Isorropia
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Everything posted by Isorropia
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This isn't true. Firstly I'm not even sure 6A has super armour unless you at least charge a little bit, and even if I'm wrong on that, the problem is this: If it has a 1f hole, that means that 6A's 7 active frames begin 1 frame after the opponent can move. Virtually any reversal from any other character in the game is invulnerable for at least 7 or so frames (the significant dps at least, rag, jin, litchi, makoto, various supers), and has their active hitbox start after 7 frames (remember 6A has no armour during recovery), so you just get CH during the recovery. Now if you hold 6A it's a different story, and japanese tagers seem to use this a lot with magnetism, and it looks solid. Also 5B > j.B...swear I've seen yumura do it mid combo...might have been a fatal though. Was something like: Collider into corner > charge Bsledge > hammer > 5B > j.B delay j.C > 4D.
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Whoops, weird little typo, reworded it to be clearer.
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5B has a pretty good hitbox (http://www.dustloop.com/guides/bbcs2/frameData/tager/5B.html), so you can stick it out, and if someone like ragna does a dashing 5B, he'll run into the 5B and get CH. It's been good since CS1, but in CS1 all you got was 5B CH > Aslsedge > hammer. It was better in CS2, since with 6A being faster you could do 5B > 6A > 3C > 2B > collider > Bgadget. CSX, same as CS2 except with a shorter combo without magnetism, but a longer combo with magnetism. The risk of using 5B like this is its recovery isn't great and so if people run at you then jump in you'll get hit (in which case 5A would have been a better button to press).
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Yes. It works. Once. And then never again. Sometimes not even once, if the opponent is smart. Litchi herself has far trickier setups with daisharin in the corner where she can dash under you as you tech.
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http://www.youtube.com/watch?feature=player_detailpage&v=nskQE9OSgrA#t=508s Tager gets that. After gadget finger, 5A will actually hit people before they can even get airborne (except for litchi, does she still have a 3f jump?).
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I guess we're all on to CSX hype and discussion now, but...... http://www.twitch.tv/shadowloohq/b/296398399 (Skip to 5:15) Footage of me from an Australian tourney. It's pretty lolz. Also, ignore the commentators. :S Edit: And before people mention them, yes I can't tech throws and for some reason I thought haku 6B was safe on block. >.>
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[CS1-CS2] Iron Tager Tech-Traps and Resets Guide
Isorropia replied to Heavy_Mental's topic in Archive
Air teching wont make them eat the collider. They don't have to tech immediately, and if they do a delayed air tech, you'll be sitting there holding a 720 while they're airborne. And yeah, they can just bounce tech on the ground then jump or dp. Pretty much the only thing this catches is an immediate neutral air tech, or immediate forward or backward (but without them bothering to double jump, airdash or press a button). -
It's fine if the zoning chars are tough matchups, but then we should have advantage against rushdown chars...and I'm not seeing that so far vs ragnas, makotos etc in CSX vids. >.>
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Sorry to be the one to do this, but... http://www.nicovideo.jp/watch/sm15881066 3:11 in that. Makoto 5B's a MTW, RCs and blocks in time. it looks like maybe makoto connected earlier in the MTW...but still.
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Er...I don't think that's true. I know moves like yukikaze and MTW put you in hitstop that you can't cancel out of, but hitting VTC is just like hitting a blocking opponent, you should be able to rapid just after your first active frame connects and then jump out of the 5 frame 720. Unless I don't understand hitstop properly, which is entirely possible.
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From something like a 2B or 6A starter, doing j.D whiff >2B 2C instead of AC whiff 6B 2C gains about...70 damage or something pathetic. Even if you hit the j.D whiff combo most of the time...the risk of dropping the harder combo in this case far outweighs the (miniscule) benefit of landing it. Other characters have difficult combos that have damage bonuses that make them worth doing, but for ~70 extra damage.....I'll stick with the easy combo. So for the Japanese players, it's not that they can't do the combos, it's that they don't think they're worth doing. (My interpretation of why they're doing it, at least)
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Basically what happened was tager hit Jin before 2D went active, and that caused it to disappear. Also that combo is amazing.
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It doesn't keep super armour up till the hitbox, if they just keep pressing buttons you get knocked out of it, if it's the same as it was in the loketests.
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Someone has 5 primers. You break 4, leaving them with 1. With 1 primer left, if they use barrier to avoid guardcrush, they lose 3194 units of barrier (with gauge max at 10 000) for each primer attack they block. Assuming they don't have a full barrier (reasonable to assume), breaking 3 more primers will leave them in danger mode, and then 1 more will break their guard. This is, of course, assuming they don't regenerate any primers. And like I said, even if you get them to danger mode, they can probably just eat a 2k damage midscreen combo on purpose (char dependent) to let their barrier come back at 50% instead of being guardbroken and pushed to the corner with a combo starter of choice.
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It seems that Mori thinks that the way primer breaking is supposed to work, is that nobody can be guard-broken ever. Currently, a 5-primer character needs to block -8- primer attacks in order to be guardcrushed. (And this assumes no primers are regenerated after some have been broken.) And even if they are pushed into danger mode, waiting a whopping 6 seconds regenerates half of the barrier gauge, requiring 2 more primer breaking attacks to guard crush them. And add that to the fact that people are getting their good primer-breaking attacks taken away from them, and are left with hilarious things like tager's j.2C (-10 at least) and sledgehammer (-17 or something). Yes green bursts halve primers. Even then it's nearly impossible to guardbreak them for the reasons listed above (2 primers left? Ok, 5 primer attacks needed.) And unless it's a mistranslation, in CSE you lose even less barrier for blocking a primer attack with 1 left than you do now. So yeah, all I know is that I disagree with the way guardcrush works in BB and felt like ranting about it. >.>
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With the current way things are, yeah. They've just done weird stuff with tager like....he has a 40% combo rate, but collider, MTW and terrabreak ignore the combo rate.... I feel like it would be better for him to have a comparable combo rate to other chars, that way you could modify your combos for damage/positioning/knockdown, while right now....you just do knockdown because going for damage will net you about 300 points of damage in return for pulling them out of the corner. >.>
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This is not true. Character combo rates are applied after all other proration and have no effect on the untechable time of a combo.
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From CS1, combos after 360A were possible, while 360B didn't work as well (after 360A, could get untechable collider vs rachel, but not after 360B). Then in CS2 they literally just swapped the proration values for 360A and 360B. So maybe they've just swapped them back again.
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Untechable time means it's easier to combo moves together. It does nothing for traps, they still have access to the same tech options and those tech options still beat our traps in the ways they always have. Even the most legit of tech traps is beatable.
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Don't slow it down as in spin the stick slower, slow it down as in just start the entire motion later. The jump cancel can happen anywhere during 5As recovery, or you can even just 5A, let it end, then do a VTC standing 720.
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Bunch of snippets from the video thread: Discussion continuing from this point I guess.
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Please let me take a moment to clarify what we're saying. (By the way Osuna, if I misunderstood what you were saying, feel free to correct me). There's nothing wrong with sharing your experiences in a matchup, we're all here to discuss what we know from the playing the game and trying to help each other improve. The problem with your post was that it didn't give enough information. While other people such as myself, Orion and Osuna are discussing the matches that axis posted (nearly half an hour's worth of fighting), talking about what worked, what didn't, what things we can all try in the matchup in future, you entered a post which essentially said: "I fought a ragna. Only landed 2 throws. I lost" It's more helpful if you articulate why you found it difficult to land throws (eg. ragna can pressure you from distances you can't grab, from the air etc) then we can all suggest ways to either land more throws, or ways to win the match without needing to throw. You know, stuff like that. Hence why Osuna (as long as I'm understanding him) asked "What does that tell us?". It wasn't useful to the discussion, but the point I'm making is that it could have been, if you'd given more information etc. I'm not trying to single you out here, or say that all posts which don't directly accelerate the discussion at hand are useless, I'm just explaining why your post got the response it did. I'm sorry if I caused any offence.
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Osuna understands that. What Osuna was asking was - "How is that post useful in any sense."
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You were playing well axis, but there were a few times where (end of 2nd match of GF in particular, he whiffs a DbD) he stuffed up and you could have 720ed on reaction (But like...5Aed him instead. ). I'm sure you're already kicking yourself for those though. >.> IB nerf definitely makes fighting rag harder. Oh yeah, also a couple of times after IBing 2C you tried 5A. As you saw, it'll trade with his 6C(1) and if he's awake he gets a combo cos his CH stun is way longer. I've taken to IBing 2C and then doing a 360 that ends at down-back. Ideally it grabs 6C/2D but blocks 3C. But even if you get hit by 3C it's like....eh, he's not getting a combo off it anyway, and if he goes 3C>2D you get a free punish as 2D whiffs (which I saw you did do in that match at one point).
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In CT Kouji made it to SBO. Got past qualifiers into bracket, lost first round of the bracket.