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Everything posted by Darlos9D
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Oh HAMMER. I was looking at A/B sledge. Derp. I think it'd be super weird for an attack to have guard point vs attacks, but somehow be unable to guard point vs projectiles. Is there anything in the game like that at all? I feel like its just pointing out what I said: that all lows, including low projectiles, will beat it.
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Where does it say it lost projectile guard point? Also, wouldn't high/mid guard point be effectively the same thing? Unless they do a low projectile, which do exist.
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So 6C is in fact faster? I remember people debating about it during loktests. Also yeah I'm not losing sleep over 6B. I never really went for overheads anyway. Nor do I recall any Tager players going on about how good of a tool it was. It was always just sorta there. Though if 6C is as amazing as it seems then maybe I WILL start going for overheads, lol.
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I didn't know what you meant by getting a combo off of air hit jD at first. Then I watched the video. Then I came. Also I was thinking earlier how I guess we can turn a max range 5C counterhit into a combo without spark pretty darn easily now. Maybe not so much on a regular hit.
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Eh, these change are so drastic that we just kinda need to wait and see what new stuff people come up with. His combos are really up in the air at the moment.
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Okay these midscreen wallbound combos are making me wet. This is the kind of crap I've been wanting from Tager since forever: just relentlessly bashing the opponent against every available surface. Also I'm sorry if it makes 6B worse overall, but being able to just mash it repeatedly in a combo looks like the most satisfying thing ever. Also, heyo, AC is decent again. And jeeze, that P1 on 5D is suddenly looking a lot nicer now that randomly tagging somebody with the move at ANY screen position can yield a legit combo. Again: exactly what I was hoping for. I am excite. ... dangit and I said I wasn't coming back to this game.
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Yeah man that 6A armor seems to activate a tad faster there. Fast enough to make the stronger pull in 6A actually useful at midrange and vs people high in the air. This is precisely the kind of thing I was hoping for. Also regarding the new AC: is it just me or does it seem like it always has the opponent hit the ground and emergency tech? Before, people could tech in the air before hitting the ground. Granted we haven't seen a long combo ending with AC to see if high stun proration still lets them air tech, but if they always have to hit the ground that could open up some possibilities. Such as ALWAYS guaranteeing a 2D finisher, at least. Hammer guard point sounds fun and all but we'll see how the (probable) 5B followup situation works out on it.
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Damn, yeah, it might become a midrange poke that demands proper respect for once. After years of dealing with Litchi and other characters pulling midscreen crap like that casually and converting into full combos, it'll be a nice change of pace. Put your big arms to use Tager! Take a lesson from Waldstein. Also holy shit Tager mirrors will look a million times dumber, lol.
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K. Just making sure it wasn't a very small wallbounce or something. Also I'm at work for a few more hours. If anyone else can try this out in the meantime that'd be appreciated. Just 4D (air hit) > RC > [AC] in the corner should do the trick, to simulate a special cancel.
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I swear 6C looks faster but I could be UTTERLY wrong about that. Maybe I just never truly payed attention to its speed before. I suppose I could fire up the current version, get in the corner, do something with wall bound, and then follow it with AC to see what happens. 4D wall bounds vs airborn, right?
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Does magnetic pull affect opponents who are in the air after a wall bound? If not I guess my ideas on 5D midscreen followups are faulty.
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Oh yeah I saw it after you mentioned it the first time. I should have made that clear.
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Wow, 5D wall bound on a regular hit? I wonder how far from the corner you can make that happen. 5D > AC could be great if the hitstun works out. Possibly 5D > AC (whiff) > Stuff. Or 5D > GF (whiff) > Stuff. Or just straight-up 5D > AC > Stuff, if there's some way to combo off of AC more reliably this time. At any rate this could be great news for some midscreen combo options. For some reason I didn't think 6B P2 was so good. Here's to curbstomp combos.
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Yeah I'm seeing the fact that in a combo, Sledge followup no longer bounces them? In that corner combo off of 360B, it just flattened Litchi into the ground, and then she tech'd. I don't remember if that was a loktest thing. Still interested in seeing how the magnetic pull on 6A is now, which this really doesn't showcase. That repeated 6B combo thing was kinda funny, though I have to imagine that's not exactly optimal.
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[P4AU] Kanji Tatsumi Combo Thread "Over? Its never over!"
Darlos9D replied to A.X.I.S.'s topic in Kanji Tatsumi
You can do it off of a charged 5B, or if you cancel the 2nd hit of the 236236A/B super. Basically, it's whenever the opponent is in that standing hitstun where they're twirling around like a ballerina. That hitstun is throwable. I forget how you combo INTO a charged 5B, but I think there's an example in Kanji's challenge mode. Seriously just do his combo challenge mode you'll learn everything you need to know there I swear. -
Yeah and I guess Pot can't just YRC sooner, or else he'd just eat the stun edge sitting on top of him.
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I could watch this game all day. Also I would have missed what happened there if you hadn't pointed it out. Way to put that projectile invuln to use.
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Still not sure I understand the time. Is it every Friday? I'd kinda like to show up this week. It's P4A tiem.
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Well gee, and here I was thinking it didn't have any at all.
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Alright, so I gave the fuck up on BB a while back. Maybe this new upcoming version will be better for me, but for now it just rubs me the wrong way. That's why I stopped showing up to the Raleigh meetups. I have however imported UNIEL so I can be a scumbag with Waldstien (I've played Tager since CT shut up I deserve it). Also, I'm hype for Ultimax, since it looks like Kanji is at least solid now. Also in both cases I'd be more willing to pick up subs. Oh and of course I'm hype for Xrd, even though Pot seems to suck right now. Again, I'd have subs. So what's the ETA on the next Friday session? Is it still on State campus?
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Yeah it's pretty sad when I've pretty much given up on thinking about AC as any kind of an anti-air and am instead focused on this new 6A. They seem to be trying to make 6A do the job that AC should have been doing in the first place. It's weird. ... seriously though if a blocked 6A vs an airborn opponent pulls them to the ground immediately how good would that be? Serious question I'm not actually sure. Even if they jumped and blocked successfuly against your pressure you could just yank them back down into a tick throw situation. Though it'd be nice if there were other options there for some kind of true mixup. I know there's 3C for the low, but that's pretty shit on block. Also I never really good at using 360C. @Ctrlaltwtf: I thought the new 2C doesn't have any head invuln whatsoever?
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Yeah if the loktest 6A is an official thing, that... that could change some shit. One of his biggest weaknesses is fuckers going miles into the air with impunity, even when magnetized. 623D was a nice step in the right direction, but wasn't enough. If the new 6A magnetically pulls super-strong like the reports said, that could really put some situations in his favor, especially since your armor will probably be active by the time they try to poke you out of it. And then if they just blocked... actually, does it still pull them to the ground then? If so that would be amazing, to have an airborn opponent block a 6A only to wind up on the ground directly in front of Tager. Or, well, it'd be amazing if the new 6B is fast enough to be a solid block string off of 6A. Maybe. I dunno. Unless something else changed I guess he'll still be shitty against long-reach melee pressure and jump-ins without good up-close anti-airs, reversals, and approach tools. Also I feel like Hazama could poke us with a chain from the air fast enough to beat 6A's armor. But improvements are improvements.
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Yeah the frame data always assumes you're hitting with the first active frame, since that's what usually happens. I guess the thing with 2D is that it often hits meaty, since you're usually hitting with it sometime after it goes active, which is during the forward movement. This is unlike most moves where you're probably only hitting meaty if you attack late while the opponent is ground teching.
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Wait, now I'm confused. I was thinking they were similar which is why I said GF is slightly minus. Now that I think of it, in the past I thought 2D WAS slightly plus on block. Was it at some point? Based on what marius said maybe I was just thinking that late hits with 2D tend to be plus.
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Hm, from what I always understood, the reason you use 5A after 2D is because it beats everything but a reversal. It's basically free pressure, unless they IB. Basically you treat a blocked 2D almost the same as you do a GF, which is also minus a little.