-
Posts
821 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Darlos9D
-
I swear I've actually seen a video where there was some glitch between two Astrals. Was it Tager's and Valk's? Like, it looked like one connected, and then suddenly halfway through it switched to the other. Might have just been silly editing though. I remember people talking about it like it was real though.
-
Well, command throws ARE untechable if it's not a pink throw. So that's something at least. Still, that leaves us with 3 ground-to-ground command grabs. Which I agree is terribly redundant.
-
... what the hell happened at 3:50? Also, are any of these actually legit? It's hard to see the damage sometimes.
-
Yup. I always felt like we need a Heavenly Tager Driver or something, with solid reversal properties vs air (unlike any of his other anti-airs). A good air-to-air command throw would be nice too, though perhaps not quite as necessary since he already has a pretty godlike normal air throw. Also, Osmond, your avatar made me lol.
-
::Watches most recent Hazama fight:: ... I need a fucking drink. ::Watches most recent Platinum fight:: And now I need insulin. Edit: The Valk fight link just links to the Ragna fight again.
-
Are we playing the same game? I get people double jumping around like a fruitloop across the screen when I have spark, with my only option being either A) use spark bolt or B) try to move in and take advantage of their fear, which can be iffy.
-
I've always felt like the new 6A was basically Tager's Hammer Fall, in a weird reverse sort of way. Making it cancellable by hitting B would pretty much complete the deal, and I support the notion. I agree that j.2C should probably be better. It's so similar to Rachel's, which she can cancel out of, is generally safe on block, and has special properties if it hits from really hi up. Why can't we get some shit like that?
-
I was just thinking about GF yesterday, thinking about how it'd be fantastic if it just dropped the opponent prone and forced them to tech neutral. If they set it up so they could tech bounce the moment they hit the ground, and had Tager recover on that exact frame (or a couple frames before even) it'd be perfect. Because if they didn't tech bounce then Tager could potentially re-juggle them off the ground before they could do a regular ground tech. Why didn't they just make it like this in the first place. Ugh.
-
Oh god, so much information.
-
I need to try that airthrow after sledge followup. I bet people won't see that coming. Also yeah, I second the notion that sledge followup is probably okay as long as you can RC it.
-
We're actually talking about RC combos for Tager? Crazy. Sad this is what we have to do for 4k.
-
You need to yell at the screen like nate.
-
Not long ago you were talking about using Sledge followup, though I guess you meant it more for just trolling around. But at about 1:58, pulling it out would have actually extended the projectile invuln to beat the pumpkin, and assuming that Rachel was already committed to the idea of attacking afterward (granted, maybe she was hitconfirming) you might have gotten a counter out of it. Maybe this is just worthless hindsight, but spaced correctly and used sparingly the Sledge followup might actually be legit, in situations just like that. Also, I noticed you trying to OTG with 6A a few times, and whiffing it. Is OTGing with 6A better than 5C?
-
You know, Rachels love to end their blockstrings with Lobelia. Couldn't we just, like... sledge it? I'm sure a smarter Rachel could mix things up, but if they're gonna give that opening...
-
There have been multiple fights in which I have lost the first round against some mobile character like Bang or Tao, and then in the next round I completely change my strategy to "jump around and j5A like an idiot" or something. It's weirdness throws people off so hard (and manages to trade with other air attacks a surprising number of times) that I can then bullshit my way into a win since they're not really sure what to do about me. Also, sledge followup IS a pretty damn good meaty oki attack if you can work out the end of a combo for it. That misleading hitbox can really bring the stupid out in people.
-
The only semi-solid reversal she's got is cat chair, and you can reaction block it if all you did was tap it with a quick poke. So I guess it makes sense that she'd actually have trouble up close since she doesn't have many tricks to get her out of there or make Tager afraid.
-
Well I'm only speaking from onrine experience, but it seems to be "block a hit, eat a blockstring forever. FUCK YOU YOU SHOULDN'T HAVE BLOCKED." Though I hear it ends eventually since Nirvana's meter drains faster now. I don't get to experience that reprieve much though, because I'm not familiar with his blockstrings yet, and of course ONRINE. I tend to eat a mixup long before then.
-
I used to be behind this idea, but it's not like other grapplers in other fighting games are made terrible because they have a super throw. Honestly a decent grappler can probably cheese his way through any fight with a less experienced player because even the non-super command throws are enough to catch and severely punish people who don't know they need to not do stupid shit in front of a grappler. (including not knowing that you can usually just jump out of it) If we're going to nerf his raw throwing power, I'd say make his 360s less powerful, and then just make his general combo game better. And give him some more reliable fucking anti-airs. And a more reliable mobility option.
-
A-fucking-men. One time I had a Hazama airdash THROUGH Tager's arms during 5C. It was a real wtf moment.
-
Yeah, seems to me you have to inch forward by jumpins, being careful to block anti-airs and hope you can catch some bad timing or a fuckup. Either that or back her into the corner and then hopefully she'll do something dumb. Ugh, sounds like Lambda.
-
Arakune is 4.0 in both lists? Man, sure doesn't feel like it. But maybe I just suck at the matchup. Carl doesn't exactly feel like 4.0/4.5 either. Though I guess in both cases, absurd blockstrings are absurd to deal with no matter who you're playing as, especially with the IB nerf.
-
All I can say is jump around more, since you don't really have any other way to move in without getting hit. And then when you jump around more, watch out for anti-air. But hey, if you jump in at her and barrier block her anti-air, you're still closer than you were before. Force her backwards constantly and then try to catch her doing something dumb as you corner her.
-
I suppose we'll just keep being good Tager Troopers. "3-7 not in Tager's favor? Well that's not so bad." Also, I've always enjoyed frustrating Taos by basically just hopping around erratically and spamming A. She can't do crap if she can't land a solid combo.
-
Wow... was there ever a time when we had one or two good matchups? I guess I should never feel too bad about losing.
-
In that case I assume by icing you mean "IBing." Thanks autocorrect.