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Everything posted by Darlos9D
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New combo time! CH 4D > j.2C > 5B > 5C > 6A > 2C > AC > GF whiff > 6C > j.2C > 3C > AC whiff > j.2C > 3C > GF Does 2481 damage and builds 60 meter. Seems like the most you can get off of CH 4D. Still, the first CH 4D combo listed in the first post (if you put a 2C after the 6A) does 2440 damage. So I guess it isn't that much gain. And trying to do CH 4D > j.2C at just the right time to make the rest of the combo work isn't much easier than AC whiff > 6C and gets harder the further away you were when you landed the 4D. Still, it's something.
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Anybody got anything good off of raw collider with only mag and no spark? I'm finding it hard to break 3K. AC's P1 must be terrible...
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Oh hey, here's an easy "midcombo magnetism" combo, for 50 meter off of CH 5C: CH 5C > 2D > RC > 5C > 6A > 3C > AC whiff > j2C > 5B > 5C > 6A > 2C > AC > GF whiff > 6C > j2C > 3C > GF Does 4188 and builds 52 meter. It's pretty good for those moments when you want to punish something with 5C, but they're too far to really follow it with anything besides spark bolt (or this combo).
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I'd be saying the same thing except nobody I've faced so far seems to want to burst combos starting with 5A. It's one of the few new combos I seem to be doing reliably, heh.
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It works midscreen on those two? Hrm, interesting. Anything else we could start with besides 6C? Even if you have to start with mag.
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Yeah foot fetish really is on the tamer side of WHY ARE WE STILL TALKING ABOUT THIS. So I actually went for a spin online last night. I mostly bumbled around like an idiot since I didn't know what to do off of most of the random hits I got. Also this one Litchi just roflstomped me repeatedly. Sad times! At least I figured out what kinds of combos I need to learn. Oh and my VERY FIRST MATCH was against this terrible Rachel. After I won, I immediately received a PM from the guy. It said something along the lines of "wow, I remember when people had to actually put in effort to win with tager." The funny thing is I barely even did anything interesting in that fight. The salt runneth over. Keep it classy PSN.
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Everybody knows that sub/dom fantasies are where it's at. Anyway I got my copy of CSX. I'm hammering away at learning these new combos. You know it's been a while when practicing combos for a few hours makes your thumb sore.
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Well with this in mind, following 6A up with a low attack that hits before 6A's blockstun ends would probably catch people spamming out a DP since they likely wouldn't be holding 1. Or can you hold any downward direction to block low while you're locked in blockstun? In that case it might be less likely since the DP motion mostly covers downward inputs... but it's better than a mid attack that would get blocked no matter what.
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Mm, yeah, that'd be pretty damn sweet if fatal 2C pretty much guaranteed magnetism. Now I'm wondering if j5D could be used midcombo in circumstances outside of even fatal 2C. Even if it required a rapid cancel. Could be fun to mess with.
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Well, this pretty much solidifies what I'll be doing in training mode when I finally get my hands on the game.
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So basically ASledge is a solid blockstring ender? Coolies. I'm still damn curious as to the whole VTC Guard Point > 720 thing. I hope that CSX arcade version 1.11 didn't flat-out get rid of it, but... my Japanese is rusty as all hell, but I'm pretty sure that last line is basically saying something along the lines of "when the game went to version 1.11, GETB cancel couldn't be done." Shit. I could be reading it wrong though. I forgot exactly what that final conjugation means. Maybe they simply don't have it figured out yet?
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... a bit TOO much swag.
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"Oh my god I can't handle this solid mid tier character NEERRRF." Even with a better character, it's still our job to expose terrible players. A Tager's work is never over.
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That might actually rank as my most favorite move to sledge. Fuck Mu. Regarding Voltic Charge: you may wish to specify that after guard point, it can be cancelled into Additional Attack all the way up to the end of the actual charge (right before he does the final boost to the spark meter). There seem to be a lot of people who think the timing is strict when in fact it's super flexible. I was one of those people until yesterday, when I saw somebody cancel into additional attack WAY after guard point. Also Brice, didn't you say on skype yesterday that you could NOT cancel into 720 after guard point? I don't mean to call you out in public or anything, but AXIS reminded me of this: http://www.youtube.com/watch?feature=player_detailpage&v=L9Z1RmOpYb4#t=140s That clearly happened due to guard point. Maybe the timing is just really strict in the case of 720? I don't have the game so other people will have to test this.
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Litchi has that one move where she kinda does this white "fireball" thing. It's a short range move but I'm pretty sure it can be sledged.
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Alternately, make a Litchi guide.
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I've never had a friend like you.
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He's gotta be strong and he's gotta be fast and he's gotta be fresh from the fight.
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Woah, I'm liking all the individual pics for every move. That's stylin'. And of course the stupid amounts of info you're putting down for every single move is awesome. AXIS, weren't you talking about getting somebody to draw some Tager picture for the top of that thread? I just got my new drawing tablet and am looking for an excuse to use it...
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Well that was the weirdest series of attacks I've ever seen from Tager.
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Thanks for the report AXIS. Gettin hype over here.
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Yeah I need to do something besides spam 5A anyway. Luckily (?) you can't even do that in CSX, so I guess I'm breaking that habit pretty quick.
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So 5A to beat jumps even when you expressly want to go for more damage? His anti-air options are pretty balls still, I guess. EDIT: yeah I was thinking what mac said. 2B, maybe even 5B? Is 5B still air unblockable?
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Pretty much. The only thing that flat-out beats it is reversals, or an invuln backdash. I was already using 5A as my move of choice after gadget in CS2, and now it can actually lead to good damage in CSX. It goes without saying that this is good stuff. 5A is definitely the safest option, and can actually be decently rewarding for a 5A. Now here's a question: say you're in a bit more of a "risk-for-reward" state of mind after GF. Are the any other more risky but more damaging options that have improved in CSX? I guess the four major things your opponent can do after GF is: stand there (attacking normally or blocking or something), backdash, jump, and reversal. Obviously if you suspect a reversal you just block (which is true even for using 5A), but what are the best options in CSX that will lead to the most damage in the other three cases? I'm guessing vs standing it's probably 360B. Vs jumping and backdashing though I'm not sure. What would you guys do?
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I watched that thar combo. Even though you already told me the damage, I still went "holy SHIT" at some point during it. That is simply godlike.