-
Posts
6,991 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by A.X.I.S.
-
Tager with spark is a ton more scary than without spark. I barely use spark myself. The problem is you have to make it connect and smart players try to avoid it or only block it full screen where Tager can't do much after it.
-
Haku and Ragna update. A wild Akira appears!
-
Tager combo movie was entertaining. Akira did me proud...even though he played a bit sloppy against Haku-men.
-
I think you may be right, I haven't actually tried that, wasn't on it for too long. But the good thing is canceling the recovery with it is pretty awesome, means we can beat out lows with it. I believe there is a few vids of Tager canceling VTC with it but when I tried it didn't work. I think I realize why. You can't do it all in one input, you have to do 214[D]~720C. I was doing 214[D]7896321478963C. [D] means to hold FYI. When I get the chance or if anyone can check that would be peachy.
-
I am gonna leave this piece of troll here. http://www.youtube.com/watch?v=bzE7kihxKM8
-
Lets Talk about CS2 Tager for a sec since I just played it for a few minutes. First impressions: He is like CS1 Tager except his damage is a little worse, good thing is his comboablity is all the better. 5C>6A>2C is wonderful but sometimes 2C won't connect. 360B has more untech time than 360A. For example 360A>walk 5B>2B>collider will not work on Haz and Tsu but 360B>walk 5B>2B>collider will. this is a tricky link for me, well in the case of the PSP it kinda lags when you do 360s with Tager lol. 360B>5B>2B is like doing 360B>walk 2B> but you have to walk further to make 2B connect. Due to the P1 nerf on 2B you can no longer do 2B>2C>collider>collider whiff>6C>j.2C>2B>2C>collider>B/Egadget. They will Tech before the sledge hits. Also you only get 100 more damage off of this it seems instead of 200 more in CS1. 360 damage output is amazing now, land this and know your combo you are gonna nail at least 4-5k off of this meterless and if you have meter you are gonna make over 5k. This means we are a bit less reliant on 720. I didn't get a chance to mess with the 2C>3C gattling nor did I check out any other small stuff...I will say that doing j.C>j.B on Haz is gonna be tough, tried a few times but gave up. If you notice any issues with this post then I will say this: I am on 2 hours of sleep...I am going nuts and its not CS2 that is making me crazy. P.S VTC 720 is not as good as some of you think, you cancel the recovery frames with it, 214D input change is a wonderful buff.
-
The whole discussion was about a what if, since we didn't have the frame data we started talking about the things that could have been good if we had it. Sadly A sledge is -4 so its far worse than what we have. 2C>3C is unsafe but it can be delayed a bit, its not safe on all characters but some characters will have a problem punishing it without IB. I do agree with the 6A nerf, 5C will be a lot easier to use and we can probably block a burst if we let it recover. I always thought the best punish would be CH 5C>6A>2C since 5C>6A always combo's now...just not on air hit or CH. Sadly the closest thing Tager has for pressure is 2B>stuff. I am sad now.
-
I have a issue, I can't log onto my account on my brothers smartphone. When I do try to log in I get a wrong password notice. Strange because whenever I log in on a PC it works just fine.
-
Some would argue that 5D is better. In CS1 5D had a really strong pull but it loses to walking backwards or backdashing, the opponent can beat the stuffing out of us while we are in recovery in some cases. Now it doesn't pull as strong, makes it a bit harder to punish but on the bright side if we make 5D connect it makes our opponent more uncomfortable than ever before. @ Osuna: repeatable pressure with A sledge was when we were discussing IF A sledge was -1 instead of -3.
-
I have a question. Are there any tutorial videos for May combo's? Having trouble doing her combo's.
-
I was on stream until around 2AM EST. It would be nice if you guys had more than one stream so things can be done faster. The MB commentators didn't sound like they was having fun at all but the GG was awesome. AH was meh. Didn't bother staying for BB, started way too late. I had fun except for that jaxelrod guy...he reminded me of blade.
-
He was one of the first Tagers to show up in CS2. He isn't particularly good but he gets away with murder anyway.
-
Platinum, Hazama, and Valk has been updated. You guys may not have noticed but sometimes I put up 2 or 3 vids up for an update, be sure to check the last 3-4 links of a section to see if you missed a match. Shissho is back, doing Shissho stuff.
-
Yeah thats the gist of it but look at the bright side. Everyone bursts on Tager and we can take advantage of it, if they want to barrier thats fine, we always have ways of dealing with that and that has never changed what we think. Hell honestly the fear of guard break 720 is a buff, it's something we can use but not something we should always strive for. Keep it as a situational option. Osuna you are too pessimistic. T_T
-
Lambda, Litchi, Makoto and Ragna updated!
-
IB nerf made 4D ender better, 4D is safe no matter what now. This means we can do safe block strings off 5A, the bad side is we can't go for a 360 off of it. (Well we still can but it becomes a 50/50 that we can lose easily.) If you guys haven't used 4D in blockstrings before it wouldn't be a bad idea to invest in it now. Just don't do it point blank, oh god please don't. @ Osuna: I somehow missed your post for several days sorry about that. Spark bolt! its -1 and it takes a primer, pretty safe. Too bad its situational and you might not even be thinking about it. IIRC isn't spark and 4D 13F? I just thought of something. If someone is point blank and has 3 primers you can safely beat those primers out with. 2C>RC>2C>Spark. It can work as a frame trap if its not air tight and its a safe way out for 3 primers, sadly it cost 50 heat...BUUUT!! if you do decide to do 3C instead of spark immediately you might push them too far out to punish, of course this is assuming 3C hits that far out and I haven't even considered barrier which might make the 3C whiff or make 3C impossible to punish.
-
The frame advantage for 6A in CS2 is far worse. I had no one mash jayoku through my 6A>4D hell no one managed to mash through 6A>2C but I will take you for your word. If someone wants to test they are free to try.
-
6A>4D was always air tight or really close to it anyways. The problem with it in CS1 was 4D is easy to IB and that is a really bad spot to be in. In CS2 however the only problem is that they are way too close. In many cases level 3-4 moves into 4D was generally air tight.
-
4D isn't a gimmick its a option.
-
Magnetized 4D works on Omni's Makoto it would work on everyone else's too.
-
Solid play? I played Nini and Omni, you just have to patient and know when and where to poke. Parry and 6A beats jump in's easily and her 5B>6B gatling is air tight. If she does 3C you can use 5B/2B/3C and 4D to CH it. If she is Magnetized you can throw out a early 4D to stuff most her moves similar to Noel. Your main objective is to not be in the corner, keep the fight midscreen at all times. Her DP can be backdashed and crouched under and the best punish is usually gonna be a 2B/360 depending on the situation. Your best Friend is IB in this one, you can actually IB 720 2A>stuff. (I don't own Makoto but a Makoto player has mentioned getting IB 720'd off a IB'd 2A.) Play the match safe, you seriously can't afford a loss of momentum and if you get cornered then be patient and don't get hit. Normally Makoto+corner=Death so keep it mid screen. Best I can say.
-
Tao, Mu and Lambda is updated.
-
6A>4D. http://www.youtube.com/watch?v=SjBcVU9dg7c&feature=player_detailpage#t=268s So that is a safe way out even on IB.
-
3C is not special cancelable. Also I never seen Makoto break primers and Noel won't break primers unless you are blocking drives. Edit: We were talking about -4 being safe...which is safe enough for you to block without being punished but nothing more. Think of 3C being hells fang in a block string in this case but hells fang is terrible in block strings without RC...3C's push back is what makes it deceptively safe keep that in mind. >< Last Edit: -6 is not safe...before you guys rip me a new asshole I am just gonna throw that out. But some characters have a hard time punishing it without IB.
-
Osuna what would we do without you. 2C>3C is only made for primer breaking, we can probably get away with special cancels in general and in a few situations you are not gonna get punished for 3C on block. Tagers primer breaking abilities are pretty solid, The only characters I can think of who can do better is Lambda and Mu and with characters outside of Tager having 4-5 primers this is pretty damn good. If someone bursts we can opt for guard crush or at least the threat of it, way I see it we can turn it into a profitable gamble if you play your cards right of course this is assuming you're close to them and staying in. Oh and you are right about your last statement, but if you are putting yourself at -4 and they didn't IB then you still have some options 360 is just a possibility.