd by the 4D, the kicker was you can use any normal you want for this but 4D gave you magnetism which is a plus. I know am rambling on but I am a very bitchy old man. (I seriously am not though.) Why am I cursed with overloading people with so much info! ugh
-
Yeah you can, wait until 720 comes out then hold up on wake up. Escaped. You are better off doing a combo off of CH 5D anyway.
-
Uri gets it. Jin vs Plat is a hassle you have to know how to AA and not get baited, you really need to know when and where to use items and you have to bait bait DP. Rule of Jin: He is gonna DP, They always DP. I will fucking get a camera and do a voice clip of me saying this if I have to, oki bubble bait the DP.
-
Ok I just tested it, yes I am double posting but whatever. J.D's reduced magnetic pull makes the trap impossible. Even if you did it really high in the air you still won't pull them in close enough for them to feel threatened. Only do air grab near the corner anyway.
-
This is how I win all my match ups! READY!? HERE GOES! 1.............! 2.............! 3.............!
-
J.C has 4F of landing recovery if you are close enough link it to 5C and do heart car or 5C>3C>22C stuff. It gives you like 5k in the corner anyways. Oh and when I used 5B on Ragna it always lost, amazingly 5A sometimes lost to it. I think Ragna is 4.5, his ground normals are a hassle but once you learn to outspace Ragna and escape his pressure IE IB and jump away from dead spike, it makes killing him in 2-3 combos easier. Hazama feels hella bad to me like its 4-6, His normals rape us, his snakes make it a problem to summon, and Plat has a hard time getting out of his pressure. Tager is 6-4 or 5.5-4.5, You can zone the hell out of Tager without too much problem, missles decimate spark and as long as your not trying to pressure Tager you will be fine. What I mean by pressure is not doing 5AxN and going into more dangerous avenues. Makoto vs plat feels bad like Haz, she hurts she hurts she hurts, she is real fast and her pressure is safe. ggs. Bang feels like he has the advantage but not by much.
-
Whenn I first got the game I tested it out, it didn't work like it used to. Later on at casuals I got it to work but I haven't spent too much time on it. (Plat is my second main.) I'll get to it after I do some chores I guess. The problem is that j.D has its pull come out only during active frames. also the trap fails if your opponent has a air option left. Funny you can collider them if they stay in the air.
-
The AC is techable.
-
Are we discussing air throws mid combo? I died a little inside ggs. Seriously air throw tricks are not cool because we lost the j.D trap. It works iirc if they are really high or really low in the air but that it.
-
J.C hit stun is huge, and its easy to pick up. IMO the items for me is. Cat missles (run bitch.) Hammer (fast fall! primers! loops!) Bombs (AA bombs.) Frying pan (5K instant overhead combo is delish) Cat bat (respect me D:) Bat. Miracle Jeane to me was best when I had Missles, Hammer, and bombs. 5B is match up specific, I found that you should never use it on Ragna, amazing that it works ok-ish on Jin. The hardest thing about plat is making your opponent respect, after they eat 5k for the 30th time the start trying to block stuff. D:
-
Pfft I rarely use tech traps. My main goals are: Read my enemy and learn them quickly. Establish fear by any means necessary. Destroy, destroy, and destroy until their hopes and dreams are shattered. If 2 of these 3 things are done my chances of victory go up by 60%. Seriously off topic so move this to general discussion. Also I don't do a lot, trust me. Its you Mofo's who contribute I just shove it into a thread.
-
I main Platinum and Tager son. I post here so freaking much that when I go here I see rows of recent posts with my name on it. I normally let you guys bicker amongst themselves unless some upstart get info wrong. It's imperative that you guys do not fuck up and get misinformed, knowing is half the battle...not fighting Hamaza is the other half and the key to winning.
-
We never had the best damage output in the game. In CT Arakune had the best damage iirc. Could be wrong which is nothing new anyway. Crap you guys made me post...I post too much in the Tager forums.
-
I mystic momo my bat like its a anti air because that shit only works when: A. They don't know I have it. B. Heat of the moment. If I have momentum I assure you that is gonna be a combo tool.
-
That combo will always have them tech in the middle of it. I just tested it on lambda and she teched near the end of it. The problem is if you have 2 heart cars in the combo the tech time goes to crap.
-
Jin isn't that bad, I can normally run it even, I just need more match up exp. Noel is bad but doable, just stay away from her. Makoto your screwed but you can manage once she blocks something. Hazama is rage inducing, chains ruin summoning and he pressures you for free.
-
As a man who mains Plat (She is my second main) I will tell you that no amount of Tager fundamentals will make playing Plat easy. You really need a good idea of how to space and dodge stuff, all I do with Plat is rush down and dodge and let me tell you this: It sucks fighting Noel and Makoto with her. Seriously can't get those fuckers off. Edit: I generally don't win off luck with plat, I just use what I got most the time.
-
Actually Ragna isn't that bad, you just gotta space and keep him honest. After that its all about doing max damage. Tsubaki is a niusance too but I found it easier to just stay away from charging stars and dive and never let her charge. Her 5B is hella gay, don't even rush her straight on...you will fucking lose.
-
I ignore Sena and focus on the sugoi happening on the sceen.
-
Not manly at all...not manly at all. Just cute.
-
AA is situational. Hell more than half the time my AA is IB 720 and that can be beaten if they leave no gaps or jump. Hazama should be romoved from the playable roster. I never faced Carl but word on the street its not that bad like it was in CS1 and CT. I told Kyle to practice BB and he said he will lol. @ Ve: Normally when I have momentum I keep it, even when they get me off of them, I find a way to continue what I was doing.
-
Hmmm? Maybe because I am motherfucking Axis? Ok real answer. When I fight Rachel I keep a eye out on multiple things, how many rods there are, where the frog is, the pumpkins location, her WIND METER!! etc etc. If she is winding when she jumps then she is usually going for a instant overhead, there were cases where she winded down and 2B'd me and cases where she landed and overheaded me. My only problem I have with Rachel is her consistent zoning (thanks wind regen seriously I hate you so much.) and her lock down when I don't have meter. The good thing is Tagers CA is hard to jump over in some cases. The bad thing is, get hit by something good when she has heat and you are gonna hate yourself. I normally scape by with yomi though.
-
He can still zone the shit out of us. His combo abilites are better overall. He can get curse meter off a air hit 5A/2A and thats too much.