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Everything posted by A.X.I.S.
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If you can do that it will be wonderful. As far as writing goes that is one of my weaker points.
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Litchi, Bang, Carl, And Valk got updates. I didn't bother watching these yet but I am sleepy so I am gonna rest.
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1. Its a unblockable reset, it doesn't mean you can't DP it, it just means you cannot guard/escape it. 2. What difference does it make if its unblockable or not? Did you seriously blurt that out? If it was blockable it wouldn't be AS bad as it is right now. When Carl goes for a reset you really have to figure out when and how he is going to reset you, will Nirvana be the one to reset you? Is Carl gonna cross you up during the reset? Is he gonna tick grab you? is he gonna bait you out? So much stuff goes on during these resets and it being unblockable makes it all the worse. Your only choices here is to burst/Mash reversal/Die/Hopes he drops it. Don't even get me started on Nirvana and the load of fuck she carries. 3. It is known that Carl has a hard time with Haku, quite possibly his worst match up.
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Kyaku's Carl is amazing. Mu vs Carl is in Mu's favor? Kyaku says nope. Buppa says he is the god of Blazblue. Kyaku says nope. Haku-men says D. Kyaku says nope. Man I feel bad for chariot. They have no hope.
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Arakune, Jin, and Noel just got updated. Akiduki aka that Tager who uses Akira colors but gives 0 fuck whatsoever.
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I'd give you guys a free for all thread. AKA Tager general but no one posts in this forum.
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Hello old players and new players I am A.X.I.S your everyday co-mod. I am here to tell you a few things: First off I may seem rough at times but I am here to aid you in your learning, I will provide you with any basic info you need but I cannot make you learn. How far is it that you want to go with this game? do you play it for fun? Do you mash buttanz? Do you want to be competitive? These are things you have to discover for yourself. Now on to my side of things. I have very few and simple rules. If you need help or just don't know something then ask, I cannot bite you for asking nor can I yell at you. I can of course tell answer your question as best as I can. We right now do not have a free for all thread, it was removed for the sake of saving space on DL, besides no one really posts here. Simply put you can be a newb or noob, I am obligated to help you but for gods sake don't act a fool here. I never had to use mod powers and I hope I never will. So without too much delay let the games begin and I hope you enjoy the crazy rage filled life of Tager. The Tager life is the life for we! the Tager life is the death of me! May edit this post again for softballing.
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Strategy Approaching As Tager your job is to get close and start an offense and your options are: Walking: The normal and safest form of movement for Tager, leaving you with the most defense options. Jumping: Fastest but most risky option for getting close with Tager, since Tager only has one jump you can't really do too much to stuff AA's except for the occasional J.2C. 2D: The middle ground between jumping and walking, the bad thing about 2D is that you have to be in range for it to connect, the good thing is if your opponent blocks it they get magnetized and if they are already magnetized you can 2D from further away to get in. Close Range You got in close range! Now we are cooking with gas! Lets light them up! Lets talk about the things you can do once your in shall we: 5A: Your fastest poke, generally safe on block, and leads into high/low/throw mix up! Its jump cancelable on block so you can actually jump after people who thinks they can mash jump to get away. Say no to that! 5B/2B your lows: 5B is great for buffering 360/720 since its not jump cancelable and gattlings into 2B, while 2B is safe on block and can also be used for throws and frame traps. 4D: A safe way to end your pressure and gain easy magnetism, in CS2 its -3 on IB meanng you are safe regardly of your opponent! (unless its Tager churning 720s.) 6A: This move is used for many things: drawing people in for tick throws and primer breaking is only a couple of things you can do with this move, use sparingly as it lost jump cancel property. Throws: 360/720 are your primary choices although regular throw is fine too! man up and throw them! Long Range Oh wow you are away from your opponent what to do now? Spark bolt is your only long range move either to punish wrecklessness or to gain magnetism so you can Work your way in. When your opponent is Magnetized you can use 5D to "zone" your opponents since magnetism messes with spacing...learn when you should 5D and where, knowing when to do it can lead to victory or utter defeat. Defensive Oh wow you are not the aggressor well have no fear we can talk about what you should do in these situations! Blocking: get good at this and fast, block overheads and practice IBing blockstrings, this creates gaps in other wise safe pressure, also makes moves thats hard to punish actually punishable. 5C: A poke for defense? Yes 5C has a nice large frontal hitbox and used right makes your opponent think before charging in full force on CH it combos into 2D allowing a free in. 6A: if your opponent is jumping around magnetized then use them to pull them in, in some situations they fly right to the corner...right where you want them. 2A: Its a situational anti-air use it on poorly spaced jump in's, mess with it in practice to learn its hitbox. 2C: Primary anti air! risky but effective, land this and you are gonna put on some hurt and gain a lot of heat! Atomic Colider: The yomi anti air, Use it on obvious jump in's when you are feeling psychic, keep in mind its not invulnerable on frame 1. Gadget Finger As Okizeme goes, Gadget finger is probably the most obvious one of them all due to the length the move takes to perform. In that regard you will probably find quite a few opponents who know how all of the different options out of the mixup and you'd do well to know these options yourself. However with the exception of one case, nothing they do is 100% safe and generally revolves around a nasty game of rock-paper-scissors (Albeit somewhat more complicated). Here are the things they can try and do and what moves of yours beat it: (Please note that there is a 4 frame gap after they are free to move where all throws you do are purple throws) They try: Mashing A It beats: You using collider, 5C or 6A. You beat it with: Your own A mashing (you have frame advantage), MTW or 360/720, with the added bonus that if you hit them too early with the grabs (and get purple !!s) they can't tech it because it's a throw counter. They try: Jumping away and using barrier It beats: Throw attempts of all kinds, Goes neutral: if you use a normal since it forces them to land. Using gadget finger again will catch them. You beat it with: Atomic collider, Air throw. MTW RC can lead to its own mixup but MTW on its own very much loses here. They try: Backdash It beats: 360B, Goes neutral: with A mashing, Gadget finger. You beat it with: Varies on backdash, but held 360s can beat it and a held 720 almost certainly will. They try: Reversal move (DP, Super or Gold burst) It beats: everything except blocking and MTW, which beat it unless they can rapid cancel (This is the safest option they have, if they even have it). They try: Jumping at you and attacking It beats: Throws, You beat it with: Mashing A, blocking might let you squeeze a 2C in for big damage. Gadget finger is a interesting move as it is not affected by proration and you can rapid cancel it allowing you to go for even stronger mix up. We have a guide on it you should check it out when you get down the basics. Big Tidbits. From Manta: Spark bolt It comes out fast, wallbounces, adds magnetism, always lets you combo into it and from it, travels at an insane speed and demolishes all non-super projectiles on its way, yet the best use for spark bolt is often not to use it at all. If you're wondering how this makes any sense, think about it. Your opponent can see you have the best projectile ever charged and ready to use in the blink of an eye, they're now forced to respect you from any range, why throw away such a powerful threat just to have it blocked? Use the fear to advance upon your opponent instead like the glacier you are and use spark bolt at some unexpected time instead. Just as a quick reference, the following times are NOT unexpected: [*]Immediately after your opponent techs[*]Immediately after you tech[*]At max range (They can just see it coming)[*]After a poke (5D is particularly obvious) Writing a list of when spark bolt is unexpected would rather defeat the point, so it's up to you to be creative as the situation demands. B Sledgehammer Whilst it looks like a heavier version of A sledge and shares its useful projectile guard point, you'll find their purposes to be quite different. This move is functionally little different to CS1, but its interaction with additional attack has been improved slightly (see below). However, in a bid to reduce Tager scrubbiness everywhere I must make this point; what remains true of B Sledge all the way back in CT remains true now... B Sledgehammer is not a command dash! Do not use it in neutral situations to cover ground as you WILL get punished for it To clarify, Sledgehammer only has a projectile guard point, any other kind of attack will beat it and with its long recovery and big startup, don't be surprised if you get hit with a fatal counter combo for your recklessness. This move is actually pretty bad in combos too, with very poor P1 and P2 values (70/70) and a repeat proration of 55% so don't expect to gain massive damage from it. This doesn't mean never use it as it does punish reckless projectile use and is advantageous on block. As well as all things that are obviously projectiles (Jin's ice swords, Lambda's drive etc), here are some attacks that Sledge's guard point will protect against even though they don't look like they are projectiles. [*]Noel's Bolverk attacks (That yellow muzzle flash you often see)[*]Anything Nirvana does[*]Tsubaki's DP moves[*]Jin's drive moves[*]George XIII's electric attack[*]Lambda's 5C attack (But none of her other C moves)[*]Rachel's 5B and 2B (as of CS2) Additional Attack Additional Attack now also has projectile guard, meaning your opponent now cannot simply wait for sledge to end and hit you with a projectile for a free punish since you may or may not do additional attack. This obviously doesn't help you if they have a well ranged non-projectile poke but can catch people off guard if you use this move sparingly. Unlike Sledgehammer, this move has excellent proration values and on counterhit it is possible to follow it up with some pretty big damage. Despite its appearance, it has a deceptively long active time (16 active frames!) which means it sometimes hits opponents that think you've entered the move's recovery. From your lovely mod: To do 360s standing you just need to start from a desired direction (usually right or left) and spin the stick in a 270 degree angle. You can also do this with 720 as well but you still need to spin the stick in a 360 before doing so. Meaning you don't have to do a complete 360/720 to get the move out. XYH can cancel into 720 now which is a good gimmick when your opponent thinks you are open with 50 meter. It also makes it possible for you to do a near instant 720 on the ground without the crazy buffering.
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Iron Tager Height: 240 cm Weight: 550 kg Blood Type: Natural Oil Origins: Unknown (doesn't remember) Birthday: November 27 (date of creation) Hobby: Bottle-ships Likes: Kokonoe (his creator) Dislikes: Salt Water Originally the leader of a battle unit which revolved around physical combat, Tager was forced to withdraw from the front lines after sustaining a mortal wound in the Ikaruga Civil War. He was brought back from the brink of death at the hands of the scientist "Kokonoe" and revived as a cyborg, and is currently assigned to a combat unit under the direct control of Kokonoe. He seems to be pursuing Ragna, though his goals are entirely unclear. Guide Information This guide represents the combined efforts of all contributors to the Tager board. Special thanks to Mike Z, Manta, and everyone on these boards, I couldn't have done it without you. Combo thread: http://www.dustloop.com/forums/showthread.php?11174-The-CSII-Iron-Tager-Combo-Thread. Tech trap guide/Gimmick guide: http://www.dustloop.com/forums/showthread.php?9743-Tech-Traps-and-Resets-Guide-Compilation Table of Contents FRAME DATA! http://dustloop.com/guides/bbcs2/frameData/tager.html Brief change list Move list at a glance Notation The Good and the Bad Tager's Normal moves Drive Special Moves Distortion Drives Basic combos Strategy primer on Gadget Finger A few words from Axis The change list! Can cancel XYH into 720. Most normals (If not all) are air unblockable. J.C has more untech time on normal hit. J.D has less pull. 5D only pulls during active frames. 4D has same magnetic pull as 5D. 720 pulls before the flash and its really strong. 360A leaves enemy closer allowing for follow up combos. 360B can be followed up with more stuff. 5C has 100p1 3C has more p1. j.2C is easier to follow up. 6B gains fatal property and forces crouch on CH, also has more base damage 6A projectile invul is replaced with super armor, P1 and base damage decreased, cannot be jump canceled, can be held to pull in enemies. NOTE: Super armor starts on frame 18, its not a reversal. Sledge follow-up now moves you forward a bit and has projectile auto guard. Note: It seems D moves continue to pull on hit/block. Bad things: Collider damage reduced by 200. 6B has 70p1 (was 85 in CS1.) and does not break a primer 2C can only be gattling into 3C Move List at a Glance Special Attacks Gigantic Tager Driver (360+ or ) Atomic Collider (+) Sledge Hammer (+ or ) Additional Attack (+) Spark Bolt (+) Voltic Charge () Gadget Finger (:d:+ on downed opponent) Distortion Drives Magna-Tech Wheel (+) Terra Break (+) Genesic Emerald Tager Buster (720+) Astral Heat King of Tager (1080+) Notation In BB the buttons are A (weak), B (medium), C (strong), and D (drive) as for inputs imagine a number pad on a desktop keyboard in other words the inputs will look like this: 7 8 9 4 5 6 1 2 3 Assuming you are facing right it will be 2 for down and 6 for forward, 4 in this case will also be back. So the sledge being 236A would mean 2 (down) 3 (down forward) 6 (forward) A (weak). Some of Tager's moves have received nicknames. These are: Gigantic Tager Driver: 360, Tager Buster Atomic Collider: Collider, AC Sledge Hammer: Sledge Additional Attack: Follow-Up, Hammer Spark Bolt: Shot, Tager Shot, Spark Voltic Charge: Charge, VTC, XYH(Cross your heart) Gadget Finger: Gadget, Finger Magna-Tech Wheel: Spinny-super, MTW Terra Break: Terra EGadget: [j.C(whiff) j.2C(lowest)>22D] BGadget: [236B, 22D] Genesic Emerald Tager Buster: 720, GETB King of Tager: AH, Astral The Good and the Bad The Good: Easy to pick up and Learn. Good Damaging combos. Highest Health and Primers in the game. Good close range pokes. Fastest projectile in the game. Magnetism helps with closing in on foes. Plenty of useful tricks and gimmicks! Good mind games! The Bad: Has a hard time with zoners. Pokes generally lose to longer ranged or faster pokes. Huge hitbox allowing for "Tager specific combos and Blockstrings." Lacks mobility. (Double jump/Run/Dash/air dash.) Grabs can be broken during hit or blockstun. Tager's Normal attacks As of CS2 all of Tager's ground normals except for 5A and 2A are air unblockable. Normal's are non D attacks FYI. [*]5A: Tager's fastest poke, good at stuffing slower pokes, bad run ins, setting up tick throws, and tech traps [*]slower than most 5A's but has better range to compensate. [*]2A: This poke's primary use is as an anti air or combo filler for crouch loops. [*]6A: This move pulls in magnetized foes and as of CS2 have been given super armor! Meaning it can beat DP's and other reversals, you can also hold it down and it will draw people closer on release. [*]J.A: Fast aerial poke use it to force tech or bring down aerial foes when you have them in block stun. [*]5B: Decently fast poke that hits low. Use it to set up tick throws and OTG combos. [*]2B: Great low poke being +5 on block, having many uses as a tick throw set up and for doing higher damaging OTG combos. [*]6B: Overhead that has fatal counter and forces crouch. [*]Doesn't break primers anymore and Base damage increased compared to CS1. [*]J.B: Tager's air to ground poke that stays active for quite a while, Good combo starter and can OTG some characters mid screen for higher damage combos. [*]Better proration as of CS2. [*]5C: Good poke for mid range, Does good damage and is safe on block. [*]Buffed with better proration and can lead into some pretty nasty combos. [*]Can combo into 6A now on grounded normal hit. [*]3C: Decent low hitting poke that breaks primer and leads to knock down, use this for OTG combos or or for guard crushing. [*]Better p1 and p2 than CS1 allowing for higher damage combos. [*]2C: The usual anti air, use it only when you know its gonna hit. [*]Breaks 1 primer and on CH lasted until your opponent hits the ground. [*]Has fatal counter property on counter hit. [*]Can only gattling into 3C now. [*]6C: Long range primer breaking overhead, main use is for combos. [*]Beware this move has 55% repeat move proration making it really bad to use with our 40% combo rate. [*]J.C: Tager lunges forward in the air, good air to air and pushes Tager forward a bit while airborne. [*]J.2C: Tager's elbow drop, Stops you mid air before falling down, if you do it close to the ground it becomes instant. Drive Drives in general now start attracting opponents later than in CS1. However, their pull has been boosted in most cases. All Drive moves are level 4 and can be blocked in any way. [*]5D: A long ranged straight punch. Adds 6 seconds of magnetism. Wall bounces on CH, stuns on normal grounded hit and blows away and floor slides on air hit (They can tech before they hit the floor). Due to the reduced active time on the attraction, this isn't the massive attractor it once was. But at the same time, you'll find yourself less likely to pull someone in too close before it goes active and getting the move stuffed. [*]4D: Surprisingly quick attack where Tager just seems to launch his arm backwards. Good active time, leads to wallbounce on CH (easier to combo from than 5D CH), tall hitbox and gives neutral advantage on block (Which is very good for Tager). Very bad if you whiff. Much stronger attraction than in CS1 but otherwise unchanged. Adds 4 seconds of magnetism [*]2D: A sort of Rhino's charge which covers a lot of ground and has long active frames. Just like B sledgehammer, you'll get punished for using this as a command dash in neutral situations. So reserve it for pressure when you have frame advantage, or after Atomic Collider. Unless you catch a CH with this on its last active frames, you cannot follow it up without RC. However, its proration is very good and its initial damage is very high, so it's well worth using an RC in this way. Adds 6 seconds of magnetism [*]j.D: Slow but powerful horizontal poke with a big hitbox. Its attraction makes it a very useful air to air attack and leads to big damage if you can score a counterhit low enough to the ground to follow it up with AC. Adds 6 seconds of magnetism. Special moves Gigantic Tager Driver (360A/B): Command grabs that cannot be throw escaped under normal circumstances. 360A boasts invulnerability (frame 3-11, goes active on the 11th) making it a decent reversal in many situations but at the price of it being slower and less damaging. 360B on the hand comes out faster (6 frames) but does a whopping 3700 damage and it can be followed up with more stuff than A buster. In both cases you will attract magnetised opponents towards you and you can extend this attraction by holding down the button. 360A Can be extended significantly longer than 360B but 360A will only attempt to grab your opponent after you've let go of A whereas 360B will grab them whenever it can, even if you are still holding the button. Atomic Collider (623C): An unblockable Anti air grab which slams your opponent down to the floor on the other side of yo and is untechable for a long time (And thus can be followed up in various ways). Generally used more for the big damage it inflicts in combos rather than as an anti air (It ignores Tager's 40% combo rate and thus is always worth adding into your combos whenever you can). This move pulls in magnetised and airborne opponents, and quite strongly too. just like 360A you can hold the button down to lengthen the attractive time on the move, but also like 360A you must let go of the button to actually perform the grab. Note that while it has Head invulnerability, it starts late you so won't take advantage of it too often Sledge Hammer (236A/B): An advancing strike with an anti-projectile guard point until it enters recovery. The A version is quick but doesn't move very far, and often only sees use inside fatal combos and not much else. The B version has a long startup but covers a long horizontal distance and can easily be followed up on hit, often overused by scrubs as a command dash and frequently gets them punished for it. To reiterate: This move is not a command dash do not use it as such! Additional Attack (236A After Sledge Hammer): The follow up to sledge hammer. Breaks 1 primer and has 100p1, nail a counter hit of 1 of these and you are going to be dishing out some serious Tager hurt. Has Projectile auto guard now and slides you forward, good for reckless zoners. Spark Bolt (41236D): When Tager's energy gauge is full (The one above the heat gauge) he gains access to the fastest projectile in the game! It breaks a primer and magnetizes on hit and block. See below for further details regarding this move. Voltic Charge (214D): (Note the changed input as of CS2) A standing pose with a high/projectile autoguard that can be held for just over a second (Throws and lows still work against you). When the move ends your Spark bolt guarge increases a significant amount (Based on how long you were in this stance). Because it is a special move, you can special cancel into it as a means of baiting bursts, DPs etc, but be wary that it has a a vulnerable recovery which your opponents will take advantage of if you let them. In the first ten frames of this move it is possible to cancel it into Genesic Emerald Tager Buster (See below) which offers a way of performing it without needing to buffer it in some way. Gadget Finger (22D on downed opponent): OTG Pick up that does 100 fixed damage, magnetises your opponent and drops them in front of you in a standing position. It leaves you at +3 frame advantage leaving your enemy in a rather unpleasant situation with no guaranteed escape from what you might do. Since you are at +3 you can actually poke without worry of being out poked or stuff a jump out. It can be rapid cancelled allowing for additional mix up. (See the more detailed analysis below). Note that as well as picking up downed opponents, it can also be used to pick up opponents that are just about to hit the ground as well. This move attracts downed opponents during its active frames and can be held to extend these frames. Distortion Drives Magna-Tech Wheel (236236B): A useful super move that has 50+ frames of auto-guard and throw invulnerability. When used against a magnetized opponent, Tager will gravitate towards them as opposed to pulling them towards you, and you have some directional control of tager during the spinning part of the move. Useful in combos and as a counter to jump-ins. On block, it should be RCed and followed-up with pressure or mind games. Breaks two guard primers. Not afftected by combo rate. Following this move up depends heavily on how high up you opponent was when the last hit strikes, (The higher the better). Terra Break (236236B After Magna-Tech Wheel): Follow up to Magna-Tech Wheel, does really good damage by itself but if you got 50 meter you might as well use it for rapids. Use only for the kill or to gain a health lead in a time out situation. Note that to make sure it hits, you want to input the command so that you press B just momentarily after your opponent starts falling from the previous hit. You can activate it much earlier than this, which typically will make it miss. Often possible to follow up with a quick move but Terrabreak prorates so badly that you won't get any damage from it. Genesic Emerald Tager Buster (720C): A highly damaging super grab, and the super you will probably be using most often. Invincible on startup, and starts attracting magnetised opponents two frames after activation (before the super flash) and can be held like 360A, although it will not be invincible during this time. Unlike 360A, this attack will grab even if you're still holding down the button, which makes it very easy to use. Basic combos to get you started. 5A>5B>3C>22D 5A>2B>3C>2B>2C>623C>B/Egadget 5A>2B>2C>623C>B/Egadget 2b/6A>2C>623C>B/Egadget 5C>6A>3C>2B>2C>623C>B/Egadget 5C>6A>2C>623C>B/Egadget 4B+C>5C/2C>623C>B/Egadget B+C>41236D>5C/2C>B/Egadget With Magnetism. 5A>2B>2C>623Cx2>6B>2C>623C>B/Egadget 2B/6A>2C>623Cx2>6B>2C>623C>B/Egadget B+C>623Cx2>6B>2C>623C>B/Egadget 623x2>236236B>236236B>gadget There is more combos in this thread here if you wanna learn more cool stuff! http://www.dustloop.com/forums/showthread.php?11174-The-CSII-Iron-Tager-Combo-Thread.
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That explains why 2D keeps people close even when there is no magnetism on them before hand. I think I am gonna make the CS2 guide early and build on it as time goes on. I'll get up on it in a few mins. Do things early so I don't have to do them later.
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I actually haven't noticed that Manta even though I should have. Haz and Bang have been updated.
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I am not even sure, its hitbox might have been nerfed. Update: Carl!
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If the combo is easy to do and yields the most damage then why not spam it? Seriously the complaint you have is kinda silly.
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Platinum, Lambda, and Arakune update.
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I'll add optimal combos when I make the match up threads. Combos you are optimal damage against that character. I'll redo the description for Tager's pokes as well. I am a bit exhausted but I'll get something written here tonight. Ok This is How the original description on normals look: A: Your average mid-height poke. One of Tager's faster moves, so use mainly to slow rushdowns or stuff fast moves. Be aware, however, that this move will whiff against characters that are low to the ground. 2A: Another basic poke. Can be used as an anti-air. 6A: A farily fast move that pulls the opponent in on hit or block. This move is also affected by magnetism, and negates projectiles, making it a possible way to get in, with practice. Useful for extending combos. j.A: A fast, horizontal aerial attack. B: A relatively fast poke. It can OTG opponents after 360s, and functions as a very valuable 720 buffer 2B: A low-hitting move. Useful for mixups and its chain into 2C. Another useful 720 buffer, although it is slightly more difficult than 5B. 6B: A slow overhead that breaks one guard primer. Use occasionally in mixups. j.B: A very useful aerial. Hits airborne and grounded opponents. Useful for its crossup and combo-starting properties. C: A very useful move. Deals good damage and opens up several combo opportunities, and is much faster than in CT. 2C: A situational anti-air with head attribute invincibility during most of the startup. Use occasionally, but only if you know it will hit. 3C: A low-hitting poke. Knocks the opponent down and pulls them towards Tager. 6C: A long-ranged overhead that breaks one guard primer. Used mainly in old-school OTG combos. j.C A horizontal aerial. Moves Tager forward a little bit. Used in Gadget Finger setups. j.2C A very useful aerial that breaks one guard primer. Upon execution, Tager drops to the ground with a full-body hitbox. When used immediately prior to landing, it becomes active immediately. This is what I am changing them to: 5A: Tager's fastest poke, good at stuffing slower pokes, bad run ins, setting up tick throws, and tech traps slower than most 5A's but has better range to compensate. 2A: This poke's primary use is as an anti air or combo filler for crouch loops. 6A: This move pulls in magnetized foes and as of CS2 have been given super armor! Meaning it can beat DP's and other reversals, you can also hold it down and it will draw people closer on release. J.A: Fast aerial poke use it to force tech or bring down aerial foes when you have them in block stun. 5B: Decently fast poke that hits low. Use it to set up tick throws and OTG combos. 2B: Great low poke being +5 on block, having many uses as a tick throw set up and for doing higher damaging OTG combos. 6B: Overhead that has fatal counter and forces crouch. Doesn't break primers anymore and Base damage increased compared to CS1. J.B: Tager's air to ground poke that stays active for quite a while, Good combo starter and can OTG some characters mid screen for higher damage combos. Better proration as of CS2. 5C: Good poke for mid range, Does good damage and is safe on block. Buffed with better proration and can lead into some pretty nasty combos. Can combo into 6A now on grounded normal hit. 3C: Decent low hitting poke that breaks primer and leads to knock down, use this for OTG combos or or for guard crushing. Better p1 and p2 than CS1 allowing for higher damage combos. 2C: The usual anti air, use it only when you know its gonna hit. Breaks 1 primer and on CH lasted until your opponent hits the ground. Has fatal counter property on counter hit. Can only gattling into 3C now. 6C: Long range primer breaking overhead, main use is for combos. Beware this move has 55% repeat move proration making it really bad to use with our 40% combo rate. J.C: Tager lunges forward in the air, good air to air and pushes Tager forward a bit while airborne. J.2C: Tager's elbow drop, Stops you mid air before falling down, if you do it close to the ground it becomes instant. If you have any gripes or notice grammar issues let me know. I am off for the night. ><
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I think that was incredible When I start building the guide I will add that.
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You can post it here if you want. I am gonna sort through this. We should really be discussing it since its for us and by us.
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BIG IMPORTANT STUFF HERE! With the coming of CS2 I am letting you guys know that I am gonna rebuild the Tager guide from scratch and put in some info from other threads into it. Bjholmes did a great job but I don't think I have a need to copy paste his guide and change things. I also want you guys to help me make a primer on how to play the character. I would do it myself but I would just say block a lot of stuff and do combo's which isn't enough for it. (kinda serious.) With the next bit of business. All old threads but the gimmick/gadget RC thread will be put into the archives and be replaced with new match up threads. I will go through the JBBS and pull up the basic match up info if it isn't too obvious and post them there. If you think a clever name is required for a match up thread, let me know. I will make all the match up threads for CS2 so I can update the thread. I really want to hear you guys input on this! yes even you lurkers who are afraid to post for whatever reason. Requests? Questions? Ask away!
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Currently updating the thread but this is pretty lulz and must see. http://www.youtube.com/watch?v=QAR_670Vdm4&feature=player_detailpage#t=115s Update: Jin, Hazama, Rachel, and Haku. LOLOL Tiku vs Haku-men had an american ending.
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*Cough* IBNERFGAVEHERACTUALPRESSURE *cough*
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Hokuto no Jersey thread: Fist-pump of the North Shore
A.X.I.S. replied to bbq sauce's topic in East Coast
-Walks into the most bitchin' part of Dustloop- Well then this thread speaks nothing but the truth. -Walks out this bitch- -
Against Makoto: It cut off mid match but I'll shoot. You should always hold your ground mid screen don't back down or at least try not to. You did way too many backdash grab! You should 360 more because anytime you can backdash grab chances are you can backdash 360B. Good job punishing Makoto for being brain dead on orb oki. If you wanna bait and punish Makoto's DP then here is your options: Walk up to her and backdash; This one is great because it sets you up for a nice 360/720 punish or if she didn't cross you up a 2C FC combo for 4k and 50ish heat. Walk up a step and duck; She goes right over your head but it avoids the DP nonetheless, 360B is the best punish in this case. Also be very careful poking Makoto, this one doesn't do it much but parry RC can lead to stupid damage. Litchi: Break purple throws. Don't poke mindlessly wait for a chance. Be a bit less wild here. Oh and back dash 4D when you see it, I don't always do it but when it gets done you are getting free damage. Don't mindlessly poke when Litchi has the staff launched it gets you hit, ESPECIALLY if you are in the air. Use the fear of magnetism more and less use, you got hit more than you should because of it. Litchi's DP is a projectile this is important to know. 6A and sledge punishes it, keep in mind the most important thing about this is its not a real get out of jail free card because we can go right through it. Bad thing is that if you guess wrong you get whacked by the DP and Litchi might pick it up. Good stuff I enjoyed this one. Overall: You look fine, you just don't use all of your tools depending on the match up, you play them the same regardless of opponent which is fine at your level of play. Just don't always backdash B+C, 360B is just as fast and can also lead to gadget. You can 2C a bit more when your opponent does bad jump ins. You jump in way too much, walking is a form of transportation too. Last thing, use more A and B pokes they are great for setting up. Also is it me or you play as wild as Mike Z? its not a bad thing its just something I want to note. I am done for now. I must tinker with stuff.
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But the first hit of ID killed MTW in that video and thats my concern. Not that its a good idea to MTW a ID in the first place. Edit: Noel and Lambda updated. Tager is Pet he is the lower level A-cho Tager I believe.
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
A.X.I.S. replied to Lord Knight's topic in Archive
Hazama is safe. His damage is from meh to great but his strongest point is how safe he is. It is frustrating regardless of character. Hazama will always be solid and that is the truth. Edit: OMG you guys keep up with dumb convo and Zidane is gonna run a troll truck on you all. Hazama can go into stance off a lot of his normals not to mention his normals are safe and have really good hitboxes. Not to mention when he lands a combo he gets a good deal of meter out of it. Hazama is lame only to Tager. -
Seems like less active frames mean less frames for it to clash well at least in this case. Compare MTW active frames in CS1 with those here in CS2. http://dustloop.com/guides/bbcs2/frameData/tager.html